They create worlds: Size matters, virtually

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Virtual Reality is one of those technologies that sound tremendously cool – on paper. No longer are you just looking at a 2D representation of whatever world a game creates: you can be fully immersed in a real world! Except it’s not that easy. For one thing, not everyone has the necessary space at their disposal, so you can actually walk around in the virtual world. For another, not a few people simply get nauseous in VR. And then there’s the challenge of tactility: not just seeing but feeling and touching whatever you’re interacting in the virtual world. There is a not inconsiderable gap between the idea of VR and the actual practice – a gap that can be reduced by means of clever game design, but this kind of design doesn’t necessarily lend itself to what people expect from VR gaming.

Ten years after the release of Oculus Rift, VR isn’t the runaway success that some breathless PR people predicted, and as a result, less and less money is being put into the development of VR experiences and games. If your audience is relatively small, you can’t really afford to develop VR fare that has the kind of AAA production values you get in normal video games. And this generally means that big games, with large worlds, the kind of thing you find regularly in non-VR gaming, are a rarity when it comes to Virtual Reality. A lot of games developed for the tech are much smaller in scope, somewhere in between an escape room and a theme park ride, and they are generally as on-rails as the latter. With a modest budget, you may still be able to put together a handful of interconnected rooms that are reasonably detailed and nice to look at; a whole world, though, is an entirely different matter.

A whole universe? Now you’re talking

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