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. 

Comments