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Sony: not every PSVR game playable with DS4; some require Move

mrklaw

MrArseFace
Why do I think what? That it's limiting? Because it's true?

I guess my main thought experiment for the people who are seeing this simply as "Sony offering options" would be this;

Take the following three games; Audioshield, Job Simulator, and The Unspoken, and explain how they can be played on a Dualshock 4 without making massive sacrifices in the core game design (and more than that, how they can still be considered super fun games that someone with just a DS4 would want to play).


Remember, I know people aren't arguing that two motion controllers would be better, but I'm arguing that some games need those two motion controls to maintain what makes them them. And forcing devs to create a DS4 option would mean huge design changes.

Who says you have to make they playable without massive sacrifices? Any devs that worked on Vive-only games, and therefore rely on motion controllers, should absolutely push move support as the primary and preferred method of play on PSVR. All Sony is saying is they need to work with DS4 as well. And DS4 has plenty of inputs to (poorly or not) map to move controllers.


Just for fun:
Audioshield - left/right analog sticks map to left/right shields. You simplify the input so you can move each left/right/up/down/centered, and you either tweak the orbs to line up with those directions, or you snap the shields to the nearest orb as long as you're in the right area.

Job Simulator - this one I'd make it play like Octodad. Left/right analog sticks flail your arms around and the trigger buttons are for gripping.

Haven't played the last one so I can't comment on it. (edit: Not sure about some of it, but the gesture stuff for triggering spells you could draw with the analog stick like Trine)
 

Synth

Member
I don't disagree. I was just remarking upon the complete change in opinion. I remember back then so many did not want anything to do with Mario Kart if it didn't have classic controls.

For the record, I would prefer if Sony didn't have this mandate. Motion controls are the future, IMO, especially in VR, and the regular controller needs to be left behind.

I don't really think it's a change in opinion if it's pretty much the opposing situation though (not having support where it makes sense, rather than mandating support where it doesn't). I'd be hugely unimpressed if Gran Turismo Sport hit, and forced me to use Move controllers to play an otherwise classic Gran Turismo experience. This wouldn't contradict my stance in this thread though, because the situation would be completely different.

EDIT: Gran Turismo is a better comparison than Ace Combat actually.
 

mrklaw

MrArseFace
This is great news! I won't have to buy Move controllers ever! Saved me some cash.

Also got the camera for free today!

You'll still want the move controllers - you should still be able to find some for pretty cheap.

Some of the games coming really need proper motion controllers to enjoy, and any DS4 controls will be shitty (while technically meeting Sony's requirements)
 
Simply use 2 DualShock 4 controllers as Move controller substitutes.

g7BmE92.jpg
 

cakefoo

Member
No design changes are needed it even says as much in the OP.
Tell that to the devs who've already released their games on Vive.

Holoball devs must be having nightmares trying to figure out how to make a DS4 work as well as motion controls. I guess depending on how accurate the DS4 internals are, you could do a Wii Sports Resort-like control scheme, but Sony better have a wriststrap solution.
gcyAsLG.gif
 

Zalusithix

Member
Audioshield - left/right analog sticks map to left/right shields. You simplify the input so you can move each left/right/up/down/centered, and you either tweak the orbs to line up with those directions, or you snap the shields to the nearest orb as long as you're in the right area.

Mapping left and right sticks wont be able to handle quick crossovers and fine adjustments to allow both visibility and blocking. Also, efficient blocking of the orbs is as much general placement as it is rotation of the shields. Now you need (at least one) additional axis for both shields. A full axis; the triggers wont help.

Now if you tweak the orb flow to magnetize towards the shields, or snap the shields to the orbs to mitigate these deficiencies, you've lost a huge part of the gameplay. I can't tell you the number of times I've just barely missed an orb causing my score that would have otherwise beat my personal record to be tossed. Finesse is the name of the game. Controllers would lose that. There would be no feeling of accomplishment.

