Nakikipag-chat kami sa influencer at tagalikha ng nilalaman James Wynn tungkol sa kung bakit sulit pa rin ang VR gaming sa aming oras.
"Hello everyone, I'm Alexander, I'm with Gamereactor, we are live at CES, I'm here with James and we were just having a great conversation about VR and I thought, we're having this conversation, we're talking about VR, your expertise in the field, we need to get this on camera because you are like the VR guy, could you tell me a little bit about sort of your experience with technology and how you've been sort of like pushing it forward for a while now?
Yeah, yeah, so I've always been into gaming, always been into tech, literally my original channel at 13 years old was Tech Gamer, so now like the VR space is like crazy and what a lot of people don't realize is there's a lot of, a lot of the Ready Player One tech that you guys see in the movie, it exists now."
"So what my goal is, is to explore the physical realm and the physical space in gaming, so using gaming as a means to train your real life body.
So for example, I do HEMA training, sword fighting, and I have a tournament in March, and so I'm using VR as a means to train for it."
"So I have a omnidirectional treadmill, a haptic suit, I have these gloves here, which we're demoing today, the UD cap gloves, and I pretty much try to, you know, beat a game using sword fighting as a training and then use that for real life.
So when we look at VR, it's something that has been around for a while, but still a lot of people don't really know as much as they should about it, I think."
"Do you think that's more from an accessibility standpoint, as we were talking about before, as well as the fact that there's maybe not that key lineup of games that need to come out for the platforms?
Yeah, so it's a lot of things. So motion sickness is the biggest one."
"Like I said, VR is a big comfortability issue.
Like people have motion sickness with it that takes you out the game, and plus, you know, when I have a full setup, you know, it takes me like an hour, 45 minutes just to like to suit up for the game."
"So it's a lot of barrier to entry to get into this type of tech.
And also the price point. It's very expensive to get into this hobby.
You're pretty much a sim racer, but you're using your body for the most part.
But what I noticed with my content that's been blowing up is that people want this type of tech."
"Like people are very intrigued by the tech, but a lot of people don't know that it exists right now or the capabilities of what it can do.
Yeah.
So that's the gap I'm trying to fill in the space right now."
"Talk to me a little bit about the glove that we saw before, but also you're working on something that's really exciting with sort of like brain feedback.
Could you maybe explain a little bit about that?
Yeah, yeah. So this is the UD Cap Gloves."
"I actually started with this company in the industry.
I was looking for, I'm trying to create a VR sword accessory to where it has weight to it.
And I can actually feel like I'm holding a heavy sword and have force feedback in my VR games.
So I was trying to find a controller that allowed you to still play the game."
"So you got the joysticks and buttons here and still grab stuff so I can make physical props with my weapon.
Literally have a sword on my haptic suit that I can pull out in any game.
So I found them on Kickstarter.
They're the only company that makes these gloves that are super lightweight."
"It doesn't get in the way. And yeah, pretty much started with them.
And then that pretty much might continue my journey for the most part.
And then you're working on something else as well, which is sort of got like brain feedback.
Oh, yeah. So, so I'm working with Muse. Let me grab."
"Yeah.
So I'm working. So this is what I'm working with now.
This is Muse. This is one of the EEG scanners that I'm using.
And basically what I'm trying to do is, is do telekinesis and play games with my mind."
"So one of the things I want to explore is that what if you're doing a dungeon crawl, you're trying to do a speed run or something like that.
And you're using your body, but you also have to use your mind to cast the spells.
What is that like? What is the data? What is it like using your physical body and your mind?
So I'm doing like I'm really training meditation."
"You can track your meditation habits with this to to help me improve in game.
So do you think then with sort of as we look towards the future of VR, what's the biggest factor, in your opinion, in terms of getting more people into it?
You know, things like accessibility, things like affordability.
What do you think stands out the most that could be the most easily improved upon like right now?
The most easily improved? Meta is doing very well with bringing it to a broader market."
"Like I said, the motion sickness has to be improved.
But honestly, let me take that back. The biggest thing is the marketing.
I think selling VR is very interesting, especially the way I make content.
So I rarely show gameplay right now for my content. I mostly show off the tech."
"But I noticed with marketing VR, it's it's one thing putting on the headset, but it's another conveying that feeling in the headset to other people.
Like it's one thing watching a gameplay trailer and somebody else moving their hands versus like selling the idea of being in the game.
So what's easier for me is telling people, hey, have you seen Ready Player One?
People immediately get it off the rip. So it's so people understand and love the concept."
"We've seen in media in the past, like Sword Art Online or solo leveling.
Like people always love this concept of VR. But why isn't VR hasn't taken off as we as we think?
So that's my goal with my content is to really change the way we look at VR, the way we record VR.
Really sell the, you know, the person as the character in the pretty much in the world for the most part."
"So that's that's my biggest thing with like marketing VR is the fun fact.
The book for Ready Player One, the movie rights was already sold before the book even came out.
Wow. Because the investors were very already sold on the concept of Ready Player One that they already bought the movie rights for it.
So that that that's a very that's something I always keep in mind when marketing VR. Yeah."
"James, that's about all I've got for you. I want to thank you so much for your time. Thank you."