[HN Gopher] Ken and Roberta Williams Working on Colossal Cave Ad...
       ___________________________________________________________________
        
       Ken and Roberta Williams Working on Colossal Cave Adventure Remake
       for VR and PC
        
       Author : peterkelly
       Score  : 192 points
       Date   : 2022-03-23 12:49 UTC (10 hours ago)
        
 (HTM) web link (gameworldobserver.com)
 (TXT) w3m dump (gameworldobserver.com)
        
       | denton-scratch wrote:
       | > interesting characters
       | 
       | I played ADVENT for many hours, back in the day (on the boss's
       | time). The only characters I remember are a dwarf, a pirate, a
       | dragon, a bird, a giant, and a giant clam. OK, I suppose the bear
       | and the troll might count as characters.
       | 
       | None of these count as "interesting characters" - a chap that
       | always says "Fee Fi Fo Foo" isn't particularly interesting, and
       | none of the others has any dialogue.
        
       | GLGirty wrote:
       | What, with your bare hands?!
        
         | omarhaneef wrote:
         | > use computer
         | 
         | You don't know how
         | 
         | > pick manual
         | 
         | You have the manual
         | 
         | > read manual
         | 
         | You now know how to use a computer
         | 
         | > use computer
         | 
         | Your hands are busy
         | 
         | > drop manual
         | 
         | > use computer
         | 
         | ... except funnier
        
           | spywaregorilla wrote:
           | Things like this do happen to an extent in VR games, which is
           | funny.
           | 
           | A classic example would be opening a locked door to which you
           | have a key in, say, a zelda game. On a controller you just go
           | over to it and press A. In VR you may need to sheathe your
           | sword to draw the key and put away your shield to steady the
           | door knob to unlock it and then push open the door and then
           | pick up your weapons again.
           | 
           | The whole "Pick up your weapons again" loop at the end of
           | little interactions is common in many games and is more
           | involved than in traditional games that would abstract it.
        
           | dylan604 wrote:
           | > I know Kung Fu
           | 
           | Show me
        
       | christkv wrote:
       | I've started playing Kings quest 2 with the kids and oh my the
       | amount of deaths. I had forgotten the pixel perfect walking
       | needed not to plunge to your death. Kids are enjoying it though
       | since they get all the fairy tale references.
        
       | egypturnash wrote:
       | Initial promotional footage is... not very impressive.
       | 
       | https://twitter.com/colossalcave3d/status/150637770280619622...
        
       | ethbr0 wrote:
       | Because this is approaching the web horizon, for those who don't
       | know, Ken and Roberta Williams are pretty close to the SoCal
       | version of Shigeru Miyamoto.
       | 
       | They founded Sierra On-Line in 1979, which published pretty
       | stellar titles until its sale in 1996 (and subsequent
       | mismanagement and outright corporate fraud by the acquirer).
       | 
       | Here are a list of the things they published, among which some
       | were developed inhouse, among which some were developed by one or
       | both of the Williams.
       | 
       | https://en.m.wikipedia.org/wiki/List_of_Sierra_Entertainment...
       | 
       | PS: And on a personal note, I can't imagine my teenage years
       | without Sierra. From _King 's Quest_ to Dynamix to Valve's _Half-
       | Life_ to Relic 's _Homeworld_ to Gearbox 's initial _Half-Life_
       | console ports, they survived far longer in an industry where so
       | many don 't... while putting out amazing stuff over _decades_.
       | 
       | Or to put it another way, when they first started writing and
       | publishing games, there was no Internet (in the modern sense) and
       | Intel had just released the 10 MHz 8086 built on a 3000 nm (3 um)
       | node.
       | 
       | By the time they left the company, the web and JavaScript
       | existed, and Intel had just released the Klamath 300 MHz Pentium
       | II on a 350 nm node.
       | 
       | Crazy times.
        
         | slowmovintarget wrote:
         | Hacking King's Quest on my middle school's Apple IIe was one of
         | the ways I learned to code.
        
         | tomc1985 wrote:
         | Did they really have much of a role to play for Half-Life or
         | Homeworld? By that point they were just a publisher.
        
           | ethbr0 wrote:
           | Supposedly they chose to publish _Half-Life_ because they
           | regretted turning down the chance to buy id, and thought
           | Valve seemed like a good company. So I think they deserve
           | some credit for recognizing talent.
        
         | mgdlbp wrote:
         | The Internet Archive has many historic games (and some of its
         | other vintage software) available to run in various emulators
         | in-browser. For example, a 1987 release of _King 's Quest_ in
         | (F1 for help; note: sound!):
         | 
         | https://archive.org/details/msdos_Kings_Quest_I_-_Quest_for_...
         | 
         | Discussion of how it's done with DOSBox compiled to Wasm:
         | 
         | https://news.ycombinator.com/item?id=10977424
        
           | fknorangesite wrote:
           | Plenty are on GOG, too.
        
         | [deleted]
        
         | VBprogrammer wrote:
         | They also had a couple of really cool Nordhavn motor yachts
         | which Ken has blogged about extensively, including crossing the
         | Atlantic in their first one.
        
       | LichenStone wrote:
       | I really hope they make use of the Steam Audio API in the game,
       | which can simulate sound reflections, occlusion, reverb, and HRTF
       | directional positioning to the listener for sound sources. Would
       | make a ton of sense for a cave environment.
        
       | mrfusion wrote:
       | Is there anywhere to play the original colossal cave adventure?
        
         | anthk wrote:
         | Linux: install bsdgames, type down "advent".
         | 
         | All: Get a Z-Machine interpreter (Frotz/Winfrotz/Lectrote) and
         | "advent.z5" from here:
         | 
         | https://ifarchive.org/if-archive/games/zcode/Advent.z5
        
       | jmyeet wrote:
       | Is it just me or is there a wider belief that VR will never be
       | anything more than a niche? Facebook aka Meta has bet its future
       | on this and I think it's a mistake.
       | 
       | When people think of VR they think of the Matrix but that will
       | never be because of the laws of physics. Latency is the big
       | problem (unless such a network is very localized in the real
       | world) but visually speaking, black is a problem. Black is a
       | colour on computer displays but in the real world it's the
       | absence of light. Another big visual problem: focus.
       | 
       | Yet another problem: controls. In the real world you just think
       | and act. In VR you have these controls to direct movement. That's
       | never going to feel natural so you're pretty much predicated on a
       | pure brain-computer interface for it to feel realistic.
       | 
       | There's no killer app for VR (optimists will add "yet") and no
       | hint of what one might be.
       | 
       | Part of what made these old adventure games so compelling (IMHO)
       | was the format: text. Games like Myst added images and can have
       | an appeal all of their own but it's different to the text
       | adventure game. The same goes for video (meaning rendered 3D
       | graphics). I have doubts that this magic (which has a heavy dose
       | of nostalgia) will translate to VR.
       | 
       | For me the Infocom games (Zork in particular) will always be
       | remembered fondly but part of the magic was the time and you can
       | never step in the same river twice.
        
         | coldpie wrote:
         | I think it has a chance, but it's definitely on life support.
         | All the big names from this latest attempt (Valve, HTC, Sony)
         | have already given up on it. Facebook is trying to turn it into
         | a thing, but I think they're just trying one last gasp on a
         | failed acquisition before firing that team. Sony and Apple
         | claim to have new hardware coming down the pipe, but I imagine
         | they're feeling much less enthusiastic about it now than when
         | they started those projects. Maybe one of those three will pull
         | it off, but it's not looking good.
        
           | pavlov wrote:
           | Meta has over 10,000 people working on VR / AR and has
           | invested tens of billions in it. I don't think they're giving
           | up very soon.
        
             | coldpie wrote:
             | If the best they've got for all that investment is that
             | hilariously terrible VR demo video from a couple months
             | ago, I wouldn't bet on that team sticking around around
             | long term.
        
               | pavlov wrote:
               | Have you tried the Quest? It's actually good.
               | 
               | I don't know if it will find a true mass-market product
               | fit: annual unit sales are still in the millions, a long
               | way from the billions of the smartphone market. But it's
               | certainly not because the product inherently sucks.
               | 
               | I bet Zuckerberg is ready to swallow at least another $50
               | billion in losses before giving up on the VR dream. The
               | FB/IG ad machine is sputtering but still pays for that
               | easily.
        
