Many accounts of ED (and other games) in VR tell tales of sudden vertigo, falling sensations, and sense of motion through to stomach-churning nausea.
But should the sense of vertigo/motion be eliminated entirely from titles (as far as situations where the player can move in ways that cause the sensation can be eliminated?) or not?
Perhaps some just want a more intuitive way to 'mouselook' about the game environment. And some want the thrill-ride where these sensations play a big part in the experience (roller-coaster fans etc)
I feel these sensations can be harnessed to improve the game atmosphere, sense of immersion and presence (sudden vertigo would be great if the floor gives way before you revealing a long drop for example.
But should the sense of vertigo/motion be eliminated entirely from titles (as far as situations where the player can move in ways that cause the sensation can be eliminated?) or not?
Perhaps some just want a more intuitive way to 'mouselook' about the game environment. And some want the thrill-ride where these sensations play a big part in the experience (roller-coaster fans etc)
I feel these sensations can be harnessed to improve the game atmosphere, sense of immersion and presence (sudden vertigo would be great if the floor gives way before you revealing a long drop for example.