Ok real question. Who has ever played a desktop game and thought I need haptic feedback on my torso? Controller feedback, ok as it gives feedback to the body area you use to control the game. VR haptic suit, ok it is more immersive. But in front of a screen?
Plus, what (positive) experience would you even get from this? Basically everything that happens to your torso in a video game is unpleasant - getting shot, hit, scuffed against surfaces, etc.
I don’t really need to feel how badly I’m fucking up that boss fight, thank you very much.
@KoboldCoterie @narshee i take it you’ve never played a hentai game before?
But maybe Ubisoft includes a scene where someone licks your nipples or something
Being completely transparent, the Wii sounded like the worst idea ever to me when it came out. I didn’t expect motion controls to work properly (which I was wrong about) or that they could make enough reasons for it to be something more marketable (something I was half right about.) What I didn’t expect is the niche markets, the Wii fitness people, the Wii sports enjoyers, to do so much heavy lifting. VR, playing or watching, gives me extreme motion sickness. The market has only grown since things like Half-Life:Alyx was so good.
While I agree with your skepticism, there will be a market for things like this.
I doubt that accessories that you don’t use to control the game take off in any form for non-vr gaming. Some people might like it, but that’s a given.
Amiibos say hi. Not to mention, this isn’t Ubisoft’s first attempt at something like that. Check out Starlink. Notice any similarities?
Didn’t starlink flop? But Amiibo and Skylanders and such are a good point. Even if I think the vest is very different in it’s appeal.
Amiibos didn’t, is the point. Starlink was Ubi’s attempt at the same thing, and while it didn’t print money some people loved it.