Beyond that, Audioshield is more than just blocking the orbs. Scoring is based on additional movement. Punch strength, flicks of the wrist, general movement, etc. None of that nuance could be conveyed properly with a standard controller.

So in the name of making the game controller compatible you'd end up with a game that's a shell of its former self. It'd be a miracle if it was fun, even if it somehow was playable. To make matters worse, people can review the game based on that controller mode that doesn't really work and tank the average despite having invested more time (and thus money) implementing a mode you never wanted to begin with. All so some people can play a mediocre (at best) game mode that would they would have otherwise just passed over?

Simply use 2 DualShock 4 controllers as Move controller substitutes.
Skirting around the issue by requiring two DS4s acting as pseudo-moves is ridiculous. Not everybody is going to have multiple DS4s, and if you're going to require that they have to buy something that isn't stock in the system, you might as well just require that they get the controllers optimal for the job.
 
Tell that to the devs who've already released their games on Vive.

Holoball devs must be having nightmares trying to figure out how to make a DS4 work as well as motion controls. I guess you could do a Wii Sports Resort-like control scheme, but Sony better have a wriststrap solution.
gcyAsLG.gif

You're trying to hard dude. Why don't we see what works and what doesn't, before declaring shit will not work, without trying it first. You dudes kill me with this "know it all attitude" and try to refute anybody that is open to the possibility.
 
Skirting around the issue by requiring two DS4s acting as pseudo-moves is ridiculous. Not everybody is going to have multiple DS4s, and if you're going to require that they have to buy something that isn't stock in the system, you might as well just require that they get the controllers optimal for the job.

It is not the same. It is using a controller setup that more people are likely to have than two Move controllers. The whole point is to widen the potential install base as much as possible. Also note that there is precedent for something like this with the DualShock 3 controller being a substitute for the Move Navigation Controller.
 
Tell that to the devs who've already released their games on Vive.

Holoball devs must be having nightmares trying to figure out how to make a DS4 work as well as motion controls. I guess depending on how accurate the DS4 internals are, you could do a Wii Sports Resort-like control scheme, but Sony better have a wriststrap solution.
gcyAsLG.gif

First off the DS4 is a motion controller.

Second, not every game will be able to be work on the PSVR. For example, PSVR doesn't support room scale tracking and must be a strictly front facing experience. If a game doesn't fit that criteria then it won't work using PSVR. Complaining about any particular game not being playable on the PSVR is pointless. It is not meant to support every VR game.
 
holy shit....concepts to making audioshield work on a DS4 are actually hilarious, and some of the worst ideas ive ever heard. Not to mention the absurd amount of dev time it would take to completely rework the algorithm for where orbs come from, implement a 2D plane AND 2d scoring system for the analog controls, as the dual tracked controller version takes into account the punching power and cares about 3d space not analog 2D. Then in the end they would separate leaderboards, cant put two completely different games onto the same scoreboards.

Actually once the motion controllers are removed, they might as well make it playable on a regular TV, since a rhythm game like this without the 3D space for hit connection makes no sense to be in VR at that point.

Actually theres an idea, here is a better way for sony to implement this policy.

All PSVR games must be playable on a standard display using a dualshock 4
 

LowSignal

Member
I played London Heist today at gamestop and it was a disaster. My virtual hands were flying outside the van as if I was making a shadow puppet bird, I was unable to do properly grab ammo to reload as my virtual hands had poor deapth control. The PS rep was really nice and tried to get it to work for me and my friend but was unable to get the Move controllers to work right. BattleZone worked amazingly but that used the regular PS4 control. Maybe they should have used updated move controllers instead of old technology.
 

Tagyhag

Member
First off the DS4 is a motion controller.

Second, not every game will be able to be work on the PSVR. For example, PSVR doesn't support room scale tracking and must be a strictly front facing experience. If a game doesn't fit that criteria then it won't work using PSVR. Complaining about any particular game not being playable on the PSVR is pointless. It is not meant to support every VR game.

