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polerin4 karma

Thanks for doing this AMA, I think it is important enough that I actually signed up for reddit just to participate!

I have a couple sorta related questions, both surrounding VR:

1) I'm an aspiring developer, and an ex-martial artist. The idea of room scale VR where people can move and exist in the space is extremely tantalizing to me, but I'm very aware of the fact that there are significant barriers to accessibility in that paradigm. Do you have any suggestions that might help me better design my games to do progressive enhancement for varying levels of mobility and physical ability? Are there things I might be able to do for users with visual or audio processing difficulty which would make VR more accessible?

2) For stationary VR games, other than vertigo and vr sickness reducing measures, what things would make my game more accessible? There doesn't seem to be a whole bunch of guidelines in this space yet, and I really want to try the best I can to make gaming a place to escape and live the fantastic. For example, I know proper caption placement, size, formatting, and contents (ie labeling the speaker) are important for on-screen games. I'm not sure how to approach that issue when the player's view can't be directed to the speaker, and significant obstruction of the view can cause nausea and tracking issues?

Regardless, thank you again!