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ADR1FT Dev: ‘Anyone who says ‘These are the rules of VR’? That’s not cool’

ADR1FT developer Three One Zero has been fairly outspoken in its work with virtual reality (VR) technology over the past few years. As a zero-gravity first-person experience in which players fight for survival, the developer is taking some risks when it comes to player comfort which it believes will pay off. In fact, the studio’s Adam Orth recently explained that he doesn’t think anyone should set a ‘ceiling’ on VR development, stating that it’s ‘not cool’ to set any sort of ‘rules of VR’.

Adrift 2

Orth said as much in a recent interview with Anthony Carboni. “Anyone who says ‘These are the rules of VR’? That’s not cool,” he said of the title’s support for the Oculus Rift head-mounted display (HMD). “Putting a ceiling on what you can and can’t do is a bad idea and a lot of people told us ‘You can’t do that. That’s not– don’t do that. No, don’t do that.’ And every time they did that we did it.” Orth didn’t mention any specific examples of what people had advised against although, given that ADR1FT will leave you floating in space, it’s not hard to imagine what they might have talked about.

ADR1FT is set to arrive as a launch experience for the Oculus Rift on 28th March 2016, though will also be available on standard displays. In fact, anyone that picks the title up through the Oculus Home store will be able to switch between the two versions by simply putting on the Oculus Rift, while anyone that picks a copy up either through Steam or a Collector’s Edition should be getting a code to download the VR version in the near future. Support for other HMDs is expected later down the line, though it’s not yet clear which devices will be integrated.

Stay tuned to VRFocus for the latest on ADR1FT.

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  1. For someone like myself who is mildly sensitive to motion sickness, player comfort is a big factor. If I come out of a game or demo feeling even slightly ill, no matter how good the experience, I never go back in. In fact, I now only look for games and demos that have a high comfort level rating and I’m not alone in this by a long stretch. The percentage of people sensitive to motion sickness in VR is not as small as Oculus and others would have you believe and while the technology is steadily improving, I feel that developers who ignore player comfort will only hurt their product and client base in the long run.

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