               | coldpie wrote:
               | I haven't used a Quest specifically, but I have used a
               | number of VR headsets, both personally and for work.
               | Regardless of the hardware tech, there just isn't a
               | compelling user story there, and I think the market
               | performance over the past five years bears that out. The
               | only thing anyone talks about is Beat Saber, not even
               | Alyx made a cultural dent. Facebook's VR demo video was
               | frankly embarassing. There's just nothing there to
               | attract users, it's a solution looking for a problem.
               | Facebook certainly has the money to fund this boondoggle
               | for eternity, but that doesn't guarantee any significant
               | userbase or cultural impact. Like I said in my original
               | comment, maybe Apple will strike gold and find another
               | iPod in this, but I just don't see it happening.
               | 
               | Put another way: VR has the smell of 3D TVs and movies,
               | and not the next smartphone.
        
               | TheOtherHobbes wrote:
               | It's hard to see what VR does better than pancake
               | computing.
               | 
               | Superficially it's obvious - 3D! immersion!
               | 
               | But practically it's not at all like real 3D (no
               | tactility at all, stupid strap-on goggles with trailing
               | cables, weird mismatches between head movement and
               | perspective, no integration with the real world so you're
               | constantly anxious about bumping into the furniture, and
               | let's not even get started on avatars etc).
               | 
               | So far it's just too clumsy to be a convincing
               | substitute. It's basically only really credible as a game
               | accessory - like a joystick, but better.
               | 
               | I can't see VR becoming phone-popular until two way
               | direct neural interfaces become a polished technology.
               | And when that happens a lot of other developments become
               | possible at the same time.
        
               | oneoff786 wrote:
               | Link?
        
               | coldpie wrote:
               | If you want to waste an hour, here's the original:
               | https://www.youtube.com/watch?v=Uvufun6xer8
               | 
               | Or a much shorter recap:
               | https://www.youtube.com/watch?v=gElfIo6uw4g
        
         | grumbel wrote:
         | Blacks are essentially a solved problem with (micro)OLED.
         | Controls are a non-issue, it's no different than holding a
         | screwdriver or pen, humans are quite adapted to using tools to
         | manipulate the world and we have hand and finger tracking on
         | top if necessary. Latency again, not really a major problem,
         | works well enough, this is VR after all, not telerobotics, if
         | the game engine has to cheat a little, that's fine. Focus
         | adjust exists in a couple of prototypes, but so far hasn't made
         | it into the consumer space, I'd rate this as a "nice to have",
         | most people quickly get used to the fixed focus.
         | 
         | The big problem VR has to overcome is getting resolution parity
         | with monitors. At the moment VR is still extremely low
         | resolution, even headsets in the 2000x2000 realm are, due to
         | the image being stretch across ~100deg FOV, only the equivalent
         | of an old 800x600 monitor. That's not good enough for a lot of
         | uses. It works fine for VR games, but barely works for 2D
         | movies and even less so for text. Given that the majority of
         | content out there is made for larger resolutions, that's the
         | biggest stumbling block for VR as it means people have to get
         | out of VR and use another display device.
         | 
         | I think once resolution is solved, that will be the killer-app
         | for VR just by itself. As it means a VR headsets, which can be
         | turned into an AR headset via camera pass through, is able to
         | replace every screen you currently have. That will be the point
         | where people can start ditching their multi-monitor setups and
         | have essentially an empty desk with just a headset. The appeal
         | of getting ever bigger TVs will also vanish when you can have a
         | virtual IMAX screen in your headset.
         | 
         | It will still take some years until VR/AR headset are good
         | enough and comfortable enough to replace TVs and monitors en
         | masse. But I have little doubt that it will happen sooner or
         | later. All the VR gaming stuff is really just a bonus here and
         | I don't think we'll get mass VR adaption just from that.
        
           | trafficante wrote:
           | The software side of this vision is already surprisingly
           | mature and mostly waiting for hardware to catch up.
           | 
           | On my Quest 2, I can pop into a virtual environment with 5
           | desktops scaled around me in 3D space, a physical keyboard
           | fully rendered into the environment that also tracks my
           | fingers, and a scaleable camera "portal" positioned over the
           | location of my doorway (in physical space) that displays a
           | camera feed of anyone entering the room.
           | 
           | If I'm trying to relax, I can hop into a virtual movie
           | theater on the moon and watch a 3D Blu-ray rip or play most
           | modern AAA pc games.
           | 
           | All of this while sitting in a lounge chair in my living
           | room.
           | 
           | And then, of course, there's all the 6dof VR games but, after
           | Alyx barely moved the hardware sales needle, I don't think
           | that sort of thing is what's needed to drive mass adoption at
           | this point.
           | 
           | VR needs much better screen tech, high performant SoCs, and a
           | "coolness" factor. I wonder if there's a company known for
           | all three that has repeatedly yoinked entire markets even
           | though they entered "late"?
        
         | kgwxd wrote:
         | I did, until my kid started playing it a few months ago and
         | that was all he wanted to do all day, every day. Then, he
         | completely lost interest and hasn't used it in weeks, so I'm
         | back where I started.
        
         | zeagle wrote:
         | Re: the blacks. Hopefully the next generation of valve index &
         | others will have OLED screens with proper blacks.
        
         | moron4hire wrote:
         | I have worked in the VR industry full time for the last 5
         | years. Your description of the problems of VR are
         | unrecognizable to me.
         | 
         | Which people are these that "think of the Matrix" when they
         | think of VR? I've seen some people talk about it, or more often
         | Sword Art Online. But they are rare. It tends to mark folks as
         | not having really tried VR. I've seen people talk about not
         | even wanting to try VR until it's "full dive". That's dumb. I
         | doubt it's ever going to get there and I also doubt it's even a
         | good idea. See: The Matrix and SAO for depictions of why.
         | 
         | I think "people" know the tech is not magic and have decent
         | expectations on what it entails. What I tend to see are people
         | blown away by how impactful that simple "box with a display and
         | some lenses" concept works at transporting a person to a new
         | world.
         | 
         | I don't think anyone really cares about black levels that much,
         | not to the degree that it becomes any kind of deciding factor
         | on purchases. Focus... are you sure you're not Ronny Abovitz?
         | Literally the only person I've seen ranting about focus. Again,
         | nobody cares. It'd certainly be nice, but it's just not that
         | important of a feature.
         | 
         | Your comment on latency is confusing. Which latency? Motion-to-
         | photon latency? Hasn't been a problem in years. Network
         | latency? We're not talking about a networked game here, and
         | regardless, that's going to be true for any kind of multiplayer
         | experience, VR or otherwise. It's also a largely solved problem
         | and people don't tend to notice network latency in most
         | multiplayer games. The only latency issue I encounter on a
         | regular basis is Oculus Quest 2's hand tracking latency. That's
         | not a fundamental limitation, though, because other hand
         | tracking systems like UltraLeap show that it can be done very
         | well. The Quest's problem is that it's running on what's
         | essentially a 3 year old smartphone SOC.
         | 
         | As for "killer apps", honestly, I have never really believed in
         | the concept. There's nothing on my smartphone that I can't do
         | without it being specifically on my smartphone. But combined,
         | the whole ecosystem is extremely useful. My smartphone also
         | isn't the seamless digital assistant Jobs predicted it would
         | be, but it's still extremely useful. Back in 2008, _most_
         | people thought smartphones weren 't for them, but now most find
         | them extremely useful.
         | 
         | There are problems in the VR industry. Any device that isn't
         | the Quest 2 is too expensive and not featureful enough to
         | warrant the expense. Building software for VR is still
         | extremely primitive (No, Unity doesn't solve it. Come back to
         | me after you ship a Unity VR project that meets Meta's store
         | guidelines if you disagree). Battery life on standalone systems
         | is abysmal. I don't know anyone with a PC-tethered system that
         | hasn't destroyed several cables, ports, keyboards, or even just
         | glass containers.
         | 
         | And there are problems being foisted on VR. The global chip
         | shortage is making it way to hard to scale. Meta's attempts to
         | dominate the market by undercutting the competition is a huge
         | danger to everyone. This coopting of social VR into "metaverse"
         | by crypto grifters is going to kill an entire segment of the
         | app market. Megacorp's inability/unwillingness to moderate user
         | behavior on their platforms is a lot more harmful to people's
         | mental health when it's literally in their faces.
         | 
         | But the biggest one might be people who don't know anything
         | about VR claiming it's "useless" or "dead".
        
