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jonny_rat

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Everything posted by jonny_rat

  1. Thanks all; this is useful stuff. From looking around, the CV1s and older Vives aren't cheap enough to justify the drawbacks; I was wondering if I might even be able to go for one of those and a Quest. For, you know, research purposes (in fairness a lot of the folk I want to work with are going to be targeting the Quest anyway, so I'll have to pick one up at some point). And ta @footle, excellent point about having the updated controllers. My one outstanding issue with the Rift S - is it really impossible to replace the foam or remove it to clean? If running playtests that thing is going to be a smelly boy. Use some kind of cover perhaps?
  2. I need a bit of advice here, and this seems like the thread to ask it in. I'm doing increasing amounts of work for VR content creators and devs, and because I've gone from working somewhere that had plenty of bits of VR stuff onsite to freelancing, I need to get in some kit at home. The main use of it for now will be keeping up with what's going on in terms of interaction design and good practice, but in the future I might need it to play dev builds or run testing sessions with users/players. What do I go for? The quest looks great, but I have a feeling I should get something tethered in terms of being able to run a wider selection on games/experiences/apps on it. I have a workable PC (with a 1070 and meeting the min spec, but the processor could do with a bump). The Rift S doesn't seem like a huge upgrade (though mixed reports here) - any bargains to be had on CV1s, or is there an active second hand market for them? I don't mind setting up the sensors too much.
  3. What interests me most about it is the opportunity to have some nice little twitchy, arcadey experiences on it. We've discussed whether this thing is going to be competing with mobile phones (I think it will in terms of competing for people's time, but not in the least in terms of market), and those types of games have always failed for me on mobile because they don't work well on a touchscreen. I think I'm surprisingly up for something absolutely tiny with physical buttons that lobs a new game at me every week. Probably it will appeal most to the beard-strokier end of games consumers. People who actually follow what each of these indie devs is up to. Edit: also, there's.. almost nothing hipstery in the copy of their site? If anything it was more straight laced than I was expecting.
  4. Look at this ridiculous thing. I love it a bit.
  5. There's got to be a market for slick experiences along those lines: lots of the ones available either have a slight whiff of being knocked up in five mins or come in at a slightly higher price. It'd be good to get in before someone like Headspace do it.
  6. Aye, I reckon those will come if devices like the Quest take off. I'm guessing - and happy to be corrected - that the market has been a bit too small to support the development costs and expertise needed to do good VR, but with more of them out there there should be more people willing to take a punt on smaller stuff.
  7. Mass Effect - put skip dialog text and select dialog option on different buttons (or require the player to hold the button for 1s to select an option). I think they may have sorted this in 3.
  8. I like this one. I work (a bit) in games user research and the goal is to identify issues and fixes that improve the player's experience while making minor or no changes to what the developer is aiming for, and this is a nice minimal fix. We primarily try to assume that devs had their own reasons for doing something a certain way. (Actually, that's not always the goal: later in the development lifecycle we're more interested in whether players appreciate features/mechanics, while earlier on we look mostly at usability and understanding issues.) In BB we might say, hey, are you sure you want players to be running around picking up health vials and ammo? If they did have their reasons, the limited stocks in BB were an example of a not-very-well-appreciated mechanic that probably could have been left in and fixed with usability tests and relevant tweaks. Maybe when they leave the hunters dream, players could be clearly shown their remaining stocks of vials and ammo, and given the chance to convert their remaining echoes into stocks on the loading screen. Maybe the doll could do that converting instead of buying them at the fountain dudes: and say, are you sure you want to level up, given that you've got no health vials? Just clarify the mechanic a bit and maybe it wouldn't have been so grating. Great thread @Timmo
  9. Haha, this is great. I used to call it the best game I'd never recommend to anyone else. (Well, since the first Nier anyway)
  10. Yes, that's true! I should have said that it's the first all in solution that mimics the full VR tracking setup, with room positioning, etc. There's probably going to be room for the Go-style setup for some time, though I'd imagine that devs will start drifting away from it when more inside-out all in devices are available.
  11. Utterly absurd up call it a 'cash-in.' The first all in VR solution to market, launching at £50 more than the PSVR did (no console needed), controllers included, no base stations, proper inside out tracking with 6dof.. and yes, while it's all about the games, the games need time to port to an android-based system by devs. It's a new platform, so you have your usual day-one gamble on trusting whether the support will come, but a cash-in? Cripes.
