Come on, plagiarize. I know you're a fervent supporter of Rift and I enjoy your long posts about that, but read again this phrase.
"Turkish government is not actively censoring the media, just advise them to not write bad things about the the government" (just as example)
We can debate semantics, but the truth is that Oculus advise against using room tracking for the games.
But you're right, the games will exists because they will developed for Vive and not locked behind a non open-source software.
There are already developers ignoring Oculus's advice on this and other things. Lots of games on the Gear VR store ignore some of the best practices. Some of the launch line up for the Rift do too.
It's a best practices thing, not a certification requirement.
There's a difference between advice and certification requirements. Oculus aren't telling developers *not* to make room scale games. They're encouraging them not to. Now naturally that will put at least some developers off of making such experiences, and if you plan to make room scale a key thing you do with your headset there is only one choice right now, and it's a great one.
Developers with touch controllers in hand are telling us they work for room scale just fine. I see no reason to ignore that, even if Oculus are encouraging them to cater to standing front facing experiences instead.
And I'm a fervent VR supporter. Yes, I really like the Rift and room scale remains a big unknown for me right now, both in how much I'll like it (since I've not yet had the pleasure of trying it) and whether or not I really have enough space to make an $800 investment (and since in my particular case my Rift is free, I would really just be spending $800 to play the room scale experiences the Rift can't yet do).
I've told many people that you can't know what VR is going to be like for you. You can imagine it, but there are so many factors and so many unknowables and it's such an experiential thing... that I'm not going to guess whether I'll like room scale or not until I try it.
Some people seem to be perfectly happy going back and playing VR games sat down with a controller after trying room scale, some people don't. Which will I be?
I can only speculate. I don't have to speculate that I really enjoy games like Herobound though, because I own it on Gear VR. I'm sure it comes across as a Vive vs Oculus bias, and I can't honestly say that isn't part of it, but I don't think it is.
What I find myself eager to defend are the types of VR games I've already played that didn't have 1 to 1 tracked motion controls. Even if the Vive was the only headset on the block I don't think that would be any different. Lucky's Tale looks fantastic. Chronos looks great too. My most anticipated game this year? Edge of Nowhere. If that was a Vive exclusive that wouldn't change.
I don't doubt that room scale VR will be a big segment of VR gaming until we have a method of letting people freely run around what feels like an infinite space without artificial inputs and that's years away at best. I'm just not sold on it yet because I haven't tried it.
I am sold on the controller / racing wheel stuff. Because I've been sampling such experiences for years.
Due to room scale currently being the USP of the Vive, that is the main thing being talked about in the press and on forums... but I really hope the other experiences don't get lost in the shuffle. I really hope that everyone who buys a Vive gives other types of experiences a chance... because I want VR gaming to be a wide segment containing third person titles, room scale titles, cockpit titles, and even artificial locomotion first person titles like Adr1ft and Minecraft, because they don't make me motion sick and I really enjoy the titles that play that way which I've already had a chance to play.
You won't see me telling people they shouldn't buy a Vive, because I want VR to succeed. Every headset sold, whichever brand it is, whatever my biases or personal preferences might be, is a win for the medium as a whole. You think you want to do roomscale? Get a Vive. You haven't got the space for it? But a Rift. You haven't got a high end PC? Buy a PSVR.
But give VR a chance. And embrace the breadth of experiences being made right now, rather than ruling out any that do or don't work better on a particular type of headset.
Valve are making some experiences that aren't 360 degree room scale things. Because it doesn't make sense to make everything 360 degrees and room scale. Between the two launch line ups I'm really encouraged by the wide variety of what's on offer.
I hope all kinds of VR thrive, because if people don't make games like Lucky's Tale or Herobound or first person games where you use a controller or keyboard to explore an environment larger than a room... that'd be a real missed opportunity.
That's how I feel.