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Would you be interested in playing an exclusive version of GW2 built for VR?


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@Sorrin.2963 said:A lot of people here are worried about motion sickness, but that is an issue that is slowly dying. People active in VR regularly hardly ever get motion sickness, it usually takes a poorly designed game to cause motion sickness if you are well adjusted to VR.

Are you sure that's because once you get used to it VR ceases to cause motion sickness, even in people who are prone to getting it from other sources, or is it because 'people active in VR regularly' are a self-selected group and those prone to motion sickness as a result of playing are highly unlikely to join?

Because to me it reads like saying vertigo is extremely rare among rock climbers, and concluding that means rock climbing cures vertigo when the much more likely explanation is that people who get vertigo do not choose to take up rock climbing because of the risk of suffering vertigo.

If you know of any studies or reports on the subject I'd love to read them.

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@Danikat.8537 said:

@"Sorrin.2963" said:A lot of people here are worried about motion sickness, but that is an issue that is slowly dying. People active in VR regularly hardly ever get motion sickness, it usually takes a poorly designed game to cause motion sickness if you are well adjusted to VR.

Are you sure that's because once you get used to it VR ceases to cause motion sickness, even in people who are prone to getting it from other sources, or is it because 'people active in VR regularly' are a self-selected group and those prone to motion sickness as a result of playing are highly unlikely to join?

Because to me it reads like saying vertigo is extremely rare among rock climbers, and concluding that means rock climbing cures vertigo when the much more likely explanation is that people who get vertigo do not choose to take up rock climbing because of the risk of suffering vertigo.

If you know of any studies or reports on the subject I'd love to read them.

I don't see how the conclusion you're drawing relates the vertigo of rock climbing to what I'm talking about, I don't really know anything about rock climbing in real life other than cliff jumping into lakes. Because in my experience and several others', we don't get VR sickness from games we actively play; and when we do feel it, its not something we go back to because its considered poorly made. I can't see how a rock climber can get used to extreme heights or never get vertigo, but I don't know because I'm not a rock climber. I get a fun vertigo from rock climbing in VR, but I don't get VR sickness from every play session.

I got a rift pretty early on and have studied other people's experiences in relation to my own, because its an interesting subject, whether by observation by showing my rift to others, relating through discussion our first time experiences and our adaptation over time, or reading online reviews and personal experiences on VR news related websites, discord, or watching reviews made on youtube videos, or listening to VR podcasts. People love discussing their VR experiences because they're very interesting. HTC, Oculus, and Valve are all researching VR sickness, finding solutions and incorporating them into their next gen VR headsets. I have not read any research papers on the subject, but they do discuss their findings openly. Its not just gaming VR companies that are studying the problem either, because there are training simulations for military practices, vehicle operations, medical procedures, and space flight training programs that cause VR sickness in some users, hindering their ability to learn and participate.

Some people don't experience VR sickness, some people experience heavy VR sickness in certain experiences and none in others, some people experience VR sickness every time they put on a headset. Its variable. In my experience, I had a mild VR sickness every time I put on a headset, but each time I was able to go longer without the feeling kicking in until it just quit happening entirely. At first I was concerned and was ready to return it for my money back, but oculus reported on their public forum that it is a matter of adaptation and will lessen over time. Now, for me, it only happens in cheaply made roller-coaster experiences and terrible VR ports like Fallout 4. What I've personally found, and what many agree upon, is that the experiences that are the most immersive, the ones that are most like reality, don't cause VR sickness. For one example; I watched my brother in his first time with a VR headset get a very upset stomach from playing Shadow Legend, but then played Blade and Sorcery and didn't feel a single bit of VR sickness and played it for a longer period of time.

I'm not at all saying that everyone who gets VR sickness should just get used to it. If you don't want to play VR games because of how it makes you feel then don't. I don't care. But should a vast amount of people miss out on great experiences because some will have a bad reaction? That's like saying, don't build an awesome roller coaster because someone will puke. Don't grow peanuts because someone is allergic.

So, my entire point, is answer this question without regard to VR sickness. It is not a definite problem, and if it is a problem, its unlikely permanent. It is highly variable and depends on the user. Based upon Valve's Steam Survey, there's over a million monthly active VR headsets, so there's a hell of a lot of users that got over it. VR sickness is a more valid topic when applied to the question, "should you play a VR game?"

