How is Boneworks sitting at 87% positive reviews on steam with all the problems? I get sick pretty quickly in VR so I skipped it but the majority of players don't seem to have a problem.
How is Boneworks sitting at 87% positive reviews on steam with all the problems? I get sick pretty quickly in VR so I skipped it but the majority of players don't seem to have a problem.
Am I remembering it wrong or is the lead dev in the glasses the guy that used to always been in Freddie Wong's videos?
I'm honestly surprised you haven't given up out of frustration. I've seen so many people not get what you're talking about before and insist you're wrong.The number of "I didn't get sick, so nobody gets sick" posts ITT are incredibly frustrating. Threads like this make me want to leave the board entirely. Why spend my time talking to people who will ignore well funded research for nebulous reasons? No, people getting sick is not bullshit.
The number of "I didn't get sick, so nobody gets sick" posts ITT are incredibly frustrating. Threads like this make me want to leave the board entirely. Why spend my time talking to people who will ignore well funded research for nebulous reasons? No, people getting sick is not bullshit.
I'm sorry, but this really does come off as condescending. I don't believe anyone has said that 'nobody gets sick'. What people are saying is that for those who are not getting sick (seemingly the majority judging by the positive reception the game is getting), the 'sins' committed are worth the experience they are getting.
And, if you don't get sick from playing the game, great. This topic isn't about you. It's about the people who ARE getting sick from the game, which are in higher than normal quantities. It's like going into a thread about how color choices make games harder for color blind people, and announcing loudly that you aren't color blind and thus don't see the problem, and thus the problem is made up. Just... ridiculous.
I like the spicy food analogy. Not everyone can handle spicy food. That doesn't mean that food should never be spicy. Some people love it. It would be a pretty sad world if all food was bland.
NOBODY IS SAYING FOOD SHOULD NEVER BE SPICY. Going with the spicy food analogy, it's defending the practice of feeding you spicy food through your nose, as though that's the only way one can ingest spicy food. If you like spicy food, great, there are proper ways to eat it that won't make a good number of people, you know, inhale spice and get sick.
You keep saying that the game would be as enjoyable without the IK physics.
but I don't think anyone should be presumptions enough to say that they did it wrong.
Why do people keep doing this. Good lord.being like this is the entire point of the game, it's biggest selling point and with 2k reviews already and a very positive rating I think the OP can only learn some lessons from the Boneworks team :)
being like this is the entire point of the game, it's biggest selling point and with 2k reviews already and a very positive rating I think the OP can only learn some lessons from the Boneworks team :)
not really, the game has puzzles and secrets that require you climbing around, jumping etc, it's what makes the game shine, you can't just win 'em all, it's a shame it's not playable from some people, but it's also experimental and interesting and going against rules set so far it's a deliberate design choiceWould most of the issues be gone if they added comfort options(that most games have) and let you remove the body and play only with floating hands?
No, that was not the point of the game. The game is a sandbox story game where you can play with the physics to beat it. The problem is... physics are hard.being like this is the entire point of the game, it's biggest selling point and with 2k reviews already and a very positive rating I think the OP can only learn some lessons from the Boneworks team :)
Not really, because some of the interactions are also caused between hands and heads (as walls might repell you from hitting them).Would most of the issues be gone if they added comfort options(that most games have) and let you remove the body and play only with floating hands?
Other games have done that without causing these problems. Again, it is mostly due to issues with physics.not really, the game has puzzles and secrets that require you climbing around, jumping etc, it's what makes the game shine, you can't just win 'em all, it's a shame it's not playable from some people, but it's also experimental and interesting and going against rules set so far it's a deliberate design choice
not really, the game has puzzles and secrets that require you climbing around, jumping etc, it's what makes the game shine, you can't just win 'em all, it's a shame it's not playable from some people, but it's also experimental and interesting and going against rules set so far it's a deliberate design choice
there are definitely bugs, like shown in some of the videos, but it's not poor design, it's deliberate design that is selling a ton so far, you can design your game in a different way but there's not a single truth about game design, and definitely you're not holding it, sorry. making a thread titled this way is a good conversation starter but basically saying that something is bad only because it's not designed like you would have it's sign of a narrow vision"It's not a bug, it's a feature" applied to a thing that makes people sick is really, really poor design.
I'm confused - so you're saying the issue is the physics and not the display of full body parts. If that's the case, how do you 'fix' the physics if the game is entirely designed around it? lolNo, that was not the point of the game. The game is a sandbox story game where you can play with the physics to beat it. The problem is... physics are hard.
A lot of the problems are caused by bugged physics that create motion sickness problems,and I hope they are not intentional. In the tutorial area they do poke fun at some of the more traditional VR methods, but they showcase stuff that should be doable without fucking up a ton of people.
Not really, because some of the interactions are also caused between hands and heads (as walls might repell you from hitting them).
Other games have done that without causing these problems. Again, it is mostly due to issues with physics.
there are definitely bugs, like shown in some of the videos, but it's not poor design, it's deliberate design that is selling a ton so far, you can design your game in a different way but there's not a single truth about game design, and definitely you're not holding it, sorry. making a thread titled this way is a good conversation starter but basically saying that something is bad only because it's not designed like you would have it's sign of a narrow vision
you can fix the issues caused by that specific implementation, but the game is indeed designed around that feature and it's the main selling pointI'm confused - so you're saying the issue is the physics and not the display of full body parts. If that's the case, how do you 'fix' the physics if the game is entirely designed around it? lol
so you can agree that the ones you linked are bugs and not poor design choices then. I don't think anyone designed the camera to be super shaky but only sometimes and go crazy when clipping with some objects. have you even played the game? it's completely fine 99% of the timeA bug is an unintentional side effect. The exact opposite of a "deliberate design." A bug, by definition, cannot be deliberate.