           | spywaregorilla wrote:
           | > As for "killer apps", honestly, I have never really
           | believed in the concept. There's nothing on my smartphone
           | that I can't do without it being specifically on my
           | smartphone. But combined, the whole ecosystem is extremely
           | useful. My smartphone also isn't the seamless digital
           | assistant Jobs predicted it would be, but it's still
           | extremely useful. Back in 2008, most people thought
           | smartphones weren't for them, but now most find them
           | extremely useful.
           | 
           | Smart phones are portable web browsers. That's the killer
           | app. That's immensely useful. VR is non portable, at least in
           | the sense that you're gonna look like a huge asshole loading
           | up your quest on the subway. That's a pretty difficult
           | barrier.
        
             | moron4hire wrote:
             | My point was not that smartphones aren't great. My point
             | was that the whole "killer app" discussion is broken.
             | 
             | If you took away my smartphone today, I'd be pretty upset.
             | It'd leave a whole of convenience in my life. But I'd
             | ultimately adapt and continue living largely the same way
             | I'm living now.
             | 
             | If you took away my PC today, my career would be over. I'd
             | have to find a whole new way to live.
             | 
             | "Killer app" discussions tend to devolve into essentialism
             | arguments. What's essential to one person is a frivoloty to
             | others. But I don't think any of that matters. Game
             | consoles are clearly not essential, yet they're big
             | business. Some people gotta have a huge TV in their living
             | room with cable and all the streaming services, others are
             | fine just watching DVDs, still others are fine with no TV.
             | Yet nobody is arguing that game consoles or TVs shouldn't
             | exist just because they aren't universally appealing. So
             | why VR? What is it about VR that evokes these responses
             | "it's dead/dying/should die?"
        
               | spywaregorilla wrote:
               | Killer app does not mean you would die without it. It
               | means the app is so good that you would buy the hardware
               | just for that app.
               | 
               | VR isn't dead, but it has no killer apps. It has no
               | obvious path to be the next smart phone. Video game
               | consoles have plenty of killer apps. It's the games.
               | 
               | VR games aren't that great, and the claim seems to be
               | that they're going to be the next big social platform /
               | computer tech rather than a game console alternative.
               | 
               | I own an index to play phasmophobia and beat saber. I'm
               | very pessimistic about the tech's ability to become
               | mainstream.
        
           | ekianjo wrote:
           | > I have worked in the VR industry full time for the last 5
           | years
           | 
           | Maybe this results in having a distorted vision of what VR
           | represents for people out there. Just like everyone else who
           | works on a specific business for a long time.
        
             | moron4hire wrote:
             | If you want to know anything about VR, why would you talk
             | to someone who knows nothing about VR?
             | 
             | What is it with our culture that expertise is viewed as a
             | conflict of interest? Flat-eathers scoff at astronomers. A
             | teacher tells some parents their kid is having trouble in a
             | subject and the parents blow up. There's a small band of
             | entitled truckers out here making folks late to pick up
             | their kids from school because they think they know better
             | about vaccines than doctors.
             | 
             | A user only knows their own, subjective experience. As a
             | developer, I collect feedback from many users.
        
               | oneoff786 wrote:
               | Astronomy is a science with objective facts. You're
               | suggesting VR enthusiasts are the experts on whether VR
               | is good.
        
               | moron4hire wrote:
               | I'm not suggesting that at all. My post was a reply to a
               | list of "problems", arguing they weren't actually all
               | that important of problems. I also listed real problems
               | we face.
               | 
               | I'm the lead developer on a project targeted at everyday
               | people. I survey and interview these people about
               | problems they have with our software and the hardware. I
               | have real insight into the things people complain about
               | and praise most often.
               | 
               | I didn't come in here and say "VR good. You dumb." The
               | problems GP listed indicate a profound lack of good-faith
               | experience with the technology.
        
           | 6gvONxR4sf7o wrote:
           | You might be too surrounded by people who are into current
           | VR.
           | 
           | > Focus... Again, nobody cares.
           | 
           | That's just not true. Having a single fixed focal distance
           | was super jarring when I've tried VR. But normal people won't
           | complain about that. They'll just say "looks weird."
           | 
           | Personally, the problem it needs to solve is figuring out how
           | to let me virtually move without physically moving, while not
           | making it awkward and also not getting me motion sick. So
           | far, that problem still feels fundamental.
        
             | throwaway675309 wrote:
             | Agreed and even when you can get the interpupillary
             | distance correct you can still get peripheral blurring and
             | sometimes have to adjust the headset constantly to make
             | sure that you're looking straight on.
             | 
             | FoV is also a big deal that a lot of people tend to
             | overlook, most of the commercial offerings only have around
             | 100deg whereas humans have about a 200deg FOv. It's like
             | I'm constantly playing a submarine periscope simulator.
        
             | curioussavage wrote:
             | I agree about the movement. I have a lot of fun playing on
             | my quest 2. Fortunately I don't have any problem with
             | motion sickness so i can turn on joystick movement because
             | it's better to me than the teleporting but still kind of
             | weird.
             | 
             | One cool thing I'm looking forward to is house scale be
             | games. I'm perfectly fine with the constraints those impose
             | due to being able to just walk around
        
             | moron4hire wrote:
             | I'm the only VR developer at the company where I work, and
             | I don't work for a software company. I make a foreign
             | language training tool for people who are largely A)
             | government employees, B) not gamers.
             | 
             | We get a small amount of skepticism from maybe 25% of the
             | students before they try it for the first time. After
             | putting hundreds of our own students through the system,
             | only 1 has given it a universally negative review, and he
             | generally gave the entire instruction program a negative
             | review anyway. Can't please everyone all the time.
             | 
             | Most of our students end up using the system multiple
             | times. They always have the option to not use it at all, or
             | use it from a 2D PC display. Nobody has opted-out
             | completely, and only 1 person has opted-out of VR.
             | 
             | About 10% have mentioned a slight feeling of dizziness
             | after their first session, with only about 10% of those
             | people saying the feeling returned after subsequent
             | sessions on later dates. We've had only 1 person who flat
             | out couldn't use the system because of simsickness. It
             | comes out to about 0.3% of our students, which turns out is
             | less than the proportion of people who experience moderate
             | to severe discomfort from watching FPS video games or
             | action movies in a theater. I've tried to encourage the
             | instructors to limit the first session to 20 minutes to get
             | that 10% number down even further, but most of the students
             | haven't minded the dizziness enough to stop and end up keep
             | going for 1hr+ sessions.
             | 
             | When people provide feedback, they tell us they want more
             | to do, higher display resolution, easier setup, and more
             | intuitive controls. Noone has ever complained about focus,
             | latency, black levels, headset weight, etc.
        
         | gotaquestion wrote:
         | I played around with VR back in 2013, and thought 3D
         | conferences were neat, but annoying.
         | 
         | However, I believe that if headsets can be made less bulky, it
         | will become ubiquitous. I don't know what the experience will
         | be like, it certainly won't be matrix-y, but I can absolutely
         | see a generation of 20 somethings expecting goggles at some
         | point in the future, maybe 10 years from now.
         | 
         | It might actually be Zuck's vision of sanitized cartoony
         | avatars zipping around with no legs because look at how much
         | money kids spend on VBUCKS to look slightly different in
         | Fortnight. The Fortnight generation's kids will be hooked on VR
         | if the goggles are cheap/small enough.
        
         | shadowgovt wrote:
         | I've seen this kind of boom become bust twice already; we'll
         | have to see how this one pans out.
         | 
         | I will note that technology-wise, the hardware is better than
         | it's ever been and I think it has a fighting chance this time
         | previous iterations lacked. For all their simplicity, mouse and
         | keyboard have a level of accuracy and precision that VR does
         | not. This is partially due to their simplicity (keys are binary
         | devices, and a mouse can track position to near-perfection with
         | optical flow modeling, or even the old wheel solution from days
         | of yore). In contrast, VR not only has traditionally had lower-
         | resolution on the tracking signal, it's tracking far, far more
         | degrees of freedom (at least six, but if you want to accurately
         | represent the user's kinematics the number explodes). Plus, the
         | biological sensor fusion we humans use to determine our
         | position in the world demands accuracy from the virtual
         | hardware because we can be very sensitive to input error (and
         | we feel it as nausea, disorientation, or vertigo).
         | 
         | The sensor fusion of modern cheap accelerometer tech with the
         | absolute tracking of either lighthouses or whole-room flow
         | imaging has had amazing consequences, but it's not yet perfect
         | and I don't know if a critical mass of users will demand
         | perfection or not. We'll find out. But, I've never seen better
         | hardware taking a stab at the market before.
        
