Tuesday, December 6, 2016

Why is VR so obsessed with move controllers?

The "Oculus Touch" (which means the Oculus Rift with the new controllers) is going to launch very soon. And with "over 50 launch titles" to offer! Woohoo!

As a side note, I have been wondering from the very beginning of the whole "room-scale VR" crap why nobody is making the one game that would be pretty much perfect for that technology: Golf.

Oh, sure, there's a "golf" game among those "50 launch titles"... except it's not traditional golf, but some weird mini-golf sort-of. And, surprise surprise, it looks like absolute crap:


I mean, seriously. These are barely PlayStation 2 level graphics. I know I have complained about this before, but it never ceases to amaze me. And I'm not even kidding. Just as an example, here's a screenshot of a PlayStation 2 game:


Even the PlayStation 2 manages to look better than most of this VR crap.

But I digress. Back to the main topic, which is the idiocy that's all these move controllers.

In case you don't know what I'm talking about, here are the versions for the upcoming Oculus Rift:


Yay! Yeah, sure, it will make for cool technology demos, but seriously, exactly how many hours on end do you envision yourself playing with your arms extended like that, waving them around?

Not to be left behind, the Vive is also upgrading their own versions:


Double yay! Technology! But not very ergonomic. And of course PSVR has its own "move controllers". Because they are so crucial.

Compare and contrast to how games are normally played:


Notice the drastic difference?

There's a reason why gamepads have been developed over the decades to be as ergonomic as possible, and playable while resting your arms. A good reason.

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