Joachim Holmer, developer of VR game Budget Cuts, suggests large companies don't want to commit to VR because the audience is so small.
Warhammer 40,000: Boltgun 2 developers discuss the huge success of Space Marine 2 and its effect on the series as a whole.
Sector sat down with Glen Schofield—creator of Dead Space and The Callisto Protocol—during the Game Developers Session (GDS) in Prague to discuss the evolution of the game industry, the current challenges of AAA development, and why it's become so hard to get original ideas off the ground in today’s risk-averse environment.
It’s easy enough to say that, but why? It feels weird to me when developers say this but common sense would tell you everything about the idea itself should work.
The idea of the concept seems like a winner at whichever angle you look at it so why would publishers not greenlight it?
… it’s almost as if the majority of publishers are massively incompetent at their jobs. But there’s no surprise to anyone there.
Wccftech interviewed Koei Tecmo about their upcoming game WILD HEARTS S, gathering their first thoughts on the Nintendo Switch 2 console.
This new tech, in 2025, is more comparable to 2020 tech than 2013 tech.
*tip toes over that bar*
Also, why are all the comparisons to PS4 and not Xbox One?
I notice it always ps4 or ps4 pro but never xbox one x which is more powetful then the ps4 pro.
sooo ...
what this is telling us, is that it comes down to the game and the devs optimization.
That's because they're smart enough to recognise a gimmick when they see it.
I don't blame them. It'd cost a lot of money and time for something that still hasn't proven it's not a fad that'll fizzle out in 2 or 3 years.
Sony, Facebook, HTC are pretty big companies behind VR
Yeah they will. But first you have define what a commitment is to VR.
If you mean create a ground up only for VR videogame that takes advantage of Vive's room sensors, then perhaps.
If you mean take the games you already play like CoD, Assassin's Creed, Battlefield, Star Wars, etc, etc... then they would be fools not to. It's not like it take much time to patch in support for it.
There's two types of VR, most people will want to play their normal games, the normal way (no/limited motion controls), and no room sensors. Just instead of playing by watching on a TV, you'll be playing with a VR headset on.
This way solves all those problems. All one has to do is get used to wearing the headset.
You don't have to develop around the room constraints, and multiple sizes of rooms.
You don't have to make short games that aren't too repetitive, like could you imagine having to climb EVERYTHING in Assassin's Creed... that would suck.
You don't have to make special games that can only be played by people with VR headsets, thus a limited userbase to sell to.
You don't have to spend a lot of money this way, and that's the way most people (whether they know it now or not) will play VR long term. Yes you want the other stuff too, but when you want to game for a nice long session you don't want to be flailing around. Motion controls are not for long sessions, and VR isn't going to change people into wanting only short sessions.
It's accessible this way because it enhances the way you play the games you currently play.