• Asymmetric vs Asynchronous

 

  • Dynamic Spectating***? Being able to view and interact with people in VR from the outside world.
  • Shared space – Playing and interacting with others in a shared digital space. Having other people in there adds to realism of environment.
  • In a multi-player game, only see your hands. the player does not need to see a full 3D model of himself, seeing only his hands are enough because those are the main controls he has. However, he needs to be able to see the full 3D models of other players so that he knows what actions they are taking and for the social presence. He knows he himself is there but for the other players, the 3D models tell him they are there. (Like in Hover Junkers)
  • Viewing other people’s works in VR. In Fantastic Contraption, in Tilt Brush, you are able to look at the solutions and creative works of other players and even look at their process of creation. This gives a whole lot more playability to the game and can be even more fun that making your own stuff.
  • In a multi-player game, being able to make recognizable hand gestures at each other (like in hover junkers) like the middle finger, thumbs up etc.
  • Co-op gameplay , like in hover junkers, can be really satisfying as well. It uses the tried and tested co-op mechanics of driver and gunner.
  • Compete for high scores on social media. The climb allows you to compete against facebook friends to see who finished a climb faster, who did a tougher route and more.
  • Actually being able to meet up with other people in VR (their virtual avatars anyway). Alt.Vr, Convrge, high fidelity all do this.
  • Playing together with different platforms, Like in ruckus ridge, where 3 players use the xbox, and 1 is in VR. People take turns to be in VR, and eventually one with highest score wins. The person in VR plays against the other 3, who are a team.