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Inspiring
July 21, 2016
Question

We have to stop associating all VR with motion controls...

Things I see Vive-owners saying on social media on a near-daily basis:

"The Vive  is the only real VR because it has motion controls!"

"Without motion controls, VR is just a monitor on your face"

"Why would I play this game if it doesn't have motion controls in it?"

"This game is incredible because motion controls! (no other reason given)"

"You can't get immersion without motion controls."

"I'll buy anything with motion controls in it!"

Things I see my fellow Rifters saying here:

"Oh yeah well the Rift WILL be the best AFTER we get motion controls!"

"These games are fun I guess but they'd be better if they used Touch"

"Every game I want to see in the future involves motion controls."

Things I remember Wii-owners saying:

"I can't wait until the Wii comes out, motion controls are going to revolutionize gaming!"

"Oh wow, Wii Sports is the most incredible game I've ever played! Motion controls, yay!"

"Huh... motion controls sure got old fast. All these developers just shoe-horned them in unnecessarily thinking we'd buy anything involving the wii-mote, instead of actually making the games good."

"All these motion-control games are the same. I'm not buying any more."

"How much store credit can I get for this Wii?  You say you're already overstocked?"


This pattern worries me.  Thanks to the Vive craze, a LOT of people are now looking at VR headsets as just an accessory TO motion control gaming, rather than the other way around.  So what's going to happen to VR after everyone inevitably gets bored of motion controls again?  Will the VR platforms thrive even after people become jaded with motion controls?  Wil people jump ship from the Vive to the Rift, because we have content that doesn't rely entirely on motion controls to be fun?  Or will they just conclude that all VR was a fad?

Or will motion controls actually survive past the "novelty" stage this time around?  Will developers have learned from the Wii's short time in the lime-light (and the utter failure of Kinect) and actually go to the effort of making GOOD games that just happen to involve motion controls,  or will they flood the VR platforms with glorified tech demos and half-assed shovelware that rely entirely on the novelty of motion controls, after seeing how easily impressed consumers are with such content on the Vive?

Believe me, I'm as eager as the rest of you to get my hands on Touch, but much like the people raving about the Vive now, and everyone hyped for the Wii when it first came out, this excitement is based on what could potentially be rather than anything we know for sure.  The future of the entire VR industry shouldn't rely on whether our expectations for motion controls are met, because then if motion controls prove to be a short-lived novelty, VR would die with them. People need to see that VR is amazing with OR without motion controls, so that it will survive even if that proves to be a fad.

168 replies

Zenbane
Honored Contributor
July 22, 2016
@ThreeDeeVision - Your avatar has blinders and you tell me to take off mine... cute.

I specifically said in my reply to cyber that I do not feel that touch controllers signify any sense of true/realistic immersion. I firmly believe that the brain dictates true/realistic immersion. That is absolutely not the same thing you presented when you said, True VR enthusiasts are looking for more realistic forms of interaction when playing VR games.

Yeah, blinders.
Participant
July 22, 2016
While personally I am ambivalent to motion controllers, especially given the physical limitations of my gaming space, I will say that when I first let my wife and kids experience Oculus Dreamdeck, ALL three of them at some point attempted to reach out and touch something in the virtual environment.

As amusing as I found that experience, it is my main compulsion for making sure I do get the motion controls when they're released
Zenbane
Honored Contributor
July 22, 2016


While personally I am ambivalent to motion controllers, especially given the physical limitations of my gaming space, I will say that when I first let my wife and kids experience Oculus Dreamdeck, ALL three of them at some point attempted to reach out and touch something in the virtual environment.

As amusing as I found that experience, it is my main compulsion for making sure I do get the motion controls when they're released


I plan to obsess over Touch as well; however, it does not mean that the past 2 months of Rifting have been any less immersive.
Inspiring
July 22, 2016
@Zenbane, it wouldn't be interesting without a couple different points of view, and you have definitely put up some very valid arguments.  But you must admit that discrediting any sort of hand tracking in VR is not only short-sighted, but could be considered detrimental to the progress of the technology as a whole, as the end game is complete immersion.  Drawing these lines in the sand, saying silly things like 'we need to not associate tracked controllers to VR' is not doing any good.  It is a troll through and through and I would like to think Cyber put me here to call out the obvious troll and speak intelligently on the matter because what fun would it be without the other point of view?

