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HTC Vive is $799, ships early April 2016

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TheCrow

Member
Tbh if space pirate trainer, hover Junkers, or raw data were just regular video games I probably wouldn't be interested in them at all. But the more footage I see just leaves me more and more excited for next week.
 
I agree with you guys. People will "get it" if it's good, but for many belief won't come from faith as it does with us; it will come by personal experience. That is the enduring challenge of VR for the foreseeable future.
 
I touched upon this briefly in my (late) edit, but yeah, I see VR potentially changing what simple means. Falling back to my tried and true example: Target shooting. It's something that would be incredibly boring in a traditional game in no time flat. In real life, it's something people can spend hours doing on a regular basis and have a blast every time.

This is pretty much why people love "mundane" simulators like flight, truck, farming and fishing simulators already. I could see a lot of mundane every day things done in VR being very compelling if the simulation provides enough depth/realism to make it interesting.
 

mrklaw

MrArseFace
Tbh if space pirate trainer, hover Junkers, or raw data were just regular video games I probably wouldn't be interested in them at all. But the more footage I see just leaves me more and more excited for next week.

Space Pirate Trainer proves the point about simple being super compelling in VR. On a TV it'd be dull as shit. You'd either point a mouse at things and shoot them, or maybe waggle a wiimote and move a pointer. All still abstracted pointing mechanisms. But being in the VR space, with proper depth perception, and 1:1 tracking of your guns, it is just crazy.

Likewise with tilt brush. Just some wiggly lines in space. But they're there - they are solid and you can perfectly sense their position in 3D space. In instinctively ducked to avoid bumping into a line I'd drawn earlier while moving about. Made me giggle when I realised what I'd done.
 

bloodydrake

Cool Smoke Luke
I can really see a resurgence to the story based point and click adventure games, due to vr and room scale.
Interaction within a set piece as the story evolves around you sounds super compelling. I'd love a VR Tex Murphy game for example.
 

artsi

Member
I can really see a resurgence to the story based point and click adventure games, due to vr and room scale.
Interaction within a set piece as the story evolves around you sounds super compelling. I'd love a VR Tex Murphy game for example.

I want my Japanese visual novels in room scale :p
 

Zalusithix

Member
I want my Japanese visual novels in room scale :p

Would need a fully voiced protag as reading what you're saying would be kind of... odd in a 3 dimensional space. That said, I'll pass without switching out of anime styling. I'm fine with anime - enjoy it even, but that styling brought up to human scale is off-putting to me. Sometimes 2D needs to stay 2D. ;)
 

Zaptruder

Banned
I touched upon this briefly in my (late) edit, but yeah, I see VR potentially changing what simple means. Falling back to my tried and true example: Target shooting. It's something that would be incredibly boring in a traditional game in no time flat. In real life, it's something people can spend hours doing on a regular basis and have a blast every time.

Because VR at its core... when paired with motion controls... allows us to replicate by default the natural 'easy to grasp, difficult to master' of basically any dexterity based activity.

Even the most basic activity like throwing a ball becomes much more compelling in VR - because you can't just point and click which is an easy to grasp and easy to master task. You have to contend with physics, find the right angle, right speed and force, have the right timing for release, etc.

Lining up a shot isn't just about pointing and shooting (although that's the basics of it) - but ensuring that multiple points of information are appropriately lined up. And if the simulation is tight, then it's not a trivial task when the bullet is falling and affected by wind.

Then throw in elements like cover, positioning, flushing out... and the amount of complexity increases massively, even while still been intuitively easy to grasp on a basic level.

The best activities draw you in with immediate, visceral and satisfying feedback, but then present you with more and more subtelties to consider in really seeking that next level skill.

And it happens organically as an actual physical skill! It's not video game style leveling up (although you can still throw that sort of hard feedback loop in as well if you want).
 

elyetis

Member
I'd love a VR Tex Murphy game for example.
They actually began working on a patch for Tesla effect for the Oculus/VR; but it happened at a time where the SDK began having many new iteration and it pretty much fell appart. From what I read in the steam forum, the dev working on it said that it would now pretty much need to go to Unity 5 which is quite some work and he doubted they would let him.

Which IMHO is really stupid, they could have had a good game, ready for the consumer release of the two headset, at a point where there is little competition.... it's like they don't want money.
 

libertytoast

Neo Member
Sorry if already asked, but has anyone from the US been charged yet if they pre-ordered with a card?

AFAIK, nobody in US / Canada that didn't pay via Paypal has charges on their account yet. Speculation is they'll start charging us tomorrow, with two day shipping planned to get them to us by Tuesday.
 

Vladmiris

Member
AFAIK, nobody in US / Canada that didn't pay via Paypal has charges on their account yet. Speculation is they'll start charging us tomorrow, with two day shipping planned to get them to us by Tuesday.

Thank you. I have been refreshing my credit card page endlessly for two days now.
 

Durante

Member
I touched upon this briefly in my (late) edit, but yeah, I see VR potentially changing what simple means. Falling back to my tried and true example: Target shooting. It's something that would be incredibly boring in a traditional game in no time flat. In real life, it's something people can spend hours doing on a regular basis and have a blast every time.
Yeah, I posted about this in another thread, but I think it also affects what gameplay depth means.

