This week returning podcast guest Lorson Poirier and I attempted to cheer up Ken regarding the recent Oculus Rift buyout by Facebook. With many tangents along the way of course.
Yesterday I joked about the Oculus Rift now being owned by Facebook means the end of the world. But looking around some forums, the Oculus Rift may not be the only thing that has had its consumer confidence shaken. We’ve been talking about for months if kickstarter and crowdfunding will remain viable in the future, but could this be the death blow for bigger projects?
The news this week that Oculus Rift developer: Oculus VR was bought by Facebook, has certainly shocked a lot of people. I had to break it to Ken gently who was floored by it. But the thought of a social focused virtual reality program reminded me of a very unique game for the 3D0 that I’ve wanted to talk about for some time — Immercenary.
In my analysis of Valdis Story, I critiqued the game on an account of its “floaty controls.” The term floaty is one that is thrown around a lot when examining skill based or player focused game design and can make or break titles. For today’s post I want to talk a bit more about what floatiness is and examples of more grounded based control schemes.