Accessibility of VR and Using Local Multiplayer To Help Bridge the Gap

Danny Gallagher
IMM at TCNJ Senior Showcase 2017
2 min readMar 22, 2017

As I mentioned a few posts ago, VR has a long way to go. While it is, without a doubt, an extremely powerful tool for new forms of expression, it suffers from a lack of accessibility; high-end devices cost hundreds of dollars and are often sold out. Mobile devices like Google Cardboard (and to a lesser extent, the Samsung Gear) help rectify this situation a bit, but often require higher-end smartphones, which many lower-income people cannot afford. Unfortunately, the technology must advance and the market must develop before individual systems will drop in price, and even then, it is unlikely that lower income people will have access to VR. When combined with the accessibility issues related to VR’s nausea-inducing qualities, one starts to wonder if it is fair or worth it for developers to shift focus on making experiences solely meant for VR. Is it more ethical to ensure that your experience can be enjoyed by people without VR headsets, as well?

While VR ports are certainly a popular solution, I posit that they come with the problem of failing to advance the VR medium. When simply porting a working game to VR, there is not as much pressure on the designer to innovate ways of using the medium to its maximum potential. When the entire fate of your game is dependent on the VR experience, it forces you to optimize. For instance, the groundbreaking teleportation-based movement system that circumvents VR nausea was pioneered by games like The Gallery, which was built natively for virtual reality. While building solely for VR may be exclusive in the short-term, it will accelerate the growth of the technology, allowing for richer content which in turn propels the market forward. Eventually, increased demand and technological innovation may make VR more accessible to everyone.

An interim solution may be shared hardware. VR Expos and conventions allow people who would not normally be able to access advanced technology the opportunity to demo exciting new experiences. These conventions are not only ethical, but practical, helping show the capability of VR to expand the market beyond its currently isolated shell of enthusiasts. Local multiplayer VR games are another great way to make the medium more accessible, if only slightly. These games (like Keep Talking and Nobody Explodes and Ruckus Ridge) allow people with and without VR headsets to interact together, so only one person in a group needs to have bought the headset. The need for inclusivity is particularly important in designing my game- I want to make sure the non-VR screen does no simply feel tacked on. I am thus taking my time on the 2D assets and adding additional functionality for non-VR players, such as various bullet-hell style segments, every player is engaged. My goal is that this will not only be a fun bonding experience, but will allow new people to get excited about VR.

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