The fact of the matter is hand tracking and controller tracking in VR is awesome, and the more tracking and feedback, the merrier.  I want to see what this technology can accomplish, not decide limitations before it has even had the chance to truly evolve.
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Zenbane
Honored Contributor
July 22, 2016
If my posts appear to be discrediting it then perhaps I am conveying the wrong message during the more heated moments of the exchange. However, the original post by @CrashFu makes it very clear that the issue is about portraying 'tracked controllers' as the sole indicator for "true VR." If we can fast forward a year or 2 when we are all beyond Lighthouse vs Constellation, and tracked controllers, there will be new peripherals and new software/firmware that is taking us all to that next level.

VR is like a drug at this point. I believe that true immersion has already begun with the HMD itself. Everything after that is the icing on the cake. And there's a lot of fk'in cake coming down the pipe :o
Inspiring
July 22, 2016
The problem with hand controllers is that they're good at some things and really bad at others. In H3VR, for example, the Vive wands work great for pistols, but as soon as you try to use them to hold a rifle in two hands... it's pretty much a disaster. The game can't keep the hands a fixed distance apart as they would be while holding a real rifle, nor prevent you from pushing the stock through your shoulder.

Bows, though, work pretty well, since your hand position can control both power and aim at the same time. But a bow controller would still be much better.

Edit: oh, yeah, the other thing that works well in H3VR are the handles that let you grab the world and move it around. Even though it's kind of odd to stay floating in mid-air when you've used them to climb up a wall and then let go.
Up and Coming
July 22, 2016
@CrashFu Not to discredit your points, because you bring up some very valid questions, but have you had any experience with either touch or the vive motion controls yet? (legitimately curious what perspective you are coming from)

personally I used to think it would be a gimmick and would go exactly the same way as the Wii did, but once I actually started seeing its applications and got to use and experience the tech I changed my mind.Very different then the half realized motion controls of the wii. 

In any case while I definitely love the new motion controls and personally tend to prefer the experiences they make possible, I think each peripheral has its place.As people have pointed out, there are games that work better on a controller, and would not transition to motion controls well. Games like Luckys or Eve. There are also games for which the opposite is true, The Climb is the biggest example of a game that needs motion controls to live up to its true potential. (much in the same way E:D needs a hotas or it just isn't as good)

That being said, Not many question using a gamepad for 3rd person VR, or a Hotas for a space sim, or a wheel/pedals for a racing game. Why is there such a big issue about using motion controls for first person experiences?  The right tool for the right job in my opinion.

I also think there should be more innovation in this brand new field. Even if it doesn't work, better to try and find out why then to not try at all. The HMDs themselves are such products. It very well could have gone the same way it went back in the 90s, and people could very well have said, "why bother? its just strapping a screen to your head - just stick to 2d gaming." and then we wouldn't have all this awesome shit right now. 


CrashFuAuthor
Inspiring
July 22, 2016
@JED44  -  I haven't tried the Vivemotes or Touch yet.  I had a Wii back in the day (extremely primitive compared to modern tech, I know) so Leap Motion would be the most modern motion controls I've tried, and I found that novel and really cool in AltSpace, but it didn't make me swear off gamepad gaming.

@ Assorted other people - 

I think the nature of this debate seems to have shifted somewhere along the halfway point.

My plea was to appreciate non-motion-control VR games (like the wonderful titles Oculus Studios has already provided for us?) AS MUCH as motion-control games,  and  stop spreading this message that VR without motion controls isn't VR or that it isn't worth playing at all.   Seeing as that kind of mentality is currently driving a lot of people away from the Oculus platform, I don't think forum moderators or community representatives should be touting it.. *ahem*

My argument was that motion controls in all past scenarios have been called revolutionary and game-changing by the people who adopt them when they came out, only for those same people to get bored of them after a short period of time.  The Vive pretty much JUST launched to the general public, so we're still in the early "This gimmick is brand new so everything related to it automatically impresses me!" stage.  Like when people got their Wiis and thought Wii Sports was the coolest thing ever made.  Hard to believe such primitive motion control tech had people that awed now, but back then the Wii was as sensational as the Vive is now. Probably more-so, since a Wii only cost, what, $300 at launch?

Despite that, I don't think motion controls DEFINITELY don't have a future, just that they RISK going that route if lazy developers keep using the novelty of motion controls as a ticket to sell games that are completely boring and lacking in depth.  Y'know, like uncreative shooting galleries and physics toyboxes?  When motion controls are new and exciting to you, IE  novel, ANY game that features them is going to be like what Wii Sports was to people when the Wii came out.  But after your tenth completely uninspired shooting gallery or direction-less physics toybox in a row, you're just going to be bored and want some real games to play. 

If we get a steady supply of really GOOD, well-designed games, that just happen to involve motion controls, then maybe people won't get completely burnt out on them.  And I'll be happy, because when I get my Touch controllers I want to have really interesting things to play with them, not just boring toyboxes and monotonous shooting galleries.