         | caslon wrote:
         | A very large body of HMDs have OLED displays, which have "true"
         | blacks.
        
         | onion2k wrote:
         | _visually speaking, black is a problem. Black is a colour on
         | computer displays but in the real world it 's the absence of
         | light_
         | 
         | That isn't a problem. People don't want to use technology to
         | exactly replicate the real world - they use tech to replicate
         | the real world _up to a point_ , and then they diverge into
         | things that can't happen in the real world. People don't care
         | if the black isn't quite right. After all, people watch films
         | and TV a lot, and they have the same problem.
         | 
         | There are lots of reasons why VR might fail to become
         | mainstream in the long term but graphics isn't one of them.
        
         | andybak wrote:
         | I've loved VR since I first tried it and I still love it.
         | 
         | > There's no killer app for VR
         | 
         | We'll end up quibbling about the definition of "killer app" but
         | I think there's dozens killer apps for VR. If you mean "an app
         | that will make it as popular as the smartphone" then you're
         | right. But that's a strangely high bar. If you mean "an app
         | that is compelling enough to sell a reasonably large number of
         | headsets" then that definitely already exists. (but then we can
         | enjoy quibbling about what "reasonably large" means)
        
         | ekianjo wrote:
         | > There's no killer app for VR
         | 
         | Apparently HL: Alyx may be that kind of thing. Problem is, it's
         | just one game, and it took years and lots of efforts to make
         | for probably very little return on investment.
        
           | gs17 wrote:
           | It's pretty close, I just wish it had proper mod tools.
        
           | sitzkrieg wrote:
           | its not a killer app. it was a decent ~12 hr single player
           | game, and yet one of the only really fleshed out games for vr
           | so far
        
           | oneoff786 wrote:
           | Alyx was fun. It was nothing close to a killer app.
        
         | anthk wrote:
         | >For me the Infocom games (Zork in particular) will always be
         | remembered fondly but part of the magic was the time and you
         | can never step in the same river twice.
         | 
         | Inform6, 7. Then get Anchorhead, Inside Woman, Spider and Web,
         | Vicious Cycles, Slouch Over Bedlam, Curses+Jigsaw and get
         | amazed.
        
         | delecti wrote:
         | How much VR have you tried? After just 10 minutes of Beat Saber
         | I was left with an odd feeling after taking off the headset. I
         | think your standards for VR are unreasonably high, considering
         | how utterly addicting it's likely to be to huge numbers of
         | people if it just gets fairly engaging.
         | 
         | Put another way, both Roblox and Minecraft look like crap, and
         | are largely graphics we could have replicated on the the
         | Playstation 1 or N64, but Microsoft bought Minecraft for $2.5
         | billion, and Roblox has a valuation in the tens of billions.
         | The threshold between "there's no killer app" and "yet" is
         | razor thin.
        
           | AnIdiotOnTheNet wrote:
           | Beat Saber is the only reason I still have a VR rig and I
           | still feel like I agree with parent. It is a solid rhythm
           | game and decent upper body workout on higher difficulties,
           | but if I hadn't already bought a friend's used Oculus I don't
           | think it would convince me.
           | 
           | A big part of it is how damned inconvenient the whole thing
           | is. I need all these long high-quality USB3 cables for the
           | headset and sensors, a beefy video card, and most importantly
           | an otherwise empty room to play it in safely.
           | 
           | The Quest, the most convenient system, only kinda deals with
           | the first two problems and does nothing for the third.
           | 
           | I don't know about you guys, but I can't just have the
           | servants clear out the tertiary ball room whenever I want to
           | play a game. In the normal sized bedroom I've allocated for
           | VR I have managed to slam into walls on more than one
           | occasion when moving quickly trying to hit something or dodge
           | something.
           | 
           | I would definitely say the whole thing is still pretty far
           | into "gimmick" territory for the vast majority of gamers.
        
           | jmyeet wrote:
           | I've tried an Oculus Go for maybe 12 hours? Some of it was
           | interesting but it always felt gimmicky to me. A bit like 3D
           | in movie theaters. Like it was all so... forced.
        
             | andybak wrote:
             | The Oculus Go was a 3DOF headset. That's basically a
             | glorified 360 movie viewer.
             | 
             | 6DOF is the absolute bare minimum and I feel we should have
             | reserved the term "VR" specifically for 6DOF devices. The
             | immersion just isn't there without positional tracking.
             | 
             | And positional tracking with the controllers is another
             | huge factor. So - I would argue you've never really tried
             | "real VR".
        
               | krapp wrote:
               | I have a VR headset. What I don't have in my apartment is
               | a lot of empty space, nor do i want to move furniture
               | around to create a play area whenever i want to do
               | something in "real VR."
               | 
               | Everyone dismisses 3DOF VR but that is realistically the
               | only form of VR that is widely consumer friendly. If I
               | can't stand or sit more or less in a single place, I'm
               | simply not going to use an app despite having a headset
               | that supports it.
        
               | andybak wrote:
               | You're conflating "3dof" with seated.
               | 
               | I'm similarly space constrained a lot of the time but
               | 6dof is still my bare minimum requirement.
               | 
               | Head movements of 1 or 2 cm matter for immersion. It's
               | not about running round a large play space.
               | 
               | Seated VR needs to be 6dof as well
        
               | krapp wrote:
               | Isn't the extra complexity needed for 6dof what makes
               | headsets so expensive? Is it even worth it for 1 or 2cm?
        
               | andybak wrote:
               | > Is it even worth it for 1 or 2cm?
               | 
               | Yes. It's worth it. It's such a significant difference
               | that I just have zero interest in 3dof headsets for
               | anything other than 360 video (and I've got very little
               | interest in 360 video)
               | 
               | With 3dof, the minute you lean or move your head by a
               | small amount, the whole illusion is shattered and you are
               | reminded that you're just watching a stereoscopic skydome
               | that's glued to your head. It's also why lag and low
               | refresh rates are an immersion killer for 6dof.
               | 
               | Plus - even seated experiences allow a lot of mobility.
               | You can lean towards things to examine them closer. You
               | can duck to either side. "Seated" doesn't mean "immobile
               | apart from your head"
        
               | shadowgovt wrote:
               | People don't realize it, but without positional tracking,
               | even seated experiences feel very "off."
               | 
               | Consider where the joint is that moves your head. When
               | you rotate your head, you're not rotating through an axis
               | in the center of your head; you're pivoting a spline
               | describing your neck. That's a very complicated motion
               | and it can't be faked by just turning the view without
               | moving the view also (and if you try to simulate it
               | without full 6DOF tracking, you'll have to model the
               | user's neck length and curvature profile, and that'll get
               | _very_ messy, with disorientation consequences when you
               | get it wrong).
        
               | andybak wrote:
               | Actually 3dof headsets did try and compensate for this by
               | modelling the human neck. But that still ignores a lot of
               | the range of movement that one makes even when seated and
               | relatively still.
        
             | delecti wrote:
             | I wonder if susceptibility to accept VR as more "reality"
             | than "virtual" is something that varies per person. All of
             | the VR I've tried has felt completely _un_ forced. I
             | accepted it all immediately.
        
           | ekianjo wrote:
           | > After just 10 minutes of Beat Saber I was left with an odd
           | feeling after taking off the headset.
           | 
           | Beatsaber is like the Tetris of VR. It won't change anything,
           | while it's a good game and it's addictive.
        
           | tokai wrote:
           | >largely graphics we could have replicated on the the
           | Playstation 1 or N64
           | 
           | I know you are making a hyperbole, but that is just
           | absolutely ridiculous.
        
             | delecti wrote:
             | I am being hyperbolic, but not that much. Certainly running
             | the full simulation of either Minecraft or Roblox (not to
             | mention the network bandwidth requirements) is well beyond
             | anything that old, but purely the level of visual detail
             | would barely be out of reach of that generation.
        