HoloBall was announced for PSVR though. So it'll be interesting to see what happens.

And yeah DS4 is a motion controller, but some of you are acting like it could be a worthy substitute to the wands, nope.
 
And yeah DS4 is a motion controller, but some of you are acting like it could be a worthy substitute to the wands, nope.

The Move controller would obviously be better* since it was specifically designed for it, but why wouldn't the DS4 be usable as Move substitute? I can easily see that working out. For example Audioshield should work perfectly fine with that setup.

*The DS4 inertial sensors might be better since they are newer

Edit:
HoloBall was announced for PSVR though. So it'll be interesting to see what happens.
I just looked at HoloBall gameplay and not only does it look like it could be played with a DS4 acting as a Move controller, it seems like the game would be perfectly fine using only one DS4 since you can use a backhand to hit the ball. In fact I suspect that is how most people would play the game anyway since they would be more accurate using their dominant hand all the time.
 

cakefoo

Member
You're trying to hard dude. Why don't we see what works and what doesn't, before declaring shit will not work, without trying it first. You dudes kill me with this "know it all attitude" and try to refute anybody that is open to the possibility.
Either point out specific things I've said, or just keep talking to walls.
 

Tagyhag

Member
The Move controller would obviously be better* since it was specifically designed for it, but why wouldn't the DS4 be usable as Move substitute? I can easily see that working out. For example Audioshield should work perfectly fine with that setup.

*The DS4 inertial sensors might be better since they are newer

To be honest, aside from Playroom, I have yet to try it on something else and while the tracking was ok, I have yet to test it out on games where it would require 2 DS4's or for the light to not just be facing forward at all times.
 

Mechazawa

Member
Not everyone wants to play a VR game waving their arms around. Sony is right by giving consumers the choice. If you want to use motion controls, go ahead. However, if you get tired, you can still play with a DS4. Not seeing a problem.

And not all developers want to be forced to limit what kind of game they're capable of making because it has to work with a controller.

If you don't wanna wave your arms around, why don't you just not buy the games that make you wave your arm around?

Edit: Hoo boy I'm like 5 pages late on that response.
 

ArtHands

Thinks buying more servers can fix a bad patch
So that means dual shock 4 is mandatory for all PSVR game? that isn't good at all.
 

Kyolux

Member
I'd like to order one of those magic spells that easily make a DS4 work like a Move controller or adapts a game for it.

This news is a huge disappointment. And to say that it's to get more people to buy a headset, well what good will that do if they buy 2-3 games, try some of those games with lame DS4 controls (not all games will be like that) and decide it's not for them, stop buying games for it and goes back to non-vr.

I'm sure that's what Sony wants, right?

Also, the Moves are included with the headset. Whoever said they weren't. The standalone unit is for those that already have a move or two and a camera.

Considering the price of 2 Move, a cam and PS VR Worlds, the bundle is the better deal otherwise... even if you wouldn't pick up the move controllers.

I played London Heist today at gamestop and it was a disaster. My virtual hands were flying outside the van as if I was making a shadow puppet bird, I was unable to do properly grab ammo to reload as my virtual hands had poor deapth control. The PS rep was really nice and tried to get it to work for me and my friend but was unable to get the Move controllers to work right. BattleZone worked amazingly but that used the regular PS4 control. Maybe they should have used updated move controllers instead of old technology.

Wow.. sucks that this happened for you.

I tried it on Saturday and couldn't have had a better experience, outside of the volume on the headsets being so low.

I'm pleased by this news. It means I don't have to splash out on two move's straight away to be sure I can play stuff.

There's plenty of games that are going to be designed around using a DS4. Why would you want to pick-up games with shoe-in DS4 control setup instead of those?
 
