Player
Character - Consider a slow moving robotic character, heavy but
combat responsive. The player views the world through the cockpit control
center. Think Titanfall or Archangel. This type of a character and combat
system suits VR in a number of ways as will be demonstrated.
Health System – Consider
a health system where the cracked nature of the cockpit glass is a representation
of the health. As the player takes damage, the more cracked the glass becomes.
This gives us the opportunity to
create diagetic UI, i.e. part of the game world. It may seem trivial,
however with VR I believe it is critical to remove all elements of gamelike
camera locked UI which break immersion.
Additionally, there is an interesting
negative
feedback loop that could be exploited regarding world visibility. The
cracked glass could be used to obfuscate portions of the game world making
combat more difficult the more damage the player takes. Essentially the
opposite of an equalizer. It may seem
counterintitive, but there is potential to make for interesting player choice
when combined with the right health regeneration system.
Consider a health regeneration system
that is powered by health collectibles. The player and his AI enemy both have
very little health left. The player now has to choose between trying to finish
the enemy off with his limited world visibility or try to find a health
collectible. Both choices pose a different nature of risk. Finding a health
collectible entails greater survival chances once it is found. However, the
player may wind up dead before it is found. On the other hand continuing battle
with impaired vision means lower odds of winning.
This health system could be even more
interesting when layered on top of a second health layer such as a regenerative
shield. Player’s health does not drop until the shield goes down. The
shield regenerates over time automatically and separate power ups are available
to restore shield as well. Think Mass Effect. This adds another layer of
decision making when the player is deciding whether to engage with enemies or back
away to regenerate shield or recover health.
Mobility
– As mentioned before the player should be using her tools
at a subcsonscious level. Something that aids this greatly is a symetrical control scheme. Consider a
system where the player uses either joystick on the Oculus Touch Controller to
move steadily. Inline with character’s large robotic structure, the player
lumbers slowly. The forward direction is indicated based on the orientation of
the HMD. This essentially provides a navigation system that is coupled with
the player’s frustum of view.
When the player uses both controllers simulatenously in
the same direction, the character boosts for a short period of time. There
is also a cooldown period between consecutive boosts. This ability is primarily
intended to evade enemy attacks. The conceived user experience is for the
player to be using one joystick to be moving around and when an enemy attack is
seen, momentarily to use the other joystick.
This type of a navigation scheme is
beneficial to VR in a few ways :
- Slow Movement - By keeping movement slow, we allow the player to engage with enemies all around them. Farpoint is a good example of a game that employs fast movement and is forced to spawn enemies directly in front of the player to avoid nausea due to rapid head movement.
- Continuos Movement – Movement is non teleport based, which is benefitial for a VR action game for a number of reasons.
- Teleporting introduces additional combat design issues. With any teleport system, there is a lag between player action and character movement. What happens if an enemy projectile hits in this interval? In addition, there is a tradeoff between providing a comfortable user experience of the teleport and the desire to minimize this lag for combat effeciency.
- Teleporting breaks the flow of combat and forces the player to reorient once the teleport is complete.
- Saves development effort of having to implement nausea free effects.
- Teleporting tends to be an over powered evasion
mechanism:
https://www.youtube.com/watch?v=2YrXn1O6ScY
No comments:
Post a Comment