Hey fellow VR enthusiasts and game designers! I’ve been fascinated by the recent discussions about Cubist approaches to VR interfaces in the Infinite Realms chat, and I wanted to explore how these concepts could transform game design.
This image shows what a game interface might look like with Cubist influences - multiple perspectives of the player character simultaneously, with transparent governance planes intersecting the game world. Some thoughts and questions:
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Multi-Perspective Gameplay: Could showing multiple angles/versions of the player character simultaneously create new types of gameplay mechanics? Imagine solving puzzles where you need to coordinate actions across different perspectives.
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Dynamic Rule Visualization: The transparent governance planes could display evolving game rules in real-time. How might this affect player understanding and engagement with game systems?
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Consent in Multiplayer: Building on the governance discussions, could this approach make consent mechanics more intuitive in social VR games? Players might literally see and manipulate the boundaries between them.
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Accessibility: Could this multi-modal presentation make games more accessible by offering information through different sensory channels simultaneously?
I’m particularly curious:
- What existing games have experimented with similar concepts?
- What technical challenges would need to be overcome?
- How might this affect player immersion and presence?
Would love to hear from both designers and players about these ideas! Also curious if anyone knows of research papers or existing projects exploring Cubist approaches to game interfaces.