Thank you! I did not know about the "screen mode" you are talking about but yeah I was wondering if something like that was possible. I haven't played a VR game yet that I didn't think wouldn't work at all in flat mode it would just be a mess or not fun. This is even more apparent as I have played many flat to VR converts that play extremely well but can still get a feel for the flat game. I think it does speak to VR as I like tons of genres in VR I do not like in flat gaming. Many things you would want to be an animation is fun to mime in VR and that is more broad than just an action like reloading, even peeking around corners, taking cover, looking at an NPC while they are talking, leaning into a turn while driving and so much more.VR dev here - all of the vr projects I've worked on have had a developer only "screen mode" that lets you move the character/camera and do basic interactions without being in VR. These modes / player controllers are made to make development and testing easier and faster. If you're just testing some basic scripting or a world element, you don't need to be looking at it in VR all of the time to do iterations, so not having to pick up your headset and switch from screen to VR and back a million times a day is helpful!
Many times these modes are used in conjunction with hotkeys / cheats to perform basic stuff - like a keypress could automatically act like holding your glove out and letting it go could act like the "wrist flick" that brings objects your way. Taking out a clip and reloading could be mapped to a keypress. An on-screen cursor could take the place of aiming, grab mechanics could be automated and mapped to a generic use etc.
I've played about 2 hours of Alyx so far, and depending on how hacky a mod could get (access core features like calling reload on the gun, advancing the next stage of a puzzle, or enabling something to be picked up with a cursor instead of two hands), it'd be possible to do a non-vr mod, but it still wouldn't *feel* like playing the game the way it was meant to be played would feel. It would be compromised and while you might be able to play through it, it'd likely feel hobbled or *not as good*, etc. But conceivably possible? Probably.
It'd be like playing Ouendan/Elite Beat Agents with a controller. Sure, you can tap the button and spin the thumbstick, but it kills the design.
Half the people responding to this thread are talking about the motion controls. You guys do realize motion controls without VR is a thing that's possible, right?
Half the people responding to this thread are talking about the motion controls. You guys do realize motion controls without VR is a thing that's possible, right?
Half the people responding to this thread are talking about the motion controls. You guys do realize motion controls without VR is a thing that's possible, right?
Half the people responding to this thread are talking about the motion controls. You guys do realize motion controls without VR is a thing that's possible, right?
Valve's Robin Walker seems to think so while also believing that it will demonstrate why the game was made for VR in the first place.
Valve believes Half-Life: Alyx will be modded to play without VR
It’s a question of when, not ifwww.polygon.com
Someone is going to eventually do it, and people will try it then say they don't understand the hype.
Honestly, it would be really easy, boring, and lack all the intensity it has in VR, which makes it so good. Running around and aiming at the enemy with a mouse would nullify a lot of the game. Having to manually reload and aim in VR has created the most suspenseful moments so far.
Hearing a heavy gunner Combine soldiers footsteps approach you as you frantically try to drop a clip and reload has been great. Pressing R would kill all of that. The interactive puzzles would have a massive drop in quality as well. People would just say the game was over hyped and not good if they played it that way.
It'd be like playing Ouendan/Elite Beat Agents with a controller. Sure, you can tap the button and spin the thumbstick, but it kills the design. Half-Life: Alyx is a VR game. It will get modded for flat screen and people will play it for the story, but it won't be half the game the VR experience is.
The changes you mention are literally things that make VR unique. Games have rules that differ from reality because the extent of the player's interaction is whatever can be mapped to a button press, VR closes that gap by making interaction with the world intuitive and easy to understand, you move a box by reaching out and picking it up, you open things by grabbing and opening them, you toss things by actually throwing it, etc, everything is something you do, not an action that happens by itself after a button press. Changing these is changing the entire game. Of course it would be just another normal game then, it's literally taking out what makes VR different to flatscreen games.I'm playing through Alyx now. It's an above average VR game, but if you took away the VR it'd just be an average FPS.
But yeah with a little work it could be made into a non VR game. Would require a few changes, but structurally there's nothing unique or new about Alyx. It's a half-life game. Would probably seem very short as a regular FPS, since VR slows everything down. Searching rooms, traveling, fighting, everything takes longer in VR -- so the biggest challenge would be preserving the pacing of the game after removing the VR.
But it's all academic, I just don't think Valve has any desire to do any of that. I'm confident they will never do it. They don't need to sell copies to make money, they already make money on every game being sold by anyone. On the rare occasion that they make a game they do it because they want to and for no other reason