VR is still in its infancy and there are tons of unknown variables when creating an experience. There are huge rooms for improvements both in device technology and experience design. Game industry serves as the best incubator for such experiments.
Back in 2016 when the first VR headset was commercially available to the masses, we too created a game for our playground.
Deathwisher is a first-person shooter game situated in a world where robots took over the world and the last remnants of humankind is forced to fight for their survival. We learned a lot from this project, especially in regards to creating an immersive experience.
Having a good headset with reliable tracking is only the beginning of it. In order to get players to be immersed into the game, there are a lot of considerations to be taken care of.
- VR immersion is a delicate bubble - the smallest distraction can easily break it. And these kind of distractions does not necessarily come from the outside. Things like unreal sound effects, illogical physics and lags can make players to consciously think that this is not real and started to distance themselves from the experience.
- The space to play is very limited. Most people use it in a square space of no more than 4mX4m. Though players can't walk freely, there has to be a locomotion system where user can freely discover the VR world.
- Nausea is real but can be easily mitigated. We just need to follow simple rules like always maintain a level horizon, no sudden acceleration or deceleration, and avoid moving the player without their consent.
- Cables! With the current technology, cables are tethering the headset to the PC. A few turns and steps can possibly tangle players' feet. A proper design on the actual space is always on our mind since day 1 of planning.
All in all, the benefits of VR far outweigh the disadvantages, including the current technical limitations.
No doubt VR will be a norm in the future and business will bloom for those who invest in this technology early.