Any VR shooter game campaign that wants to have remotely realistic firearms has to grapple with a single core design problem:

Even if your game is one long tutorial, you can& #39;t teach someone to be good at gun fighting in 10 hours, much less combine that with tactical acumen.
Pancake FPSes leverage (and assume) 1000s of user contact hours with a mouse.

VR shooters have no prior kinesthetic experience to leverage from the average user. In a 10 hour campaign, you can& #39;t reasonably ask anything of a user beyond a mid-difficulty arcade light gun game.
This is why you will only end up getting high-level VR Gunplay in three cats:

- Multiplayer games (though actual ux/systemic complexity will often be kept lower for accessibility and player retention)

- Pure Sandboxes

- Rogue-likes (and lites) built for 100s of hours of play
Anyway, this is a round-about way of saying OF COURSE Half Life Alyx& #39;s shooting gameplay was shallow, fairly easy, and emphasized the resource and sequencing-puzzle aspects of its fighting.

That& #39;s the palette of options you have to work with for a mass-appeal game like this.
This is one of the things I& #39;ve discovered working on H3 over the years. I& #39;m in a position of EXCEPTIONAL privilege as a game designer.

I got to tack a Roguelite ONTO a sandbox game. I could actually count of a non-trivial portion of my users being trained enough to excel.
Same thing with our Return of the Rotwieners mode. I got to tack a survival rpg thing ONTO a sandbox game.

Because these are adjuncts to a detailed sandbox sim, there& #39;s integrated expectation that a user has to actually practice to be able to even play parts of the game.
Which, turns out, there IS a big audience for that. Certainly not HL:Alyx big. But there are folks willing and interested in that sort of experience.

I just don& #39;t think it& #39;s really transportable to a & #39;normal& #39; FPS campaign release approach.
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