To be honest, aside from Playroom, I have yet to try it on something else and while the tracking was ok, I have yet to test it out on games where it would require 2 DS4's or for the light to not just be facing forward at all times.

PSVR games are going to be front facing experiences anyway. It's true that the Move controller would be visible from a wider angle, but it is probably a bad design decision to have that type of motion in the game since when turning to the side you still have the possibility of one controller or arm blocking the other controller. So even using the Move controllers in that situation is iffy.

Simply put, if you are making a PSVR game using motion controllers then it has to be designed to be a front facing game. With that constraint the Move and DS4 should track about equally as well.

Another thing I just thought of is that the DS4 in addition to possibly having better initial sensors, probably tracks rotation better too since is not using a spherical tracking light source. That means that rotation can be determined by the camera in addition to the inertial sensors. The result would be that the DS4 would not have as much of a rotational drifting problem since the camera could be used to correct the inertial sensors.

Edit:
I'd like to order one of those magic spells that easily make a DS4 work like a Move controller or adapts a game for it.

Seriously, why couldn't the DS4 be used as a substitute for the Move controller. People keep saying this but never giving a reason why it would be true. The DS4 can be tracked just like the Move controller can be tracked.
 

cakefoo

Member
The Move controller would obviously be better* since it was specifically designed for it, but why wouldn't the DS4 be usable as Move substitute? I can easily see that working out. For example Audioshield should work perfectly fine with that setup.

*The DS4 inertial sensors might be better since they are newer

Edit:

I just looked at HoloBall gameplay and not only does it look like it could be played with a DS4 acting as a Move controller, it seems like the game would be perfectly fine using only one DS4 since you can use a backhand to hit the ball. In fact I suspect that is how most people would play the game anyway since they would be more accurate using their dominant hand all the time.
If DS4 rivals Wii Motion+, they could go the Wii Sports Resort route, where the controller orientation determines the angle of an invisible rod coming out of your body with a racket attached to the end. But there's no way they're letting you play racket sports holding the DS4 in the half grip you pictured. It would have to be held in the center, and they'd need some kind of wrist strap.
 

Kyolux

Member
PSVR games are going to be front facing experiences anyway. It's true that the Move controller would be visible from a wider angle, but it is probably a bad design decision to have that type of motion in the game since when turning to the side you still have the possibility of one controller or arm blocking the other controller. So even using the Move controllers in that situation is iffy.

Except in situations like The Heist.. where I opened the door of the car, and started shooting on the side and behind us.

That DS4 light wouldn't have been visible to the camera, but the Move still is.

Yeah I can't turn around completely and shoot probably, but I still had more options than I would with the DS4.

Edit:
Edit:


Seriously, why couldn't the DS4 be used as a substitute for the Move controller. People keep saying this but never giving a reason why it would be true. The DS4 can be tracked just like the Move controller can be tracked.

See my response as an example.
 
If DS4 rivals Wii Motion+, they could go the Wii Sports Resort route, where the controller orientation determines the angle of an invisible rod coming out of your body with a racket attached to the end. But there's no way they're letting you play racket sports holding the DS4 in the half grip you pictured. It would have to be held in the center, and they'd need some kind of wrist strap.

The DS4 would be much better than the Wii Motion+. It uses the same tracking technology that tracks the headset itself. If it didn't work for the DS4, it wouldn't work for the PSVR headset.

I see no reason why the half grip would not work. I picked it up and tried it. It is a secure grip. I can hold the DS4 just as securely as I could hold a racketball racket*. Besides, I wouldn't be surprised if they came out with a wrist strap that went around DS4 in the off chance that you lost your grip.

Edit:
*Ok, to be sure I tried this again and I was wrong that I can hold the DS4 as secure as a racket. The tapered grip of the handle makes the DS4 want to 'squirt' out of your hand. I'd want to use a strap with the controller if I was using it for a lot of quick swinging actions. Holding the controller would become even more of a problem if you worked up a sweat. You can use your index finger over the trigger to lock the controller in, but it still doesn't feel as secure as it should.