Things that make abnormally high amounts of people sick are poor designs.
I'm confused - so you're saying the issue is the physics and not the display of full body parts. If that's the case, how do you 'fix' the physics if the game is entirely designed around it? lol
Krej is not the one setting this nor does he have a narrow vision. HE just notices some stuff that goes against some of the bases that have been developed during more than half a decade of VR design to avoid causing motion sickness on people in VR (one of the most importants parts of VR).there are definitely bugs, like shown in some of the videos, but it's not poor design, it's deliberate design that is selling a ton so far, you can design your game in a different way but there's not a single truth about game design, and definitely you're not holding it, sorry. making a thread titled this way is a good conversation starter but basically saying that something is bad only because it's not designed like you would have it's sign of a narrow vision
As you said... they can fix those issues and they should. They should have thought about it when designing around the feature and put worst case scenario options to avoid that.you can fix the issues caused by that specific implementation, but the game is indeed designed around that feature and it's the main selling point
You can make it so that some interactions dont affect your POV which is what causes most of the motion sickness problems. The feeling is similar to when you turn around very fast and stop and feel the world shake.I'm confused - so you're saying the issue is the physics and not the display of full body parts. If that's the case, how do you 'fix' the physics if the game is entirely designed around it? lol
so you can agree that the ones you linked are bugs and not poor design choices then. I don't think anyone designed the camera to be super shaky but only sometimes and go crazy when clipping with some objects. have you even played the game? it's completely fine 99% of the time
it's not that easy, they should have hired a QA team and tested every possible case? or spent more months on making the game risking to then compete with hl alyx? maybe, they are doing fine anyway though. I think they released in the perfect moment, there are bugs, they'll probably fix them now that the game is out there and more bugs gets noticed. This is just how development works, sometimes you can fix everything, sometimes you cannot fix even stuff you know it's there and you really care about because there are higher priorities (like the game not working at all, crashing etc), game development is not easy, trust me :PKrej is not the one setting this nor does he have a narrow vision. HE just notices some stuff that goes against some of the bases that have been developed during more than half a decade of VR design to avoid causing motion sickness on people in VR (one of the most importants parts of VR).
As you said... they can fix those issues and they should. They should have thought about it when designing around the feature and put worst case scenario options to avoid that.
You can make it so that some interactions dont affect your POV which is what causes most of the motion sickness problems. The feeling is similar to when you turn around very fast and stop and feel the world shake.
Displaying full parts have an issue of you not feeling confortable (to soe people) because you are unable to put your body image in the game, but it is not that bad.
check the steam reviews and you'll understand, no one is saying motion sickness is not a big deal, it's an issue. still seems that overall people are really enjoying this gameHow anyone could claim that motion sickness isn't a big deal in VR is beyond me
I mean I think part of the problem is that their QA team / people that they let playtest seems to be mostly consisting of people that do not usually experience motion sickness, because they have an easy triggering condition around 10 minutes into the game (museum climbing and then the first puzzle).it's not that easy, they should have hired a QA team and tested every possible case? or spent more months on making the game risking to then compete with hl alyx? maybe, they are doing fine anyway though. I think they released in the perfect moment, there are bugs, they'll probably fix them now that the game is out there and more bugs gets noticed. This is just how development works, sometimes you can fix everything, sometimes you cannot fix even stuff you know it's there and you really care about because there are higher priorities (like the game not working at all, crashing etc), game development is not easy, trust me :P
it's not that easy, they should have hired a QA team and tested every possible case?
There's one comfort solution that involves using a static, low-opacity grid or particle cloud to ground players in their space- basically, when the game tries to convey that you're moving when you're really not, the grid provides the truth about the player's position in real world space and that lets the player reject the fake movement that would normally confuse the brain and cause nausea.Would most of the issues be gone if they added comfort options(that most games have) and let you remove the body and play only with floating hands?
Yeah I think this is the kind of stuff thats a big bummer about Boneworks IK implementation. The sickness this will cause many first time players has a large potential to cause bad press for VR as a whole and potentially cool interest in the whole medium.For people questioning my "motives" regarding this game, I posted this just a few weeks ago:
It brings me absolutely no joy to point out that it's got such a flaw, especially in light of how many drive by posts about vr being a "puke factory" I see in other VR threads.
big yikesbeing like this is the entire point of the game, it's biggest selling point and with 2k reviews already and a very positive rating I think the OP can only learn some lessons from the Boneworks team :)
These two things aren't mutually exclusivecheck the steam reviews and you'll understand, no one is saying motion sickness is not a big deal, it's an issue. still seems that overall people are really enjoying this game
wow the community spent years checking how physical simulated bodies and climbing stuff is implemented in boneworks? :) /sarcamThe past several years of VR have been about iteration and collaboration among VR developers to mitigate the need for QA teams to find this kind of fault. The problems I'm outlining in this topic aren't new, they're things that have been heavily discussed for years now. These weren't unknown problems.
the FOV reduction could go a long way, I think they focused on getting the game done first and they got really used to itnot gonna lie I've been thinking about this game all day and can't wait to get back into it. It really sucks that it's so inherently inaccessible, and I have to wonder what this game would lose if the simulated physics never moved the player's camera. Like, keep the foot height stuff. Keep the Gorn-style delayed arms. Keep the jumping, even. But maybe externally-forced head movement could be reconciled by occasional blinking to a ghost head instead of continuous movement or something?
regardless get that FOV reduction in there at least
wow the community spent years checking how physical simulated bodies and climbing stuff is implemented is implemented in boneworks? :) /sarcam
you have a very odd idea of game development if you mean that by using the same engine as others then you can just slap stuff in your gameYes, they did. This is using unity. Like, literally those very things.