Take the act of throwing knives in Budget Cuts. If it was a normal game, that would be aiming with a controller or mouse and pressing a button. Sure, a lot of games are basically built on that, but in the context of Budget Cuts in particular there's not a lot of extraneous sophistication attached to it.

However, by moving that to VR with tracked controllers and direct 1:1 mapping, you transform that act into something which almost matches the complexity and level of nuance of throwing knives in real life. And that is certainly something which has a lot of depth to it.

It also "automatically" introduces an absolute ton of use cases which would be special moves in a traditional game, but are simply other types of movement (which don't even need any type of game support) in VR. For example, blind throwing from behind cover, throwing sideways or even backward, quick throwing, and so on and so forth.
 

Sky Chief

Member
On that list, the one that I find most appealing is Budget Cuts. I'm really not trying to be critical, but a lot of the games (ex: raw data and Hover Junkers) look like great ideas in need of a full game. In other words, they appear small and tech-demo like, rather than full fledged games. I'll be happy to eat crow if I'm wrong, since I have my PC ready to go (6700k / 980ti / 16GB) and a Vive on preorder.

As others have said the software for the immediate future is going to be very tech demo-y. If this turns you off then I don't think being an early adopter of going to be right for you.
 

Dario ff

Banned
I think my favorite aspect of game design for VR so far (don't actually have a headset but looking forward to get one in May) is that object design / programming has to go back to how objects interact in real life rather than translating the action to something you can do in a game. Hot Dogs, Horseshoes and Hand Grenades is one of my favorites so far when it comes to that.

If it wasn't for VR, I don't think I would've been this excited to try out accurate motion controllers, but it's really the core thing behind most of the game design I'd like to try.
 

Zalusithix

Member
It also "automatically" introduces an absolute ton of use cases which would be special moves in a traditional game, but are simply other types of movement (which don't even need any type of game support) in VR. For example, blind throwing from behind cover, throwing sideways or even backward, quick throwing, and so on and so forth.

Yep, in this case special moves ranges everything from the sensible like you listed to the insane like gun kata type stuff. Want to fire in multiple directions at once while you spin around? Have at it. I can't guarantee it'll be effective, but you'll probably feel like a badass. It'll also cost you real life stamina as a balancing cost. ;)
 

Exuro

Member
Vive setup videos are hyping me up too much. Still have to wait until May. Hopefully impressions and demonstrations will be enough to tie me over.
 
Vive setup videos are hyping me up too much. Still have to wait until May. Hopefully impressions and demonstrations will be enough to tie me over.
I'm pretty sure my work productivity is going to go on tilt as soon as I get shipping confirmation. In fact, it's probably going to go on tilt as soon as the first confirmed US shipping confirmation hits da web.
 

libertytoast

Neo Member
Going back to that UK Destructoid editor's twitter, the one Dreams-Visions posted earlier, here are a few more tweets I found interesting:

U4waCmb.png


MlmDGmJ.png


Think this one is particularly telling, if she's comfortable writing a 2.5K word review inside a headset, and the interface works well enough that it doesn't slow her down significantly.

diXXaMi.png
 
The online setup videos seem to show the breakout box having a mini display port on the back. Can that be used to connect to a PC? Also, does anyone know if using a HDMI to Display Port code would cause any issues? My 980ti only has one HDMI and it's currently being used...
 
Going back to that UK Destructoid editor's twitter, the one Dreams-Visions posted earlier, here are a few more tweets I found interesting:

U4waCmb.png


MlmDGmJ.png


Think this one is particularly telling, if she's comfortable writing a 2.5K word review inside a headset, and the interface works well enough that it doesn't slow her down significantly.

diXXaMi.png

hype rising QUICKLY.

lord please don't let me be on the forum when shipping confirmations start. my work day will abruptly and unceremoniously end at that moment.

The online setup videos seem to show the breakout box having a mini display port on the back. Can that be used to connect to a PC? Also, does anyone know if using a HDMI to Display Port code would cause any issues? My 980ti only has one HDMI and it's currently being used...

if there's a mini display port it almost assuredly is for connecting the PC to the breakout box instead of having to use HDMI.
 
The online setup videos seem to show the breakout box having a mini display port on the back. Can that be used to connect to a PC? Also, does anyone know if using a HDMI to Display Port code would cause any issues? My 980ti only has one HDMI and it's currently being used...

Yes, you can use the mini DP with the Vive in lieu of HDMI.
 

ToD_

Member
I'm looking forward to the user impressions once customers get their hands on these. I was sadly a little late with my order and won't be getting it till May, but I'm happy to see this going as planned.
 
Going back to that UK Destructoid editor's twitter, the one Dreams-Visions posted earlier, here are a few more tweets I found interesting:

U4waCmb.png


MlmDGmJ.png


Think this one is particularly telling, if she's comfortable writing a 2.5K word review inside a headset, and the interface works well enough that it doesn't slow her down significantly.

diXXaMi.png

That's pretty interesting, I remember her having some doubts in regards to the ability to multi-task in VR so I'm curious to hear if she feels it's worth the trade off now that she's had some more time with it.
 

Durante

Member
I feel left out because I paid via paypal so I don't have the indirect confirmation of money being charged to judge my order's progress :p
 
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