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

Here you go:
https://en.wikipedia.org/wiki/List_of_PlayStation_Move_games

There are tons of PS Move games already. Adding a playable DS4 option will not hurt.

Except when the game design is explicitly incompatible with control via the DS4, which in the case of VR is entirely possible.

It's really not too far off from saying that a modern FPS should have an option to be controlled by an NES controller. From a controlling possibility perspective at least.
 
It's clear with threads like these that:

#1 Most people don't bother reading through any of the the thread before posting.
#2 Very few people understand the repercussions of a single decision on game design.
#3 Not many people took logic (or discrete math) class. Move &&(AND) DS4 != Move ||(OR) DS4.

I wish Sony would've bite the bullet and bundled move controllers with every single PSVR sold by default.

I was really surprised to see them not do this. It makes so much sense to do so, and its beneficial for VR developers (and the industry) to know that tracked controllers is the default choice.
 
Because the game must be playable still when only one is. I'm not sure if people are simply forgetting what the word "require" means. If something is required, then it's not just an option. Just as a requirement to support DS4 is not "an option" to for developers.

To draw a very simple parallel. Do you think a requirement to make all games on a console playable those owning a joypad with a single analog stick would have no affect on the design of the games for that console.. even if a dual-analog controller were available for additional purchase?

See my PS Move games link above, there are many games made with the 2 playable options (Move or DS).
 
You can't imagine any situation where a developer might have an idea which absolutely requires two tracked controllers and to change that would be compromise on that vision?
They can fully realize their vision with the Move mode.

Then why would they need to be mandated to support the DS4? They should just be adding support for it in their own best interests. If they would choose not to, then there's a reason for it.
Well platform holders get to make a lot of decisions for their platform. My guess is Sony is trying to avoid customer confusion.

Except when the game design is explicitly incompatible with control via the DS4, which in the case of VR is entirely possible.

It's really not too far off from saying that a modern FPS should have an option to be controlled by an NES controller. From a controlling possibility perspective at least.
If every PS4 shipped with an NES controller you would almost have a point. Instead, like the Siri remote example, we are just making hypothetical situations that don't make sense here.
 
No, sorry. Some games simply can't be mapped to a standard controller in any remotely sane way. They'd have to radically alter the fundamental design of the game itself to comply with that mandate.
Will Robinson which involves grappling and climbing with 2 hands work best with PS Move? Yes, but it has been adapted for DS4 and it is not any less an immersive experience for it.
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It's clear with threads like these that:

#1 Most people don't bother reading through any of the the thread before posting.
#2 Very few people understand the repercussions of a single decision on game design.
#3 Not many people took logic (or discrete math) class. Move &&(AND) DS4 != Move ||(OR) DS4.



I was really surprised to see them not to do this. It makes so much sense to do so, and its beneficial for VR developers (and the industry) to know that tracked controllers is the default choice.
I think what I've learned with psvr threads is that everyone knows what's best for vr.
 
Are people in here deliberately ignoring the impact of this mandate on game design? What developer in their right mind would make a game with support for two extremely different input methods? Imagine playing Dance Central with a controller.

You are gonna get one-size-fits-all and you are damn well gonna like it.
 
I don't think that's a good standard to adhere to.

I'm curious how Job Simulator will work on a dual-analog controller.

Job Simulator was the first thing I thought of. How could that possibly be playable with a controller?

And yeah this is a really dumb precedent to set. I hope this doesn't limit the motion-based games that can come to PSVR.

edit- holy shit this thread moved fast. Had it open in a tab and thought it was like 40 posts in
 
but it will hurt, you have to completely design the game differently at a base level.

PSVR games should be built for whichever control scheme makes sense for that game. If it is possible and makes sense then support standard controller + move, but that doesnt always make sense and it should not be forced onto developers.

Agreed.
 
Will Robinson which involves grappling and climbing with 2 hands work best with PS Move? Yes, but it has been adapted for DS4 and it is not any less an immersive experience for it.

So one game extrapolates to everything? Tell me how you get a game like Space Pirate Trainer working with a controller. Or even Audioshield. I'm all ears.
 
