These are the games I've played with analogue sticks for some kind of movement:
- Resident Evil 7 with DS4 controller
- Farpoint with AIM controller
- Starblood with DS4 controller
- Bound with DS4 controller
- Battlezone with DS4 controller
- Drive Club with DS4 controller
- Dirt Rally with DS4 controller
- Polybius with DS4 controller
- SuperHyperCube with DS4 controller (no analogue stick, only button-press to speed up)
- Until Dawn: Rush of Blood with Dual Move controllers (no analogue stick, automatic movement)
To some degree, they have all at some point given me mild symptoms of motion sickness that expired with time, except SuperHyperCube - this game gave me none. The conclusion I came to was that the less degrees of freedom given to movement, the less likely to be affected by motion sickness.
However, a game like Starblood has 6 DoF, and is one of least likely to affect me. This game uses head tracking for aiming. Another game with a high DoF is Farpoint with AIM, and I was also least affected by this game. What these games share are a strong sense of matching something from the real world to the VR world. That is, Farpoints gun controller and Starbloods head aiming. If these factors are strong enough, then motion sickness can be minimised.
Moreover, of the games that give me the strongest symptoms of motion sickness are games lacking in controller feedback and subtle visual feedback. For example, Drive Club has very little rumble feedback coming from the DS4, and feels like I am 'gliding' on tarmac, rather than gripping tarmac with wheels. And Battlezone feels like being on an ice ring, and sliding around, rather than controlling a behemoth futuristic tank.
Also, by standing and mimicking physical body movements can mitigate this feeling. For example, yawing your body with yaw movements, or rocking your body with analogue stick movements. If you can also mentally map these analogue stick movements and imagine them, whilst in VR, this can also help.
I find this period of VR experimentation akin to the early days of FPS during the 90s. For example, a visual cue of a gun just peering through into the game world, or inverting Y-axis camera look to map onto head movements, or the screen bobbing to mimick head movement whilst walking, and so on...
Eventually, developers cracked the problem for the majority, and people got used to common control schemes. I also seem to remember extensive in-game tutorials to help acclimatise players. This should be a priority as well for VR.