  12. Stuff like this is fantastic: https://mobile.twitter.com/vr_oasis/status/1124371941345959936 (When you pass through the boundary grid, as set by you, it clearly shows that you've gone out of it, before switching to the external camera)
  13. You can also stream direct to a phone, so if you can hook your phone up to the TV via HDMI that should work too.
  14. Quest and Rift games are running on genuinely different hardware (the quest is android based) so it's definitely a positive that they've encouraged cross buy between them. Yes, it'd be nicer if the two main platforms - at least - would play nice with each other. The problem with something like the knuckles controller is that any games built with the five-finger gestures in mind will have compatibility issues with other hardware, unless they've built workarounds into the dev tools (again, the oculus dev kit is does well with compatibility between different pieces of oculus; I dunno about the valve stuff).
  15. Aye, if there's one thing that Oculus have done quite (though not perfectly) well it's creating an ecosystem. Encouraging devs to enable cross buy between quest and rift apps/games was a good move.
  16. Hmm, I've got some concerns about the reliability of those straps. Giving the sensation of fully opening the hand is great and all, but I think it's going to lead to a few broken/flung controllers when the straps haven't been properly fixed. On paper, I think I prefer the touch controller approach: the grip/release control there is basically fine even with having to grip the bottom of the handle. Would have to see if it feels different in-game. Edit: fantastic for industrial applications though..
  17. Last boss down!
  18. Unfortunately I don't think it's quite that simple; the bolded bit is definitely not a good way of looking at it. Accessibility options are one thing, but accessibility also needs consideration of core gameplay difficulty. Disabilities aren't just about having neat, discrete functional limitations: sometimes they have a general effect on cognitive or motor functions, which can make games without any difficulty settings extremely challenging. This article says it better than anywhere else I've seen: https://junkee.com/sekiro-game-difficulty/200666 It's also covered in the gaming accessibility guidelines: http://gameaccessibilityguidelines.com/allow-gameplay-to-be-fine-tuned-by-exposing-as-many-variables-as-possible/ (Edit: I'm re-reading this and I hope it doesn't sound patronising. Sorry. Just trying to dig into this issue about the relationship between 'options', accessibility and difficulty - certainly don't want to be telling you about your own experiences of disability. Have you read the IGN piece by Cherry Rae about working through Bloodborne with a disability? She sounds way better at it than I was, but experienced severe pain during long sessions)
  19. It's been awesome to see Ian Hamilton get some speaking time in various places about this https://junkee.com/sekiro-game-difficulty/200666 He's ridiculously reasonable on the topic (and still gets a load of shit online from git gudders) and he absolutely nails the problem with/resistance to widening access to From games:
  20. DoH down, but christ, that's the first time I've ever felt really frustrated by the camera in a From game.
  21. I've heard a few people get excited about Sekiro as a spiritual follow up to Tenchu, who've then been a bit deflated when they found out that it's a game with a souls-ish difficulty curve and combat focus!
  22. And therein lies the fuckup with Sekiro (and I say that as someone who absolutely loves the game). All the steps and lip-service to addressing accessibility and widening participation, and they appear to have gone the other way with it: not by design but by accident. That's at least partially why this debate has blown up in the last two weeks: lots of people have looked at the game, at the design philosophy that seems to have guided the expanded range of options (and don't get accessibility options mixed up with difficulty options here) and the better onboarding, and said "this is great, but it's not achieving your desired aims here." I think I've said elsewhere that I agree that Sekiro removes some of the difficulty compensation options (though nothing in Sekiro is as brutal as the opening hours of Bloodborne, where levelling and multiplayer are both blocked off). The 'time and time' again stuff From's games just seems to be the norm for many Japanese studios that work in quite an isolated way: you might think I'm reading into comments too much, but I think you're making a very big assumption in that they're comfortable with their current audience. Some of what they've said in interviews the last few years has sounded like frustration that their games never really break out of their sales brackets.
  23. They do want to: there are some really interesting bits that came out from interviews with From staff on working with Activision. They had no idea how to approach play testing (they handed all this over to the US Activision office), and didn't even feel confident about creating the tutorial section in Sekiro: all of that was guided by player data, and it was great. It also includes loads more accessibility/quality of life settings than did DS3. Again, this comes back to the idea that Miyazake and the Souls teams want to make hard games: in every quote about it, he's said that he wants to make games with challenges that players will initially fail, and then pass. Letting players tune the challenge is totally in line with that.
  24. All in the presentation. Be clear that there's an 'as intended' game mode. And to repeat what lots of others have said on the topic, 'difficulty modes' are a blunt, ineffective solution. A range of accessibility settings, plus celeste-style assist modes or gameplay modifiers are much better than getting the player to select easy, medium or hard.
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