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ForumsDiscussion Forum → Triple-A Trainwrecks
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Triple-A Trainwrecks
2017-08-31, 7:14 AM #41
I actually think that a third person shooter could work well with VR. A little bit of immersion might be lost, but you'd still be in the action. I'm thinking along the lines of the action scenes in Children of Men.
Sorry for the lousy German
2017-08-31, 8:33 AM #42
Originally posted by Impi:
I actually think that a third person shooter could work well with VR.


Puppet simulator?
SnailIracing:n(500tpostshpereline)pants
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2017-08-31, 9:15 AM #43
Originally posted by Impi:
I'm thinking along the lines of the action scenes in Children of Men.

I was not aware I wanted this until your post.
I had a blog. It sucked.
2017-08-31, 9:30 AM #44
Originally posted by ECHOMAN:
Puppet simulator?


Yeah, kinda. I heard of some adventure that was using a fixed camera. But I guess a free floating one (that doesn't translate every movement of the character) could work as well.
Sorry for the lousy German
2017-08-31, 11:54 AM #45
Originally posted by ECHOMAN:
Do these non-indie "big name" VR games actually make money or do they get kickbacks from VR gear companies? The amount of people with active VR gear (and willingness to pay for these games) really can't be that high, or am I vaguely underestimating that number now?

Nothing in VR is making money afaik. Everything is either done for free by hobbyists or is sponsored in some way by hardware manufacturers. :gbk:
2017-08-31, 2:51 PM #46
Originally posted by 'Thrawn[numbarz:
;1204112']It's easier to make an AI that can see everything in the map and has instantaneous reaction time and perfect aim than it is to make one that's more limited, so all AI is "tweaked to be easier" by nature. I didn't mean to suggest that inherently makes it not fun--but there's a psychological component to beating a human player that (we assume) is trying their absolute hardest to beat us. At least for me. Pwning a human is more meaningful than pwning an NPC. Although I suck at games and haven't played Dark Souls, etc. Maybe there's exceptions there.


Ah, I see - yes, in that sense AI is toned down. You're right that the most effective possible AI is just not remotely fair.

I haven't played Dark Souls either, so I can't really comment. I guess I just want AI that is more rewarding to beat.
2017-08-31, 4:26 PM #47
Originally posted by 'Thrawn[numbarz:
;1204130']Nothing in VR is making money afaik. Everything is either done for free by hobbyists or is sponsored in some way by hardware manufacturers. :gbk:


Arizona Sunshine did alright, sold around 78k copies at $39.99. 2m gross on steam alone. I don't remember how big their team was, but when it was discussed on SA it sounded like people generally thought it was a good return. (They were sponsored by Intel, but it didn't turn out to be a loss leader.)

There's money in the market. Just not for AAs and IIIs and other such people.
2017-08-31, 9:22 PM #48
Originally posted by Jon`C:
Arizona Sunshine did alright, sold around 78k copies at $39.99. 2m gross on steam alone. I don't remember how big their team was, but when it was discussed on SA it sounded like people generally thought it was a good return. (They were sponsored by Intel, but it didn't turn out to be a loss leader.)

There's money in the market. Just not for AAs and IIIs and other such people.

Didn't they have money from Intel, w/the whole locked modes thing? Good to hear they did well, though.
2017-08-31, 10:18 PM #49
Originally posted by 'Thrawn[numbarz:
;1204140']Didn't they have money from Intel, w/the whole locked modes thing? Good to hear they did well, though.


Oh yes, but Arizona Sunshine wasn't a loss leader. Intel didn't mean to pay for the whole product, and it wasn't sold at a loss in order to drive people to Intel's other businesses. It was sold to turn a profit. That puts it in a very different category than, for example, Robo Recall, which was unquestionably a loss leader for Oculus Rift headsets.

I'm not sure why Intel sponsored them, or why they did the exclusive feature thing for i7 processors. It seemed bizarre to me, but not enough that I bothered investigating it further.
2017-09-01, 4:29 AM #50
Maybe to get people to buy i7 "brand" even though a lot of folks could just settle with i5? Dunno.
SnailIracing:n(500tpostshpereline)pants
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2017-09-01, 8:38 AM #51
PSVR sales exceeded Sony's prognosis: there were more than a million headsets sold by June 2017. I'm thinking of picking up one myself if I have a chance just to play Eve: Valkyre.
https://www.cnbc.com/2017/06/07/sonys-playstation-vr-headset-sales-top-1-million-units.html

Apparently the new Resident Evil was a solid experience in VR as well.

Originally, horror and porn were the two genres VR was "best suited for" but I think this is a technology which will improve alongside the software.

Valve are currently working on 3 (!) VR games.

https://www.polygon.com/virtual-reality/2017/2/10/14580932/valve-is-working-on-three-full-vr-games

It's been a while since a new Valve game, but where game making is concerened, I have at least as much respect for them as I do for Bethesda.
幻術
2017-09-01, 11:14 AM #52
Subnautica is pretty damn terrifying when its not in VR, I can imagine in VR it's worse.
2017-09-01, 12:18 PM #53
Other good VR news:

I Expect You To Die has pulled in $1M in revenue across 3 VR platforms
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