I mean, there use to be this place at Downtown Disney in Florida, called Disney Quest. (It's been replaced with something NBA related, AFAIK.) It was more or less a 5-story arcade, with what simulators they could fit in. One of these involved a head-tracking headset and a lightsaber. I was impressed the first time, but the novelty eventually got replaced with "I really have no idea what's going on and am just swinging at whatever sounds threatening, amn't I?".
That was many years ago, long before Oculus Rift and friends, before even the mighty iPhone. Yet, somehow, I think all that's changed is freedom of movement, space requirements for equipment, cost, and graphics quality. I guess it boils down to how the situation is designed. And call me crazy, but something tells me that the majority of these are designed to show off the visuals, and the audio is just to reenforce the immersion.
I dunno, head-tracking could be an excellent addition to things where precise audio positioning is important (It'd certainly make some of my incapacitated projects easier to accessify at the desired level of detail), but games have had stereo, volume, and pitch adjustment since the Sega Genesis, but no one gave a crap about us then, and the handful who do now are few and far between. So sighted people might find the VR idea exciting enough to dive in, knowing worthwhile content will be generated all the time, but for me it feels like the equivalent of buying a Braille 'n Speak 2000, new, just to play Zap Em.
看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
George... Don't do that.