           | tomc1985 wrote:
           | The VR folks are starting to sound like the Year of the Linux
           | Desktop folks.
           | 
           | Y'all standing at the station for a train that might never
           | come
        
             | moron4hire wrote:
             | The train already came. We're already on it. We're having
             | fun and getting work done.
             | 
             | And I'm not even going to say "you missed it". You can get
             | on the train any time you want. It's here and it's pretty
             | cool.
        
               | tomc1985 wrote:
               | With the exception of Half-Life Alyx, everything I've
               | seen on VR has been either a gimmick or "meh"
               | 
               | And don't even get me started on how awful virtual
               | workspaces are.
        
               | oneoff786 wrote:
               | Half life alyx is extremely gimmicky if you stop to
               | observe how it works. Enemies are stupidly generous in
               | telegraphing their moves. The game, correctly, expects
               | you to be very slow and unable to integrate moving and
               | shooting.
               | 
               | Boneworks is a game that does the opposite, but is
               | similarly disappointing. You get fast walking speed with
               | the analog stick allowing you to be very agile. Presuming
               | you don't get nausea... this is by far your most useful
               | asset in a fight. The real world movement is basically
               | nothing and a lot of the fighting is better done as a
               | sort of jousting with your weapon held in front of you
               | and your move stick held forward.
        
           | spywaregorilla wrote:
           | Everyone loves to bring up beatsaber when discussing the
           | future of VR but beat saber is so carefully designed to avoid
           | its pitfalls. You don't move more than a few feet irl or in
           | game. Everything you need to see is in front of you. You have
           | infinitely light weapons with no resistance.
           | 
           | Graphics is not the problem. It's the interface.
        
             | wlesieutre wrote:
             | _Everything_ is designed around its own pitfalls. Books,
             | podcasts, movies, television shows, flatscreen video games,
             | they all have their own strengths and weaknesses. When a
             | movie comes along that does an astounding job of playing to
             | cinema 's strength, people are going to bring it up as an
             | example of a good movie. Beat Saber is the same.
             | 
             | Which isn't to say all games have to be designed strictly
             | around VR's strengths, there are games that exist in both
             | formats, and sometimes it comes out better than the
             | original version (Keep Talking and Nobody Explodes, Super
             | Hot). Other times it's just ok because the game design
             | doesn't translate as well to VR (Skyrim, Borderlands).
             | 
             | If what you're hoping for is mainstream AAA titles to get
             | adapted into VR and achieve millions of sales, then yes I
             | think you'll be disappointed. But Beat Saber isn't the only
             | opportunity to be thoughtful about how VR interfaces work.
             | I doubt I'd have ever bought a minigolf game to play on a
             | TV, but Walkabout Mini Golf is relaxing and a lot of fun.
             | On the shooter side of things, you have games like Half-
             | Life: Alyx or Hyper Dash. Puzzling Places lets you assemble
             | 3D puzzles of scanned real world environments. Tea For God
             | takes a limited play area and carefully designs a
             | continuous level that feels boundless as you walk freely
             | though it.
             | 
             | We're not going to have Matrix-like VR interactions any
             | time soon where you swing a sword and your hands are
             | physically stopped when your opponent blocks it. But I
             | wouldn't look at that and say "No way this goes anywhere,
             | the pinnacle of game design is the limitless interface of
             | two thumb sticks, four buttons, a D-pad, and a pair of
             | bumpers/triggers."
        
               | oneoff786 wrote:
               | > Everything is designed around its own pitfalls.
               | 
               | This is true, but it's also true that most things don't
               | claim to be major paradigm shifts and "the future".
               | Designing VR around these limits won't satisfy people who
               | have been promised ready player one. It's a gimmick with
               | some good potential, but it's just a gimmick.
        
             | wiz21c wrote:
             | What about Elite Dangerous ? Anyone played ? I heard it was
             | real good on VR.
        
               | shadowgovt wrote:
               | As a seated experience (in a spaceship, where my Star
               | Trek fantasy training has taught my brain, oddly enough,
               | that motion in space should involve no feeling the
               | acceleration forces), it's really quite good. Night-and-
               | day from the same experience mouse-and-keyboard or HOTAS.
               | 
               | The game itself, sadly, doesn't hold my attention for
               | very long, but I think the VR UI is nearly ideal for it.
        
               | munk-a wrote:
               | Elite Dangerous VR almost requires something like Voice
               | Attack but if you set it up like that I think it's
               | immensely immersive - I've always had issues with the
               | gameplay itself though so it's still not completely my
               | cup of tea. I personally want a space freighter game
               | where I'm drifting between breaktaking vistas - or an
               | exploration game where I'm probing the edges of
               | civilization - Elite Dangerous allows both of these to an
               | extent, but it's strongly focused on dog fighting
               | mechanically.
        
               | spywaregorilla wrote:
               | Haven't played it but at a glance its a cockpit game for
               | VR. So again, no moving, no local physics interactions
               | that the players hands have to deal with. Looks pretty
               | cool.
               | 
               | But when people think vr, and they look at the movies,
               | they're thinking about games where you are a person in a
               | place that feels alive.
        
               | tomc1985 wrote:
               | Funny enough, they just added a whole bunch of FPS style
               | content, and it is locked out of VR last I checked.
        
             | munk-a wrote:
             | > You don't move more than a few feet irl or in game.
             | 
             | Maybe that's the real future of VR? I enjoyed Half Life
             | Alyx as it was a really polished feeling VR shooter but
             | trying to move in that game was always a janky experience -
             | I think VR exploration when things are peaceful is
             | interesting and fun but, since you're never going to be
             | able to freely navigate a scene by walking around alone
             | it'll always be quite immersion breaking. I'd be more
             | excited to see something like a mech warrior game with a
             | navigable bridge than a COD style shooter - if you design
             | the setting around having a fixed limited environment you
             | can freely move around in in VR that you then move around
             | in a larger environment... I think that's the sweet spot
             | for VR for the foreseeable future.
        
             | ipaddr wrote:
             | That's how all 80s and 90s games were carefully designed
             | with limited memory/cpu. They designed to avoid those
             | limitations by limiting play or encouraging other actions.
        
               | AnIdiotOnTheNet wrote:
               | One of the giant limitations for VR is physical playing
               | space. Memory and processor can always get better,
               | faster, and cheaper, but I don't see how available
               | playing space is going to improve in the future.
        
               | BuckRogers wrote:
               | It definitely beats me sitting in this char for playing
               | space. I had a Quest 2 and I can say the playable space
               | is pretty large, more than enough, and I walked away from
               | the experience feeling that it was absolutely profound. I
               | haven't had such a game changing experience since I
               | bought my Diamond Monster 3D (3dfx Vooodoo 4MB).
               | 
               | It's not going to be for everyone. Games today aren't
               | either. Some people just don't like gaming, reading, VR,
               | sitcoms, etc.
        
               | spywaregorilla wrote:
               | Memory limits weren't fundamental problems with video
               | games. They were temporary limitations.
               | 
               | My point is not that you cannot make fun games in VR. you
               | can, and beat saber is very fun. But you can only have so
               | many beat sabers.
        
               | mmcgaha wrote:
               | I love beat saber, but I feel like it is VR at the space
               | invaders stage. I think in the next ten years we will see
               | the platformer and beat-um-up stage games; I just don't
               | have the imagination to predict what they will be like.
        
               | ipaddr wrote:
               | Memory limits are still problems on my c64 but clever
               | people came up with ways around like[geos windows before
               | windows) or There is a guy who appears on here powering
               | his website off a c64.
               | 
               | Whatever limits vr creates there are people who can work
               | within those limits.
               | 
               | The problem is so fewer developers are making indie vr
               | because it is locked down and expensive.
        
         | rob74 wrote:
         | What makes me worried about the future of VR is that there is
         | no "entry-level" VR solution anymore since Google and Samsung
         | cancelled Daydream and Gear VR respectively. Which means that
         | in order to try it out in the comfort of your own home you now
         | have to invest ~400 EUR.
        