However this would only be a problem for a game trying to use the controller as a racket, of which I've only seen the one. Aiming a gun, picking up objects, or a slower action like casting a spell would not be a problem. It's only the quick swinging action that is problematic.
 
Except in situations like The Heist.. where I opened the door of the car, and started shooting on the side and behind us.

That DS4 light wouldn't have been visible to the camera, but the Move still is.

Yeah I can't turn around completely and shoot probably, but I still had more options than I would with the DS4.

In that case it would use the inertial sensors. It only becomes a problem if the light is out of view for an extended period of time. In that case the the controllers can drift. Shooting backwards or to the side occasionally isn't going to be a problem.

If I'm not mistaken (which I admit I could be), the inertial sensors sensors are more accurate anyway as they update much more frequently. The camera is used to control the drift of the inertial sensor, but it is the sensors that do most of the tracking. Don't get me wrong. The Move controllers would still be better, but the DS4 would be an acceptable substitute.
 

Daft Punk

Banned
You're trying to hard dude. Why don't we see what works and what doesn't, before declaring shit will not work, without trying it first. You dudes kill me with this "know it all attitude" and try to refute anybody that is open to the possibility.

Preach. People act as if Sony's engineers didn't take this into any kind of account when they were making the damn thing.
 

cakefoo

Member
It's true that the Move controller would be visible from a wider angle, but it is probably a bad design decision to have that type of motion in the game since when turning to the side you still have the possibility of one controller or arm blocking the other controller.
Even in a 180-degree playspace, the issue is still going to come up. Reach down to pick something up off the floor, and it's presumably going to glitch out.
 

mhayze

Member
How is this a bonus for VR? The Vive controllers are awesome and it would a tangibly lesser experience if I had to use a pad. Immersion breaker.

unless you are trying to playing normal games in a theater mode I guess.

EDIT: i mean I want things optimized for use with the move.. not having the move shoehorned in as an option.

The Vive controllers are a lot better than the move controllers, IMHO. Sadly I bought move controllers when they came out and they were uncomfortable and inaccurate, and despite improvements I find it hard to believe that they will completely fix the latter and the former is unfixable with the current design.
 

Daft Punk

Banned
And not all developers want to be forced to limit what kind of game they're capable of making because it has to work with a controller.

If you don't wanna wave your arms around, why don't you just not buy the games that make you wave your arm around?

Edit: Hoo boy I'm like 5 pages late on that response.

Once again as has already been stated, we don't exactly what mandate Sony put in place for developers in terms of what will and won't work with VR and the DS4. Having people run in here and go, "NOPE NOPE THAT'S A TERRIBLE IDEA BECAUSE REASON" isn't making your point any more valid. Let's hear from actual devs and not forum-goers before grabbing the torch and pitchfork.
 

ArtHands

Thinks buying more servers can fix a bad patch
PSVR games are going to be front facing experiences anyway. It's true that the Move controller would be visible from a wider angle, but it is probably a bad design decision to have that type of motion in the game since when turning to the side you still have the possibility of one controller or arm blocking the other controller. So even using the Move controllers in that situation is iffy.

Simply put, if you are making a PSVR game using motion controllers then it has to be designed to be a front facing game. With that constraint the Move and DS4 should track about equally as well.

Another thing I just thought of is that the DS4 in addition to possibly having better initial sensors, probably tracks rotation better too since is not using a spherical tracking light source. That means that rotation can be determined by the camera in addition to the inertial sensors. The result would be that the DS4 would not have as much of a rotational drifting problem since the camera could be used to correct the inertial sensors.

Edit:


Seriously, why couldn't the DS4 be used as a substitute for the Move controller. People keep saying this but never giving a reason why it would be true. The DS4 can be tracked just like the Move controller can be tracked.