What is the point in doing extra work for a broken control method that will just get negative reviews and complaints from customers? This is the kind of useless micromanage shit that Microsoft got nailed for in the 360 gen.
Why don't we wait until these games come out before we start acting like the sky is falling? Developers are smart people, I'm sure they will come up with a solution.

Do you think once Touch is launched that 100% of all games on the Oculus store will support controller input? If yes, then well, you are wrong.

If not, then why do you think that won't be the case? That's the same reasoning as to why such a mandate cuts down the available design space for developers.

Maybe not 100%, but my guess is most will. Because people who bought OR got a gamepad. If developers focus on games that only use the motion controllers they will be cutting off a part of their audience which may not make good business sense.
 
They can fully realize their vision with the Move mode.

So force developers to create two versions of their game, that in some cases could be pretty much entirely different games. That's fair and reasonable. Is Sony going to fund that for them? Provide them the extra man power so that those developers have to create an extra game they don't want to create?

It should be up to the developer if they want to design a game specifically around the capabilities the Move controller. And Sony did it before, they never mandated this with Move games pre-PSVR (and there is a great reason why. Hint: same one we're arguing for here).

If developers want to limit their audience and create a game just for those controllers, let them - unless you as a user want to force developers to only create games you like and want to play - which again, seems totally fair and reasonable.
 
But adding a playable DS4 option is very close to a waste of time. It kind of will hurt, depending on how polished the DS4 options are expected to be.

but it will hurt, you have to completely design the game differently at a base level.

PSVR games should be built for whichever control scheme makes sense for that game. If it is possible and makes sense then support standard controller + move, but that doesnt always make sense and it should not be forced onto developers.

I went into detail on how one example (bow shooting) would suffer if it tried to support both. read my last post. there are a myriad of other development challenges that would cause this.

Requiring all games to support DS4 makes as little sense as requiring all games to support move. A game like Battlezone just would not work right with move, same as a game like job simulator or holopoint making no sense with a DS4

I believe some Devs will focus more making a game that's more suitable with the Move controller (ie: Tennis game), while other Devs will focus more on DS4 (ie: FF15).
 
So force developers to create two versions of their game, that in some cases could be pretty much entirely different games. That's fair and reasonable. Is Sony going to fund that for them? Provide them the extra man power so that those developers have to create an extra game they don't want to create?

It should be up to the developer if they want to design a game specifically around the capabilities the Move controller. And Sony did it before, they never mandated this with Move games pre-PSVR (and there is a great reason why. Hint: same one we're arguing for here).

If developers want to limit their audience and create a game just for those controllers, let them - unless you as a user want to force developers to only create games you like and want to play - which again, seems totally fair and reasonable.
Hmm you make some good points here. I'll have to think about this.
 
lol imagine VR games but they control like trying to draw on the whiteboard in a console port of Duke Nukem Forever
 
I believe some Devs will focus more making a game that's more suitable with the Move controller (ie: Tennis game), while other Devs will focus more on DS4 (ie: FF15).
Why is it a good idea to force those making the Tennis game to somehow make it playable using a DS4?
 
Maybe not 100%, but my guess is most will. Because people who bought OR got a gamepad. If developers focus on games that only use the motion controllers they will be cutting off a part of their audience which may not make good business sense.

What would be the point in making a version of this game for controllers?

https://www.youtube.com/watch?v=DmaxmnPzMWE

The point of playing the game would be entirely different. As for the business argument: let the developer decide that for themselves.
 
What would be the point in making a version of this game for controllers?

https://www.youtube.com/watch?v=DmaxmnPzMWE

The point of playing the game would be entirely different. As for the business argument: let the developer decide that for themselves.
That looks like a cool game but I don't see how it couldn't be played with a gamepad.

But, like I said above I see the points that you're making. It is more work for developers which sucks.
 
Does it look like any of us here are arguing that the PSVR will have no games?

You are missing my point... If you see those games, 8 out of 10 games are playable with both Move and DS controllers.

You guys are just worrying too much... Sony isn't stupid. It's good that they let the players pick what they want to use. Not "ALL" VR games will be more enjoyable with the Move controller.
 
