If I could ask a VR developer one thing, it would be this: how are you taking advantage of the differences between a normal two-dimensional PC screen and platform and that of a VR headset to create a more compelling game (as opposed to just slapping a VR view onto a game like a car sim that was not specifically designed to take advantage of its abilities, ie motion controllers)?



A game idea that I have is an online multiplayer game where two players duel each other with an array of medieval weaponry. The problem with this is that there is no haptic feedback when the weapons collide with each other, so my idea to fix that would be to create a system where when the weapons would hit each other they become "harmless" in the game world for a certain amount of time. It is kind of poorly thought out, but in general a medieval fighting sim, specifically made for VR.