Breakin immersion aside, this also means games that has to be played with dual wielding motion controllers, will be heavily compromised or wont get released at all. Space Pirate Trainer, Audioshield VR, Fruit Ninja VR just for example.
 

Kyolux

Member
The Vive controllers are a lot better than the move controllers, IMHO. Sadly I bought move controllers when they came out and they were uncomfortable and inaccurate, and despite improvements I find it hard to believe that they will completely fix the latter and the former is unfixable with the current design.

While I'm 100% sure Vive controllers are a lot better still.. a big part of the issue with Move was the PS3 camera wasn't really good. The PS4 camera isn't perfect, but it's a huge improvement and has two lenses for depth perception.

Also, having played with Move on PS VR, it is more than good enough.
 
Even in a 180-degree playspace, the issue is still going to come up. Reach down to pick something up off the floor, and it's presumably going to glitch out.

The inertial sensors would handle the picking something off the floor case, and that would likely happen even for the Move controller as the camera likely doesn't see that far down anyway.

I gave a bunch of development issues surrounding only a single example (bow shooting) here
http://www.neogaf.com/forum/showthread.php?p=209786344&highlight=#post209786344

I've already answered that.

1) Use the tracking capabilities of the DS4.

2) PSVR games will be designed to be front facing. Even Move controllers have a problem tracking when you turn to the side since your arm or other controller can block it. As an example, if you are right handed, turn to your right and act like you are shooting a bow. Your right hand would be hidden by your arm and body. A similar thing happens if you are left handed and try to shoot left. As a result no PSVR game is going to have you turn to the side for any period of time or have it be a major part of gameplay.

3) The inertial sensors can handle the camera losing sight of the light for short periods of time. Yes it's better to lose that visual tracking as little as possible which is why the Move controllers will still be better, but the DS4 should be perfectly workable.
 

BibiMaghoo

Member
There's plenty of games that are going to be designed around using a DS4. Why would you want to pick-up games with shoe-in DS4 control setup instead of those?

Because I'm putting down £350 before I have bought any games. If I don't need to spend another £50 straight off on controllers that is great news.
 

Zalusithix

Member
Once again as has already been stated, we don't exactly what mandate Sony put in place for developers in terms of what will and won't work with VR and the DS4. Having people run in here and go, "NOPE NOPE THAT'S A TERRIBLE IDEA BECAUSE REASON" isn't making your point any more valid. Let's hear from actual devs and not forum-goers before grabbing the torch and pitchfork.

All the "bad idea" feedback in this thread is on the basis that the mandate is "you must support the DS4 without exception". Additionally, people that have used tracked controllers in VR are actually in a position to weigh in on that stance with an informed opinion instead of basing everything on imagination and conjecture. You're on a message board. Expect opinions. And frankly "It's a terrible idea because <technical reason here>" is far more useful to informed conversation than the bunch of "I'm fine with it because I don't want to use motion controls!" posts.

Believe it or not, people saying it's a bad idea aren't doing it to shit on Sony, but because they actually want VR to succeed.
 
The inertial sensors would handle the picking something off the floor case, and that would likely happen even for the Move controller as the camera likely doesn't see that far down anyway.



I've already answered that.

1) Use the tracking capabilities of the DS4.

2) PSVR games will be designed to be front facing. Even Move controllers have a problem tracking when you turn to the side since your arm or other controller can block it. As an example, if you are right handed, turn to your right and act like you are shooting a bow. Your right hand would be hidden by your arm and body. A similar thing happens if you are left handed and try to shoot left. As a result no PSVR game is going to have you turn to the side for any period of time or have it be a major part of gameplay.

