What does players’ primal response to VR mean for devs?
Kingsley suffers from a moderate case of vertigo, a problem that led him to consider ethical questions about VR. “I experimented with one of the early rollercoaster demos and within about five seconds I got all the symptoms that I would get if I was on a real ride, even though I was prepared for it,” he says. “It means there are parts of our brains which are stimulated by VR that are out of our voluntary control entirely. What responsibilities do we have as games makers when it might actually disturb people for real? A lot of 2D games can be very frightening; a well-written book can be horrifying. A well-made horror VR experience, though? It will probably make you shit yourself.”