           | grumbel wrote:
           | Quest2 goes for $300/350EUR and is a substantially more
           | complete and better VR package than Daydream/GearVR ever was,
           | i.e. positional tracking on headset and controller,
           | Daydream/GearVR was rotation only. Not having to use a phone
           | also reduces a lot of friction in using the device and
           | drastically improves the visuals.
           | 
           | I do however miss the $200/200EUR WMR headsets that we had
           | for a while, that felt like a more reasonable entry point for
           | a PC gaming headset. There is currently no replacement for
           | those. Quest2 not only adds price, but also weight due to
           | battery and SoC, which you don't really want or need when
           | using it only on PC.
        
         | telman17 wrote:
         | I use VR for Flight Simulator and Elite Dangerous. Living my
         | space exploration dream in VR (sitting down!) is truly a
         | magical thing. VR isn't necessarily only the room experience
         | games and I think some folks forget that.
        
         | Netcob wrote:
         | I got the first Oculus Rift dev kit not too long after it came
         | out and I got the first version of the HTC Vive.
         | 
         | I find it hard to talk about VR as some monolithic thing. When
         | I first tried it, I felt the same "wow, this is the future!"
         | feeling most enthusiasts got. The stutters and the weird
         | headaches then made me add "...but not the present".
         | 
         | But my personal issues with it are both surmountable and not
         | shared by everyone. On the hardware side, the depth-of-focus
         | issue must be solved somehow, and graphics processing must
         | improve a lot on both the hardware and software side in order
         | to eliminate any stutters (IMO any frame drop or framerates
         | below 90 are unacceptable, again, my personal issue), image
         | sharpness must match real-world screens at a reasonable
         | distance (at least where I'm looking at) and when it comes to
         | games, unfortunately anything that tries to look realistic
         | still looks like mid-2000s graphics in VR.
         | 
         | Plus the headset must be comfortable to wear for at least 8h at
         | a time, and there needs to be good full-body tracking, although
         | for a virtual workplace that's not so important.
         | 
         | I'd probably spend all of my work and play time in VR if these
         | things were solved, and I could totally see that happening in
         | the next few years, the way things are going.
         | 
         | Unless the only good option is Facebook, in which case, I'll
         | pass.
        
         | tluyben2 wrote:
         | I agree with most you say, but did you try a newer Standalone
         | VR helmet? It might not be for everyone and overhyped last
         | year, but we are getting tremendous value from it in online
         | meetings, working together and using it as substitute for a
         | stack of (5) large monitors on one laptop. I like the games but
         | I am not a big gamer and can see how the controls are an issue
         | for hardcore gamers, however for at least dev work, this thing
         | was worth it's weight in palladium and then some for during and
         | now 'after' covid. Now that handtracking starts working well,
         | it is only getting better.
         | 
         | I hope it will improving as I can see this working well for
         | portable dev work once everything gets smaller and more
         | powerful. I mean I am there now but there is no software (at
         | least last I checked) to work in environments where I can just
         | have 5-6 screens with browsers open without my laptop
         | connected. If that and a Bluetooth keyboard and mouse and I no
         | longer need a laptop for 90% of my work. And then just make it
         | smaller for improvement:.
        
         | [deleted]
        
         | mancerayder wrote:
         | I have a Steam Index and I think the games are fun and re-
         | playable. The problem for me was -
         | 
         | I live in too small a space, and this requires a dedicated game
         | room or having to re-arrange furniture, set up the external
         | sensors (not true for Oculus but true for this), and then
         | recalibrating. That, plus the heavy headset and massive cables.
         | 
         | The controllers are amazing through, they track all your
         | fingers without being attached to your fingers.
         | 
         | It has a future, it's still a little rough around the edges.
         | However, apartment dwellers might be limited in their interest.
        
         | Spooky23 wrote:
         | I think it's an example of why companies need mature governance
         | models.
         | 
         | It's cool tech, but it seems like it's boiled down to Second
         | Life + helmet graphics.
        
         | gfxgirl wrote:
         | The same was said for PDAs from Apple Newton (1992) -> Windows
         | CE devices (1996) -> Palm Pilot (1997) -> iPhone (2007). Lots
         | of enthusiasts who thought having a computer in their pocket
         | was amazing and everyone else who thought it would never be
         | anything more than a niche.
        
           | ekianjo wrote:
           | SO are you saying that all niche eventually become mainstream
           | products? I hate to disappoint you, but most niche products
           | remain niche products. The exception you took is far from
           | being the rule.
        
             | JKCalhoun wrote:
             | Power glove.
        
             | gfxgirl wrote:
             | I don't know. I only know that for me, after playing Half
             | Life: Alyx, I never want the play a non-VR first person
             | shooter again. Being there is 10x better than looking at a
             | movie of being there (a 2D monitor). Having played No Man's
             | Sky in VR I can't imagine being satisfied with a non VR
             | space game. Having played Until You Fall, I can't imagine
             | being okay with a non-VR action hand-2-hand combat game.
             | Having played several rhythm games in VR I can't imagine
             | going back to most 2D rhythm games. The VR ones make me
             | dance so the experience is far more impactful. The 2D ones,
             | maybe only those with accessories (Rockband, Guitar Hero)
             | would still be ok but their excitement level is not even
             | close to the VR games. Having played Jet Island I'd never
             | be satisfied with non-VR Spiderman. Having played Farpoint
             | I won't be able to appreciate the Metroid Prime 4. Even
             | Astrobot VR makes it hard to go back to Mario even if Mario
             | is a better game.
             | 
             | I'm not saying all those games are perfect or even good,
             | only that the immersion, presence, impact was such that I
             | can't go back to many 2D monitor based games. Sure there
             | are exceptions, it's not always about graphics or etc, but
             | I'd much rather play GTA5 than GTA3, not because GTA3 is
             | bad, it was great, but because based on the type of game it
             | is it's just better with modern tech. The same is true for
             | many well made games in VR.
             | 
             | So will VR get to iPhone level? No idea. But I hope it gets
             | close to PS4/PS5/Switch levels
             | 
             | ---
             | 
             | Let me add, my point in PDA progression is that we don't
             | know what it will take for VR to explode. PDAs didn't
             | explode until 3 things happened (1) switching from
             | resistive (stylus required) to capacitive (finger)
             | displays, (2) requiring a data connections, all previous
             | PDAs it was an expensive option that few opted into but
             | iPhone effectively required it since it was a replacement
             | for your phone and so it forced users to see the benefit
             | (3) an OS designed for fingers/phones first.
             | 
             | In VR it could be we need smaller eyeglass like devices
             | instead of bulky phone display devices:
             | https://www.gmw3.com/2021/01/new-design-appears-at-
             | ces-2021-... It could be we need the device to read your
             | hands+fingers instead of requiring controllers. It could be
             | we need to wait for the VR to be like that in Black Mirror,
             | Season 5, episode 1, Striking Vipers. That's still "VR".
        
           | criddell wrote:
           | My first VR experience was in 1992 (Dactyl Nightmare!) and I
           | thought for sure it was going to be the next big thing.
           | Thirty years later, I think the VR market is pretty big and
           | might be plateauing. There are millions of headsets out there
           | - enough for a lot of software companies to make money. Does
           | it still need exponential growth?
           | 
           | Or maybe it's going to take a company like Apple to really
           | figure out VR. As you pointed out, it took them two swings at
           | the pocket computing problem over 15 years to really nail it.
           | Maybe the VR headset trajectory will be similar - semi-
           | successful product in a year or two and then 15 years from
           | now, something really great.
           | 
           | I mostly believe the first thing I said is true - the VR
           | market is pretty big and is only a failure if you were
           | expecting iPhone-like success.
           | 
           | AR, on the other hand, is going to blow up but probably not
           | with anything head-mounted. For example, my car projects
           | information onto my windshield when I drive. I think that
           | qualifies as an AR device.
        
             | gfxgirl wrote:
             | I believe AR will blow up but I don't believe AR
             | entertainment will likely blow up except for a few niche
             | games. It's arguably way too hard to fit every story to the
             | environment you're in (AR) than to just put you in a
             | different environment (VR) for playing a game or
             | experiencing a VR movie.
        
         | dwringer wrote:
         | Wow, your post sure got a lot of replies, heh. I've not used a
         | modern VR headset but I have used a TrackIR, and to me it
         | provides such a huge leap in immersion that I can't really see
         | how VR would be worth the extra hassle over that. I'd rather
         | have a CAVE than anything like today's consumer VR. Give me
         | more and bigger screens, not some headwear out of a dystopian
         | sci-fi movie.
        