3) The inertial sensors can handle the camera losing sight of the light for short periods of time. Yes it's better to lose that visual tracking as little as possible which is why the Move controllers will still be better, but the DS4 should be perfectly workable.

regardless of how janky your entire solution is, it still doesnt solve the two separate hands issue

Because I'm putting down £350 before I have bought any games. If I don't need to spend another £50 straight off on controllers that is great news.
but no one is suggesting all games are move only. you would still have plenty of games to buy. the only thing being said is that games that are move only should be allowed to exists
 
Breakin immersion aside, this also means games that has to be played with dual wielding motion controllers, will be heavily compromised or wont get released at all. Space Pirate Trainer, Audioshield VR, Fruit Ninja VR just for example.

Why? Most games should work fine using the motion tracking capabilities of the DS4. The gripping problem only becomes an potential issue with swinging game and in that case put a wrist strap on that goes around the controller.

You also seem to be under the impression that Move controllers would not be used if they were available. They certainly would be. This is workaround would only be used for gamers that don't have Move controllers. They could substitute 1 or 2 DS4s in place of the Move and still play the games. You are basically saying that these gamers should simply not be given the option of using a DS4 instead of a Move. I can categorically state that such a restriction would sell fewer games and as a result be bad for VR.

regardless of how janky your entire solution is, it still doesnt solve the two separate hands issue
Yes it does. Use two DS4s. I am really not seeing your point.
 
Yes it does. Use two DS4s. I am really not seeing your point.
because "use two DS4s" will not satisfy "must support DS4" mandate from any justifiable position. There is absolutely no way sony writes that mandate and accepts 2 DS4s as a logical solution. They might as well jsut be making all users buy move controllers
 

pj

Banned
The Move controller would obviously be better* since it was specifically designed for it, but why wouldn't the DS4 be usable as Move substitute? I can easily see that working out. For example Audioshield should work perfectly fine with that setup.

*The DS4 inertial sensors might be better since they are newer

Edit:

I just looked at HoloBall gameplay and not only does it look like it could be played with a DS4 acting as a Move controller, it seems like the game would be perfectly fine using only one DS4 since you can use a backhand to hit the ball. In fact I suspect that is how most people would play the game anyway since they would be more accurate using their dominant hand all the time.

Where do you think the ds4's lightbar is going to be facing when you wind up for a back handed hit? Or a forehand hit for that matter? (not toward the camera)

Also there have been maaany people who have accidentally tossed vive controllers while playing that game. It will be a broken tv nightmare trying to play what is essentially tennis, with a half grip on a pretty large controller that doesn't even have the option of flimsy wrist straps
 
Probably the best idea. I expect Sony to throw games at PS+ and in aggressive sales to try to get people interested in what VR offers, and they should be playable* with a controller.


*not necessarily play well.
 

Zalusithix

Member
Probably the best idea. I expect Sony to throw games at PS+ and in aggressive sales to try to get people interested in what VR offers, and they should be playable* with a controller.


*not necessarily play well.

Because everybody loves to play games that control poorly. Nothing more satisfying than spending money on a middling experience!

Playable, but only just, isn't going to do anybody any favors. Especially in an ecosystem that doesn't allow for easy, no questions asked refunds.
 

kyser73

Member
So many Vive owners who were all enthusiastically agreeing with that Verge article a couple of days ago that Move was a PoS busy here too.

It's a console. It has a different audience. If some Vive games can't make it to PSVR I'm pretty sure PSVR owners will be OK.

I'm also pretty certain that developers will be able to make Move control primary while still incorporating a cludged DS4 lightbar/gyro control option to fulfill the requirement by Sony.
 

JustenP88

I earned 100 Gamerscore™ for collecting 300 widgets and thereby created Trump's America
Controllers limit game design? Wtf? Eliminating controllers as an option limits game design. lmao
 

Kyolux

Member
So along with a comfort level you also have a 'Works Best With Move' line on the store page and on the packaging if it's a retail title.

Except that doesn't fix anything, that only puts emphasis on the problem.

Controllers limit game design? Wtf? Eliminating controllers as an option limits game design. lmao

You haven't tried VR I guess? Also no one is talking about eliminating controllers. Learn to read.
 
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