The person I quoted literally said that Sony was poisoning the well. Which is why i said what I said in snark context is key before quoting someone
They said Vive is "the only one to get VR right." That doesn't mean all other VR headsets are hurting VR. Just missing a golden opportunity.
 
I have zero interest in playing wii like games in VR

$10 says you will immediately wish you could use your hands the moment you play a first person game in VR.

EDIT:
I know this is going to sound like goalpost moving (and I guess technically it is lol) but I should clarify since I forgot this could mean something like Rigs. I mean any FPS you play where you would logically have hands and use them. So like RE7, or The Assembly, or Job Simulator, etc.
 
Not "ALL" VR games will be more enjoyable with the Move controller.
Literally no one is claiming that.

What people are claiming (and with very good reasoning as far as I am concerned) is that there is a wealth of VR experiences which require 2 tracked points in the design space, and that mandating DS4 controls makes porting those to PSVR impossible (for no good reason).
 
Given my experience with the horrible tracking limitations of the DS4's light bar in Battlezone, I'd say it would.
Admitedly, I have no experience with the game, but if it suffers on DS4, I can't imagine the situation being much better with Move. The occlusion would be less of a problem as you turn around, but again, I'm not sure how the game works.
 
Literally no one is claiming that.

What people are claiming (and with very good reasoning as far as I am concerned) is that there is a wealth of VR experiences which require 2 tracked points in the design space, and that mandating DS4 controls makes porting those to PSVR impossible (for no good reason).

I'm honestly trying to understand how one could even argue against this.
 
That looks like a cool game but I don't see how it couldn't be played with a gamepad.

It could be adapted to be played with a gamepad after significant work and after losing a lot of the experience in the process (likening it to playing Virtua Cop on the Saturn without a light gun is being very kind), and Epic would be forced to do this to release on PS4.

Admitedly, I have no experience with the game, but if it suffers on DS4, I can't imagine the situation being much better with Move. The occlusion would be less of a problem as you turn around, but again, I'm not sure how the game works.

My issue with the DS4 tracking was that I had a surprisingly small range of rotation with it. While the Move has to rely on IMU rotational info due to the basic ball tracking, at least the ball is always visible regardless of the controller's rotation. With the DS4, however, it was very easy to lose track of the controller with pitch alone. I was the usual VR demo distance away from the camera and resting my arms like I would during normal play, yet this still caused the controller to be out of range.

It could be that Battlezone's implementation relies solely on the camera and other games will do it with a combination of camera + IMUs, perhaps.
 
Why is it a good idea to force those making the Tennis game to somehow make it playable using a DS4?

They are not forced lol, they can make game more enjoyable using the move controller. Using a DS4 will just be an option (maybe some players don't like to use a move controller to swing).
 
You are missing my point... If you see those games, 8 out of 10 games are playable with both Move and DS controllers.

You guys are just worrying too much... Sony isn't stupid. It's good that they let the players pick what they want to use. Not "ALL" VR games will be more enjoyable with the Move controller.

Ok, change my post to "Does it look like any of us here are arguing that the PSVR will have no Move supported games?",

The point is that any game that couldn't be played with a DS4 will simply not be on the list. If they mandated that every game for PSVR were able to be played without one, then you would still be able to point to a list of games like Gran Turismo Sport, Ace Combat 7, Rez, Resident Evil 7 and the like as offering the ability to play with both the PSVR or without... however that wouldn't mean that there aren't also games that are now absent from that list because they simply wouldn't work on a TV, or have been altered from their original design to ensure that they would.

$10 says you will immediately wish you could use your hands the moment you play a first person game in VR.

Haha, this was basically me. I have a post (maybe multiple) floating around in the past somewhere whilst discussing Rift and Vive, where I was saying that I was mostly interested in cockpit games for VR, and wasn't too fussed about roomscale and all that stuff. Actually using VR for a while changed that shit pretty fast.
 
