To both of you, our concept of 3D design exists within the real world already, so how it would be any more effective in VR, is yet to be explained or demonstrated. It would offer different and new experiences no doubt, but rather than further our (industry-wide) development of 3D design, I see it introducing far more problems in creating something functional or compelling on a fundamental level. It's taken 15 years to get to this stage with 3D console gaming.
While 3D games loosely emulate the look of our world, they make little to not attempt to recreate it with an accurate sense of scale, moreover, things that might appear mundane within traditional 3D gaming has a renewed sense of importance in VR. Something as simple as how a door works in a game, you click E, or [] or X and it just pops open, because the conventions of modern game design are based on efficiency, not accuracy. There appears to be no value to presenting the more mundane aspects of how we use our environment because the experience is already abstracted with absurd HUDs and the like.
What I believe we'll see is a change in where the focus will be, it won't be in making these insanely reflective, glowing environments with you killing monsters or whatnot. That stuff already feels pretty played, but VR is the perfect excuse for the industry to actually mature. When just 'visiting' an environment is part of the experience, much greater importance will be on the environment being reactive. You might walk up to a TV, hit E and it just flicks on, and that's the standard for now, in VR that would be embarrassing, you'll need to find the remote which has fallen down the side of the sofa, and actually point it at the TV so the IR blaster hits it.
Just detail is the difference, enriching the simulation to provide a greater sense of inhabiting a place that's meaningful.
I think your avatar is somewhat ironic actually, what I know of The Rapture seems like more or less the perfect candidate for a VR game.
To Stuburns, the input standards you're describing are just that: standards. They are paradigms that are simultaneously recognisable and non-compulsory. Rather than looking at the controller or input as something that is holding the medium back, look at the choices developers are making with design as holding the medium back.
Standards exist for a reason. Yes, there have been options for third independent controls previously, such as camera based motion tracking, but they've never gained traction because developers can't just do whatever they want, they have to do what publishers allow, and publishers care deeply about if something is viable. You can't build a game from the ground up expecting people to use head tracking because lots of people won't use it. PS4 VR will create the first serious standard with a third independent input.
The Odyssey in 1972 set a single input standard in consumer home video games. In 1983 the NES set a two input standard, and that's it, that's as far as we've got, until next week.
And again, it's not just the addition of an input standard, it's the ease and quality of control it allows. Learning to be comfortable playing video games is a process, learning to internalize the camera/reticule lock is not a natural presentation of a 3D world. All the people that are intimidated by 3D games, and it is a lot of people, are going to be able to experience by far the best and most natural 3D interaction we've seen so far.
Everything else to do with VR is visual titillation and embellishment.
I don't think that's the case. VR offers advantages outside of the obvious technological ones, because the impact of certain things are more impacting.
The reason so many people loved being with Alyx in HL2 and it's episodes is because Valve focused on developing accurate eye line focus so you, on a subconscious level, believe she's looking directly at you. That was a technological innovation that provided a deeper connection to a character and helped anchor the player to the world.
When you believe you're there, you have a much more primal care for the place and the people who populate it. Giving designers ammunition to develop games that deal more directly with a player's relationship with characters and the environment.
The timeless element is 3D design, not the peripheral that informs the interaction.
I totally disagree. 3D game design is still rooted in 2D game design. We went through a period where designers had to transfer 2D genres to 3D, so they could carry on making the same games. Some genres completely changed in that conversion, personally, I think Mario 64, as amazing as it is, is a very poor translation of the 2D platformer concept, Mirror's Edge did it massively better.
More recently we have seen people experiment with game design that does actually value the environment primarily, and the player in it, but they're few and far between, and more importantly, they're cheap.
Not many people have played it, but I think Façade was a glimpse of the future of game design. Games that put you in a place, and have you deal with the characters interacting within traditionally dramatic scenarios. Not shooting aliens.