And even if we DO get first person motion controlled VR games that are really fricken' awesome, Non-motion-control VR games are STILL VR games.  3rd person VR games are STILL VR games. VR games where the protagonist doesn't look and talk and move exactly as you do  (or consist of two disembodied gloves and an invisible camera floating in space) are STILL VR games...  if someone can't get immersed in the world of those games because it doesn't conform to an extremely limiting set of design criteria, that's a personal problem. 

Immersion isn't about thinking the protagonist is actually you or being able to knock loose physics objects around by swinging a plastic stick through a comparable point in real space or any other augmented reality gimmicks.  Immersion is about feeling like the world you're visiting is 'real', even if it looks like a cartoon or an impossible alien landscape. I've felt 10x more immersed just standing there in Dream Deck than I have swatting boxes around in the Leap Motion tech demo.

So I repeat, motion controls are really cool and I look forward to getting my own set of Touch controllers, but they aren't going to DEFINE what all VR is, and they aren't going to replace other interface methods, ever.  Perpetuating the idea that they're CRUCIAL just harms the Oculus platform until Touch comes out (like, hello, that's why the Vive fanboys scream this shit from the rooftops on every social media outlet they have access to?) and it leads to a LOT of people not understanding what VR is really about and unable to imagine anything more sensational than throwing a ball across a ten-foot room.


It's hard being the voice of reason when you're surrounded by unreasonable people.
Zenbane
Honored Contributor
July 22, 2016
Folks with steering wheel and HOTAS setups already know how little tracked-controllers impact immersion. It is always going to be about the brain, not the physical body, when it comes to VR. There is definitely a market for moving towards getting our bodies recognized in the virtual space we occupy; but as advancement continue along the Immersion plateau, we will continue to see innovation that incorporates the power of the human mind - not its physical vessel limitations. At least imo.
July 22, 2016
@crashfu There is a line in your comment that stuck out to me that I think a lot of people are having a hard time grasping. 


CrashFu said:

Despite that, I don't think motion controls DEFINITELY don't have a future, just that they RISK going that route if lazy developers keep using the novelty of motion controls as a ticket to sell games that are completely boring and lacking in depth.  Y'know, like uncreative shooting galleries and physics toyboxes?  When motion controls are new and exciting to you, IE  novel, ANY game that features them is going to be like what Wii Sports was to people when the Wii came out.  But after your tenth completely uninspired shooting gallery or direction-less physics toybox in a row, you're just going to be bored and want some real games to play. 


What I think most people don't realize about VR is that, 100% NEW games are being developed for VR, there is no REAL game anymore when you are in VR. People think VR needs to have games similar to the big AAA titles that we gamers are used to from the past on our hefty gaming PCs and Consoles. But the truth is, VR is a way of transporting you into a Virtual Enviroment, where you believe you are there! Now, when you are there, what is it that is FUN, EXCITING to do?! And this is where the content needs to be created from the ground up. 

Traditional games never were designed to make you feel presence, and trick you into believing you were actually in that world. They made you interested in solving the puzzles, beating the quests, leveling up, but you never just sit there and naturally FEEL like you are in the GAME and start using real life movement skills in the game. 

The problem with using the history of motion controls with the Wii is that the Wii delivered the same 2D experience on a TV that the Xbox 360/PS3 did, except, you had a different input device, and fun, novel motion controller, that had very little accuracy. Yes the Wii was fun, but at all times people knew how limited it's functionality was. People quickly realized it was not 1:1 tracking, and that lead to the quick loss of interest because 99% of the content was the same repetitive crap: swing, shake, push, pull, mechanics, but it never made you feel as if you were truly performing those actions, rather just triggering the response.

Now, in VR with motion controls, it finally allows motion controls on a 1:1 level, of being limitless. Meaning, it is so accurate, that just a slight shift of a swing, shake, push, pull in the game will respond differently every time! This is where the HUGE EXCITEMENT begins, because now, games can actually be developed to take advantage of this 1:1 tracking technology. Like my previous comment, I brought up how awesome, and realistic Ping Pong is in VR, because it plays very close to real ping pong, the accuracy is insane! When you bring in this level of tracking accuracy we can now start making new digital games that we never could before, that will be exciting in a whole new way. Most games for VR that use tracked controls need your REAL skills to work. No more just how fast can you press, A-B-X and analog left, up. Now you need to use your whole body's physical talents to achieve high scores, or to just BEAT the game. In the end, VR is going to attract a different crowd of people. And I have feeling there are going to be some classic gamers that want to be in VR and game, but just really don't like it...and will stick to their current, traditional gaming methods.