- Aug 20, 2008
He's not saying you'd control it with your head, just that you would control it the same way you control cameras in any other first person games with either an analog stick or the gyro controls. Except instead of tracking enemies with the camera movement like in COD you'd track the Bot as you guide him around the levels. Of course it wouldn't be nearly as immersing. I haven't played Astro Bot, I don't know if he has a point, just explaining it for you. Other first person VR games have translated to non-VR versions decently. Like Battlezone. There are tons of other games with optional VR support like Elite or RE7 or whatever flight sim or racing games. Clearly it's not nearly as immersing out of VR but it's a viable way to play these games since the VR doesn't actually alter their gameplay much, only the sense of presence and wow factor and immersion. It's not like games that use the 1:1 motion controllers to map your hands and let you physically interact with objects/weapons/enemies/the environment (or even room scale games where you walk around for total immersion) which would need a full rework to work outside VR and be lesser games for it (like even the simpler shooting games where you aim like a real gun but completely lose that factor if you make a shooter with conventional controls). Again, I dunno if this would work for Astro Bot, I haven't played it, just explaining his point, or how I understand it at least.
That’s what elevates it above most other VR games as it’s one of the few that just wouldn’t work as a regular game. Sure, they could remake the levels to be playable, but it would just be a run of the mill 3D platformer rather than something special. And as I said in my prior post, to people who only care about gameplay mechanics it’s probably an average platformer period as the gameplay aside from the VR feature is quite basic. It’s again something more special to us experience-driven folksy than it is to the gameplay-focused crowd.