       | ndand wrote:
       | "Roberta and I will be on Twitch tomorrow to talk about a new
       | game we're working on. Our interview will be at 3pm Pacific
       | time."
       | 
       | https://twitter.com/caboken/status/1506390567197896705
        
       | smoyer wrote:
       | If you're interested I'm the original Infocom text adventures,
       | the "Eaten by a Grue" podcast does an analysis of one game peer
       | episode. The first half of each episode is spoiler-free so you
       | can enjoy the content before you've played through.
       | 
       | https://monsterfeet.com/grue/
        
       | dekhn wrote:
       | Dark Crystal (from their company) ruined adventure games for me.
       | Later I found a cheat book and turns out you had to type a
       | totally non-obvious command (LISTEN STREAM) in a specific
       | location to unlock the rest of the game. No fun.
        
       | dang wrote:
       | Related:
       | 
       |  _Roberta Williams, the Queen of Graphic Adventure Video Games_ -
       | https://news.ycombinator.com/item?id=30781307 - March 2022 (no
       | comments yet)
        
       | auselen wrote:
       | Ken's book "Not All Fairy Tales Have Happy Endings" was a nice
       | read: https://kensbook.com/faq/
        
         | 20wenty wrote:
         | Audible version is great, too. https://www.audible.com/pd/Not-
         | All-Fairy-Tales-Have-Happy-En...
        
       | magpi3 wrote:
       | I would like to see this happen for other games like the old
       | Inform game Trinity.
       | 
       | https://en.wikipedia.org/wiki/Trinity_(video_game)
        
       | hnthrowaway0315 wrote:
       | I'm actually thinking it makes a lot of sense to convert those
       | dungeon crawlers (Dungeon Master for example) to VR. I'm
       | wondering how much work is needed. One definitely needs to
       | remodel the whole world and create new models for the monsters
       | and items so it's essentially making a whole new game, plus a lot
       | of gameplay code needs to be "converted" to VR. And how does one
       | limit the actions of players in VR?
        
       | lolive wrote:
       | I really hope we will die a lot in this game... Like in the good
       | old times [1]
       | 
       | [1]: https://youtu.be/KLPXP5KkcMQ
        
       | drewg123 wrote:
       | I first played Colossal Cave adventure on a terminal in my mom's
       | office in the late 70s. She was a FORTRAN programmer for a
       | defense contractor, and would take me into the office on school
       | holidays when she could not find daycare. She'd plunk me down in
       | front of the terminal, and I'd play text based games all day.
       | 
       | I think this is what got me into computers and is basically
       | responsible for me choosing my major and later my career..
        
         | johnny53169 wrote:
         | It's very interesting, did you and your mom ever talk about
         | your respective programming career? How was it like when she
         | was a programmer?
        
           | drewg123 wrote:
           | Sadly, she was a heavy smoker, and passed away from lung
           | cancer when I was still very early in my career.
           | 
           | The one time we "worked together" was when I got a summer
           | internship at another defense contractor, programming in
           | FORTRAN 77 on VAX/VMS. Coming from C & UNIX at the
           | university, VMS and FORTRAN was quite different. She taught
           | me the basics of the language over a weekend. I never really
           | adjusted to the column layout stuff.
           | 
           | I recall we would use used punch cards for scrap paper when I
           | was a kid. Pretty much every note or list she wrote was on a
           | used punch card.
        
         | pugworthy wrote:
         | 1976 I was part of a US National Science Foundation project for
         | high school students. Someone had a teletype on 300 baud modem
         | in the house we stayed at, and played it there. Good times, and
         | also highly formative.
        
         | sgustard wrote:
         | Same here, my mom worked at the local community college. The
         | other detail was the computer had no display, only a line
         | printer. Spewed out quite a stack of paper by the end of a day
         | playing Adventure.
        
         | Jaruzel wrote:
         | You can re-live your childhood online:
         | 
         | https://grack.com/demos/adventure/
         | 
         | It's the 1984 variant version[1] but close enough. It's also
         | retro styled as well!
         | 
         | ---
         | 
         | [1]
         | https://en.wikipedia.org/wiki/Colossal_Cave_Adventure#Later_...
        
         | [deleted]
        
         | AyyWS wrote:
         | In the late 80s, I was in a middle school Unix class. My
         | friends and I spent most of the time playing MUDs over telnet.
         | They're all in tech jobs today.
        
           | munk-a wrote:
           | See - that's what I'm waiting to come to VR, the MUDs.
           | 
           | I want to strap on my VR helmet and be in a dark bedroom with
           | only the glow of the CRT for light at 3 AM in the morning
           | MUDing with someone on the otherside of the world who I'd
           | been trying to set up a scene with for weeks for IC reasons.
        
             | boogies wrote:
             | MUD = Multi-User Dungeon
             | 
             | IC = ?
        
               | munk-a wrote:
               | MUD is a general term for text-based roleplaying game -
               | Multi-User Dungeon has always struck me as an unhelpful
               | definition since it applies a lot more focus on
               | mechanical components than most MUDs actually have.
               | 
               | IC is in character.
               | 
               | I can explain this better with an example I believe.
               | While playing as a jeweler in Minas Tirith in a MUD I had
               | need to consult with an armorer PC to receive some in-
               | character training on basic armorsmithing as Gondor was,
               | at that point in the plot, in desperate need of arms and
               | armor quickly so all of the PCs who had any sort of forge
               | capable of metalwork were trying to make an effort of
               | supporting the war effort. While there were lots of
               | weaponsmiths in EST the one armorer I knew well and
               | enjoyed playing with happened to be a Chinese player who
               | _occasionally_ overlapped with EST. I ended up staying up
               | late one Saturday night and having a very fun scene with
               | them, but there were serious logistical complications and
               | a bunch of DMs sent back and forth to make sure we were
               | both available.
        
           | mmcgaha wrote:
           | That sounds amazing! Where was your middle school?
        
             | AyyWS wrote:
             | Kansas, USA. The class was put on by Washburn University.
        
       | jandrusk wrote:
       | I just don't see VR going mainstream for gaming. I think there is
       | a certain degree of tactile feedback that gamers look for when
       | gaming that they get from a controller or a keyboard and mouse.
       | It will reach a niche audience and I think that most likely be
       | millennials.
       | 
       | It will never work for greybeards like me with Vertigo ;)
        
         | jedberg wrote:
         | Have you tried an Oculus? I have vertigo too and am a graybeard
         | and it doesn't bother me at all. They did a good job with the
         | refresh rate. Other VR headsets do still bother me, so they did
         | something right (at least for me) on the Oculus.
        
         | stevenwoo wrote:
         | I get uncomfortably sweaty after 10 minutes, but maybe that
         | depends on fit.
        
           | kemayo wrote:
           | It makes a fair difference if you add a fan into your
           | headset: https://www.gamingonlinux.com/2021/08/a-fan-for-the-
           | valve-in...
        
       | mancerayder wrote:
       | I grew up on those Sierra adventure games -- LucasArts too!
       | 
       | Would love to see these (and the Williams) come back in any form.
        
       | spcebar wrote:
       | For some background, Colossal Cave Adventure is arguably the
       | first narrative computer game, and probably the first text
       | adventure. It was developed in the 70s by Will Crowther (who
       | helped create ARPANET) and Don Woods, who added most the game's
       | puzzles.
       | 
       | It's a very oldschool fantasy text adventure which, by today's
       | standards, requires a lot of patience, but it created a genre and
       | inspired games like Zork (and by extension Infocom), and
       | Adventure for the 2600, which itself inspired many other games.
       | 
       | Rick Adams has a great website dedicated to it with a lot of
       | history and fun facts (https://rickadams.org/adventure/), and you
       | can play the game directly on the site.
       | 
       | Very exciting to see the Sierra crew taking this on. It seems
       | like a bizarre thing to adapt but I'm a big fan of them and the
       | original.
        
