There are several things I've noticed with VR and I wanted to design a game around it. However, I ended up barely having any time to learn the frameworks, let alone complete a game with it.
First off, I want a VR MMORPG-ish experience. However, unlike most, I do not like to waggle around. I want to play it relaxed on the couch. But not everyone wants to do that, so I designed a system. Most of the notes are based on the limitations of the Oculus Go controller and can be adapted easily into more complex movements with better controllers (Oculus Go has limited detection and limited buttons)
As a pitch, instead of a full fledged MMO, a hub and raid-like instances would be more feasible as a scope.
Nausia
Movement nausia is a real problem. I myself can't handle it if it's not implemented right. Thus I prefer a teleportation-style movement. On the touchpad, a forward and backward click with make you dash. Left and right, will turn your main view by 30 degrees (adjustable in the settings). Instead of seeing it as a limitation, you could see it more as a world where people are dashing all over the place, which should actually look pretty cool (a hub full of ninjas).
When in combat, click on a monster to target it. Left and right turn into dodging instead, doing fast side hops. When targeting an enemy, most of the combat will be based on positioning. The enemy will also do great movements like giant leaps and charges. Thus, your camera will be movement all over the place, which is not good. To avoid that, the game will auto-turn your character when the targeted enemy leaves a certain range of cone and re-center your view. The lines of this cone will be visible.
It's still possible to do normal turning and normal walking by holding one of the directions, instead of tapping it.
Combat
Humans are lame. We're slow, not very mobile, can barely jump. That doesn't translate in cool moves in a game. To translate real life movements into awesome game movements, without sacrificing the feel of you being you, a few tricks can be applied.
The combat I had in mind was using a pointer menu system to select your weapon or skill of choice at any time. This menu will always be in your HUD and part of your view. No gimmicks with HUDs in seemingly more real-world like objects like tablets or watches. I think it's okay to have a personal HUD. In combat, holding the back button will show up quick-select circle menu to switch to important things like weapons, items and magic.
To use melee, you equip your sword and target a monster. Once in targeting mode, whenever you tap the shoulder button you'll teleport/dash to the monster and hit it. Depending on your weapon, you can change combos. Once you end your combo, you dash back to your original location.
To reward more active players, it's also possible to hold the shoulder button to charge your strike. To unleash an attack, you swing in real life to do bonus damage (around 20%). You can continue using your custom combo until you run out of a 'combo meter' or something like that, or if you release your shoulder button. This way, neither the couch potato nor the fitness guru are alienated.
For magic, similar things apply. For casual players, aim and tap the shoulder button to release (not that magic always has a casting animation). For active players, it's possible to hold the shoulder button to draw a sigil with real life movements to empower spell, before aiming and releasing it, doing additional bonus damage (around 20%).
World
I think the base above is pretty nice for starters. If fledged out with a ton of weapons, weapon skills, magic, magic skills, lots of monsters (somewhat similar to Monster Hunter), lots of gear, it could be a game on it's own. While it's very ambitious to do more, like multiple connected hubs in an full open-world and quest and roaming creatures and momuments of the world, I think this for now actually delivers more of a MMORPG experience than anything out there so far. If something like this exists, it can grow into something more in a sequel. The most important points of this pitch are:
1. Actually doable to make
2. Actually awesome to play
3. You have to be able to grow into a cool character with normally impossible moves (RPG growth)
4. Enough to do (RPG gear)
5. Not give you nausia (everyone is a ninja due to the movement tricks)
6. Fun for couch potatoes (can be played 100% on a couch)
7. Fun for fitness gurus (always around 20% stronger than a couch potato playing)
8. Multiplayer (solo VR games always feel a bit sad)
9. Potential for growth with either updates or sequels
Now if someone else steals this idea and makes this for the Oculus Go... go ahead. I'm too tired and busy and my PC can barely run the Unreal IDE so progress is near zero.