

We chose to put the entire interface into the virtual space, to see how that would work, with the goal of a minimum of "lifting" the device. Thus far, most of the other Rift implementations we've seen have been very basic, and require removing the head-mount display to access menus and interface screens on a normal monitor. We've gone out of our way to try and come up with an implementation that could be developed fairly quickly (one developer for two weeks, in this case), which would result in real-world game usability.

Thus, our current release is considered our "first generation". We expect a similar evolution with VR devices, like the Rift. We did a lot of iteration on the mobile interface, changing defaults and moving things around, tweaking settings and values, to make our game playable there. User input and discussion is pretty paramount to that process.
#Vendetta online gameplay full#
Our strategy on any "new" concept we approach (like, say, porting a full PC MMORPG to mobile devices [is to implement, release and then iterate. We think it's a pretty fascinating device, and we expect there will be a lot of interest from PC gamers. Although the consumer head-mount VR concept has been tried before over the years, the Oculus Rift has a very large field of view, which lends a much deeper sense of immersion thanks to the use of your peripheral vision. Just in case you've somehow avoided the news about the Rift, the device provides a head-tracking "virtual reality" display that you wear on your face, allowing you to "look around" within a game environment and gain a much more true feel of "immersion" within the virtual world. As you may see from our recent press release [we're officially launching support for the Oculus Rift family of head-mounted virtual-reality displays.