         | mintplant wrote:
         | I discovered ADVENT because it was bundled in with DSLinux [0],
         | the Linux distribution for the Nintendo DS. Poking through
         | /bin, I thought it was going to be a little CLI advent calendar
         | ---imagine my surprise when the console started telling me a
         | story! There was a long period in grade school where I was
         | kinda obsessed with the game and its derivatives, especially
         | Mike Arnautov's 770-point expansion [1]. I remember pulling
         | apart his A-code sources (a custom DSL for implementing his
         | versions of the game) to make my own additions to the world.
         | From there I discovered the Inform 7 authoring system [2] and
         | the wider text adventure/interactive fiction ecosystem.
         | 
         | I came into the whole thing comparatively late (sometime in the
         | late 2000s, I guess?), but Colossal Cave is still a huge part
         | of my childhood. Expansions, ports, remixes, and re-imaginings
         | are already a tradition for the game: even the version most
         | people are familiar with is Don Woods's expansion of Will
         | Crowther's original code. I'm psyched to see the Williams's
         | contribution to the canon!
         | 
         | [0] https://dslinux.org/
         | 
         | [1] https://mipmip.org/downloads.html
         | 
         | [2] http://inform7.com/
        
           | anthk wrote:
           | Inform6 it's better if you like easy OOP and structured code.
           | 
           | Get Inform Begginers Guide and Inform's Designers Manual.
           | Both are free PDF files.
           | 
           | You'll need Inform6 and the Inform 6 library (easy).
        
       | VonGuard wrote:
       | Want to hear Roberta talk about her experience playing Adventure
       | for the first time? We interviewed her in our podcast about this
       | very topic: https://art19.com/shows/the-
       | madecast/episodes/a9172691-a4fb-...
        
       | gotaquestion wrote:
       | Excited to see how this pans out. Myst and Riven (and to an
       | extent, "7th Guest" and Gadget) 3D-ified text adventures and were
       | very successful. Riven III was node based but provided full 360
       | degree viewing, but the game sucked. With the Williams' at the
       | helm I don't think they'll let a substandard game through.
       | Although I'm curious to see if they can add any more depth to it
       | than Robyn and Rand Miller could squeeze out of the engine. IMHO
       | I don't think there has been a single novel advancement to 3D
       | games in decades, as I don't consider goggles to be novel.
       | 
       | I had already played all the Infocom games before discovering
       | Crowther and Woods' Adventure (remember this was pre-internet).
       | It came in the box with a Mockingboard speech synthesizer I got
       | for my Apple in the early 80's. The novelty was that the mocking
       | board text-to-speeched the game, which was neat but unbearable.
       | Not to mention it didn't know how to say "xyzzy" correctly.
        
         | moron4hire wrote:
         | Have you played the 3D Myst remake? I've played it both on
         | pancake monitor and in the Quest.
         | 
         | On PC, I found it was very easy, though that might have been
         | because I was 20 years older than the first time I played it.
         | 
         | It's a delightful experience in the Quest. Some of the
         | difficulty comes back due to not having any ability to take
         | notes. But being able to walk around and see this world "for
         | real" that I've already spent so much time in was giddying.
        
           | shadowgovt wrote:
           | The VR headset really simplifies the Channelwood first
           | puzzle, where half the challenge, I'm sorry to say, was
           | understanding if you were coming or going as you moved around
           | the node network of walkways and shunted water back and
           | forth.
           | 
           | ... but simplifies in a good way. I'm not a fan of the sort
           | of artificial challenge that a viewpoint more limited than my
           | avatar should have in a game induces, and I considered that
           | complexity in the original more bug than feature.
        
           | mattl wrote:
           | What's a pancake monitor?
        
             | moron4hire wrote:
             | Slang for playing a 2D mode versus VR mode on PC.
        
               | jhgb wrote:
               | It's not 2D mode, though. That's just bog-standard 3D
               | (unless there's some software that can do 2D-in-VR and
               | has only 2D and VR modes -- is there any? Something like
               | Age of Empires VR Edition?)
        
               | fknorangesite wrote:
               | > It's not 2D mode, though. That's just bog-standard 3D
               | 
               | But without the depth perception that VR gives you.
               | That's why it's "flat."
        
               | jhgb wrote:
               | Yes, it's always been that way.
        
               | moron4hire wrote:
               | Well, not really, because there are 3D displays with
               | shutter glasses and lenticular displays that can show
               | graphics with depth without the use of goggles or
               | glasses. The graphics may be rendered in 3D, but the
               | monitor itself, the thing I spoke of, only shows 2D
               | images.
        
             | fknorangesite wrote:
             | Just a regular monitor.
             | 
             | It's an idiom in the VR community, especially since a lot
             | of games support both VR and non-VR. But always saying
             | "non-VR-mode" or "normal mode" (which mode is 'normal'? VR
             | or not?) is kind of awkward.
             | 
             | It started as "flat", people started joking about it being
             | "pancake" and it just stuck.
        
               | ModernMech wrote:
               | Pancake X has always meant to me the first version of X
               | that turns out not well done before you do it right the
               | second time. Like how your first pancake is always a
               | little off because the griddle isn't heated right.
        
               | moron4hire wrote:
               | Sure, if you still need to git gud at cooking.
        
               | fknorangesite wrote:
               | Huh I've never heard "pancake" used that way before -
               | though yeah the analogy is common enough. In this context
               | though it's certainly as I described.
        
               | schoen wrote:
               | So, a retronym kind of like "snail mail"?
        
               | ethbr0 wrote:
               | Or "dead tree"
        
               | fknorangesite wrote:
               | Yeah that's a good comparison.
        
               | jhgb wrote:
               | I googled it because I was confused as well, and it led
               | me to https://www.sironacc.com/product/alarm-ratemeter-
               | with-pancak... , which didn't make a lot of sense.
        
           | [deleted]
        
           | gotaquestion wrote:
           | I remember reading something about it back when it came out
           | (RealMyst I think?) but didn't get into it. I think a non-
           | node based Myst would be difficult since there would be so
           | many places to look for clues. In node-based Myst, you were
           | forced to scrutinize a very small field of view. Myst III
           | solved the 360-degree FOV by having the clues be quite
           | obvious, as it is harder to "hide a lever" if the user can
           | look anywhere.
           | 
           | I was excited for Return to Zork's attempt at rendering, but
           | was that ever a bummer ("Want some rye?" ...wtf?), as was
           | Inquisitor.
        
             | moron4hire wrote:
             | Yes, RealMyst, name escaped me for a moment.
             | 
             | Like I said, I found RealMyst easier than original Myst.
             | Being able to move in 3D space made levers more obvious,
             | not hidden in background detail. I also tended to get lost
             | in original Myst and had difficulty getting back and forth
             | between puzzles while backtracking (especially a problem in
             | Riven). RealMyst with free movement taps into my spatial
             | awareness much better.
        
               | jrmg wrote:
               | I think the game you're referring to (since you say you
               | played it recently, and on Quest) is just called,
               | slightly confusingly, "Myst":
               | https://store.steampowered.com/app/1255560/Myst/ (link to
               | Steam, but I think it's available on all current-gen
               | consoles too)
               | 
               | 'realMyst' is an earlier 3D remake: https://store.steampo
               | wered.com/app/244430/realMyst_Masterpie...
        
       | spywaregorilla wrote:
       | I think VR and text adventurers are at an odd crossroads. Text
       | adventures are noteworthy for what they let you do with an
       | unlimited interface. But it's also noteworthy in what you CANNOT
       | do. In VR there's a lot of things you can't explicitly forbid
       | trying to do, namely anything that's somewhat physical in your
       | nearby space.
        
       | xioxox wrote:
       | I'll be interested in this remake when it's done. I don't know
       | what it is about Colossal Cave, but the descriptions of the caves
       | were pure magic to me when I played this many years ago. Perhaps
       | it comes from the real experience caving of the authors. I also
       | loved the Magnetic Scrolls games from the end of the 80s, like
       | Jinxter - they had some great humour (but difficult puzzles).
        
       | uxcolumbo wrote:
       | I wish Ken & Roberta would work on a new 2D pixel art point&click
       | game.
       | 
       | Doing VR well takes a lot of effort, which would be better spent
       | on story and creating beautiful pixel art - which somehow has a
       | richness that VR can't seem to replicate (yet).
        
       | bebop wrote:
       | Off topic, but I was just watching an interview with those two
       | about some of the games that they developed at Sierra:
       | https://www.youtube.com/watch?v=LAemLilaNjk
        
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       (page generated 2022-03-23 23:00 UTC)