The original poster indicated these conditions: "But it fully VR perspective like aiming spells and weapons, different locomotion options, 360 world viewing from headset, hand UI interactions (like grabbing something in your inventory) etc." which is the kind of gameplay that wouldn't cause VR Sickness.

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@Sorrin.2963 said:The problem with this poll question, is that most of the answers that are being given are answering whether they'd want to play a VR game at all. There's a vast amount of gamers that really want nothing to do with VR, and that is the answer they're giving. What this poll is targeting is if people would want to play this game in VR if it were an option.Considering that noone has any idea how this hypothetical "VR GW2" would like (apart from it being quite different than current GW2), answering in general is the only reasonable option here.

If the base of the game were fully adapted to be VR immersiveExactly - that adaptation would require changing a lot of the game engine, to the point where it would be a different game. A game with the same lore and art, but still something completely different than GW2. How? We have no idea, because such a game wasn't made yet.

A lot of people here are worried about motion sickness, but that is an issue that is slowly dying. People active in VR regularly hardly ever get motion sicknessYes, because people that do get motion sickness do not play the games that can induce it.

@Sorrin.2963 said:Because in my experience and several others', we don't get VR sickness from games we actively play;Sure, because you don't actively play the games that cause vertigo.

Hell yes, every major MMO with half-decent graphics would be made all the better if it were VR immersive.

The technology that currently exist is still very far from being able to make such a game sufficiently immersive. At least for me.It's not about the visuals. It's about the control interface. The standard mouse+keyboard combo doesn't work well for VR, and the options made specifically for VR are currently very crude and simply not good enough for a MMO game.

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@"Astralporing.1957" said:

"Considering that noone has any idea how this hypothetical "VR GW2" would like (apart from it being quite different than current GW2), answering in general is the only reasonable option here."

Not true if you have no idea what modern VR gaming is like.

If the base of the game were fully adapted to be VR immersiveExactly - that adaptation would require changing a lot of the game engine, to the point where it would be a different game. A game with the same lore and art, but still something completely different than GW2. How? We have no idea, because such a game wasn't made yet.

Not true. "The Forest". VR users start the game in VR mode, but still plays in multiplayer with all the flatscreen players without any change to their gameplay.

A lot of people here are worried about motion sickness, but that is an issue that is slowly dying. People active in VR regularly hardly ever get motion sicknessYes, because people that do get motion sickness do not play the games that can induce it.

Not all people 'don't play games that can induce it'. I felt VR sickness, stuck with it because I loved the games, and no longer feel it anymore. There's over a million monthly active VR headsets so I'm not the only one.

Hell yes, every major MMO with half-decent graphics would be made all the better if it were VR immersive.

The technology that currently exist is still very far from being able to make such a game sufficiently immersive. At least for me.It's not about the visuals. It's about the control interface. The standard mouse+keyboard combo doesn't work well for VR, and the options made specifically for VR are currently very crude and simply not good enough for a MMO game.

Said like someone who hasn't experience much of VR. GW2 is a great candidate because of the few active skills a player uses at a time. All sorts of VR experiences have a large assortment of skills to use. Raw Data for example, has four different classes to choose from with multiple skills they can use with their own cooldowns.

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Would be pretty awesome tbh. Practical? probably not but from an idealistic standpoint it'd be cool. I already play an MMORPG that built from the ground-up for VR (Orbus) and its honestly fun as kitten.

People who get motion sickness from it is just bound to happen. Oh well. Would still be awesome.

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I think VR is going through it's "Wii" phase - it wants to use a lot of control schemes and all at once when it should be doing less. I'd be happy with 360 VR view of the Guild Wars 2 world with everything else remaining the same, control scheme and everything , instead of just being able to view a much more limited projection of a 3D world onto a 2D plane.

Regarding motion sickness, there's already ways to deal with motion sickness to some degree. Besides teleporting, there's the tunnel vision Google Earth VR employs that makes it much less prone to motion sickness. Anything providing a sizeable fixed frame of reference to the viewer might also work - you could support your commander from the cockpit of your charr copter, which would auto follow him or allow itself to be piloted manually.

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