Teleportation OR Full-Locomotion | Doom VFR | Fallout 4 VR
Teleportation OR Full-Locomotion --
I have commented before on the nature of teleportation in Virtual Reality games.
At first, I was under the assumption that teleportation was enabled as a handicap for those that have issues with motion sickness. It seems like most games removed Full-Locomotion as an option, settling on the "safer" alternative of "point-and-click" teleportation.
When used appropriately, teleportation becomes a key factor in game mechanics, and when used inappropriately, teleportation becomes a jarring and immersion breaking experience.
In games like RecRoom, I use the timing of the teleportation cycle as my advantage in gameplay over most other players. Constantly teleporting forces me to travel all over the map, very quickly - not fluidly of course, but very quickly. Once you master rotating as you teleport, the movement scheme becomes natural and teleportation becomes a new personal ability.
Now - I bring all this up for a few reasons -
One, I just played that really cool Full Locomotion RPG "Karnage Chronicles" and experienced the dramatic immersion boost from using Onward-style movement.
Two, Bethesda VR just announced Doom VFR and Fallout 4 VR:
Doom VFR uses teleportation
Fallout 4 VR uses full locomotion.
This means that teleportation really does serve a purpose, and can be used as a key gameplay mechanic. Either this, or Bethesda assumes the demographic of each game base - Fallout 4 VR is very technical, while Doom VFR seems arcadey-fun-quick.
Doom 2016 is a very very.. Very fast FPS - I think this is why Bethesda VR decided on using teleportation. When you teleport, time slows down, allowing for quick strategic movement in the battlefield.
Gameplay is much slower in Fallout VR - lots of open world traveling involved - a great choice for Full-Locomotion.
Teleportation AND Full-Locomotion - they each serve purpose.
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RW Smith
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