Into the Rift: Thoughts on the Current VR Discussion
By gamer_152 38 Comments
As I’m writing this I’m just coming off the back of a stream of games for the Oculus Rift that ran for more than eleven hours. We burned through the better part of the launch lineup for the device and at this point it’s easy to feel underwhelmed. So many of the titles felt like little more than tech demos or that they couldn’t quite get their hands around virtual reality as a medium. As we meet with the first commercial releases of the Oculus I’ve seen a lot of people writing off VR on the basis that the initial software offering is generally disappointing. This feels misguided. Not necessarily because of the position it takes on VR, but because of how it gets there.
Almost all gaming platforms tend to start off slow. Just check out the North American DS launch lineup or the Xbox One release titles. These launches left a lot to be desired, but even if you don’t think these are these are the greatest platforms in the world, the DS and Xbox One are still seen as legitimate games hardware, capable of hosting experiences just as well filled-out as their competitors. Arguably, the Rift launch games are still subpar compared to these, but commercial consoles have been around since the 70s, while VR headsets are just hitting the market. Regardless of the potential of VR overall, it would be very surprising to see the first wave of commercial VR hardware come out of the gate backed by software that had a mastery of the medium.
About that whole “Potential of VR” thing though: I’ve also seen people who place a lot of stock in VR or even consider it the future of games responding to those highlighting potential problems with the medium by saying that it’s just early days and these kinks will be worked out, but without any answers as to how that will happen. There are many concerns about VR’s capability to provide fully functional, smooth user experiences with the kind of depth behind them that we’d expect from other games and they deserve to be properly addressed.
I remember the dawn of motion controls and seeing a lot of people (myself included) saying “Okay, these experiences all feel a bit watered down and tech demo-like now, but over time game designers will learn how to create experiences with serious depth, right?” and that just never happened. That’s not to say there weren’t some motion control games that worked well like Johann Sebastian Joust or Dance Central, but limitations to what motion controls could do were baked into them as a concept. They were restricted by the way they let you input information into games, the speed of those inputs, and a limited realism in your inputs which left them stuck in an uncanny valley between depicting real-world tasks realistically and being approximations of tasks optimised for video game gameplay. Perhaps there is an alternate universe where the world of motion control could have evolved as the bold and revolutionary new frontier for games it was promised as, but I have very strong doubts about that, and I worry it would be all too easy to approach VR with the naivety that some of us approached motion controls.
Many issues with VR games may not just be instances of a perfectly game-appropriate concept being improperly implemented, but may be inherent into what VR is as a medium. Even leaving aside the financial and business concerns, there are still huge questions about how player interactivity should work in VR environments and how information is to be conveyed to audiences. They run so deep that Oculus themselves have admitted major hitches in creating VR games that they just do not have solutions to. In many cases the VR development community is struggling to work out things as fundamental as how the camera should move without making the player ill.
We may often be discussing VR in terms that are too binary. I am reminded again of the Nintendo DS and its touch screen controls. Some games completely flubbed their use of them, most games never really figured out how to utilise them properly but didn’t do anything offensive with them, and some games managed to use them to great effect. Sometimes we talk about VR as if it has to be the future or it’s nothing at all, but examples like the DS show that there are nuance to these situations. Some technologies work selectively or can contribute positively but are hard to mine the full potential from and that’s just their nature. It can also be difficult to discuss VR when there are at least small factions emotionally invested in seeing it fail or maintaining a near-religious conviction to it, just as people have done with other platforms.
I’m not ready to put a big red line through VR as a viable technology, I definitely do not think the sense of presence it imparts is a gimmick, and the conversation around it needs to recognise more shades of grey than it currently does. That being said, I find myself sceptical of it as a tool for creating games that aren’t in some way jarring or lack some depth to their gameplay. It’s hard to see how the medium is to put significant distance between itself and the tech demo feel of the current VR experiences, and I think when people say “Well, that problem will get worked out over time” as if it’s an inherent given, that’s a dangerous kind of naivety. It‘s a way that thoughtful analysis of VR is shut down in favour of wishful thinking. Even when media frames problems in VR as “hurdles” there’s an implicit statement that a rich language of virtual reality will blossom and any complications will melt away, often for unstated reasons. We need to seriously think about easing off on that. Thanks for reading.
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