It could be adapted to be played with a gamepad after significant work and after losing a lot of the experience in the process (likening it to playing Virtua Cop on the Saturn without a light gun is being very kind), and Epic would be forced to do this to release on PS4.
What if you could use a regular Saturn controller because that controller had positional motion tracking?
 
I honestly had no idea this was the case. This might get me to buy one, not gonna buy and wave around one of those dildo thingys.
 
That looks like a cool game but I don't see how it couldn't be played with a gamepad.

Yes. It could be played, but the point of playing the game would be different. it'd be a different game and why should developers be forced to make two games, 1 game the developer wanted to make, and 1 game the developer didn't want to make but were forced to.

The point of that game is shooting guns with the tracked controllers, if you remove the tracked controllers what do you have?
 
I have a pretty negative outlook for VR, it's changed a little bit after the showcase from their last E3 show, but one of my problems was that I used to own ps move because I felt the hyped from Sony, well more like Kevin Butler lol.. Anyway I sold it and I don't want to buy it again, so the fact that I can use my controller puts more positivity in that direction of actually buying one. Still probably won't, but at least I'll know I wouldn't be forced to use something I don't want to use. I'm mentally wired and satisfied what using a controller, especially the ds4.
 
Can I get in on this I'll pm my PayPal Xp

I know this is going to sound like goalpost moving (and I guess technically it is lol) but I should clarify since I forgot this could mean something like Rigs. I mean any FPS you play where you would logically have hands and use them. So like RE7, or The Assembly, or Job Simulator, etc.
 
I'm honestly trying to understand how one could even argue against this.

Lots of people that have never used VR, or in the very least never used tracked controllers in VR, and are bringing traditional gaming misconceptions in. A controller is a controller right? Just change what buttons you push!

*shakes head*
 
I know this is going to sound like goalpost moving (and I guess technically it is lol) but I should clarify since I forgot this could mean something like Rigs. I mean any FPS you play where you would logically have hands and use them. So like RE7, or The Assembly, or Job Simulator, etc.
Lol cheater! Ive played job simulator on vive so I'll prefer motion controllers I'll for sure try it witha. Controller just to see what they come up with first before writing it off tho of course. Re7 for sure controller tho
 
If adapting a game that requires tracked motion controllers to a traditional gamepad was an easy thing why don't more of those 177 on Steam do so so for all the potential Oculus Rift customers? Hint: it's not a simple and straightforward thing, and in some cases, as has been pointed out several times in this thread, would severely compromise the gameplay.

You can be ambivalent about this decision if you only care about controller experiences. Which is fine. For anyone looking forward to games using tracked controllers though, this is not a good thing, and it will limit the amount of quality content.
 
I get why Sony would mandate this, but this is not great decision for pushing VR forward. Using only the DS4 IS doable for most hand-tracked games, but it would be a vastly inferior experience in most cases and puts a large strain on developers (especially smaller ones) to essentially design two different games.

Can't imagine games like Audio Shield being remotely as fun with a DS4 as it is with hand controllers.
 
Well, some games will have better experience with the move controllers, if you want that experience, just buy and use move controllers. The experience will not be limited.

It's like any racing games we already have, if you want a better experience... buy and use a steering wheel. It's all players choice after all.

Let's try this again;

The benefit of using two Move controllers is that you can have two independent points of tracking. Say, a gun game that lets you shoot in two different directions with each hand.

That's really cool, and opens up a lot of possibilities for interesting games. But now a game can't be developed solely around those new mechanics, because it's tethered to the Dualshock. So at some point the games will be limited, because they always need to develop around the possibility that the player only has one tracking point.

That doesn't mean awesome games won't come out, but since it's hobbling one of the core facets of immersive VR, yes it will absolutely limit the kinds of games we see.


There's no way to know how many games requiring two Move controllers we would have ever seen. Probably not that many, considering the fractured audience it caters to. But still, there will absolutely be ports of at least some Vive games that PSVR will never see now.
 
PSVR is starting to sound like a mistake. At least for this generation. What's the point of this shit if you're going to limit every potential VR experience by forcing DS4 compatibility?
 
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.
This
Thanks for the option Sony. Rather aim with my thumb than my whole hand any day.
 
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