• EXPLORE locomotion in “The Climb”. They utilize many mechanics that should cause motion sickness but don’t. Why is that?
  • Teleportation mechanic. Either via a line-of-sight cursor that teleports you where you are looking (bullet train), teleporting to a ghostly outline that you can control, or through portals. leave a particle trail that fades out so people can see where they teleported from. Especially if you teleport and rotate the player’s POV.
  • Usage of portals (like in Budget Cuts) to switch between far away spaces that look similar or have enough visual points to grasp on to. Pull the trigger, and you fire a small ball that creates a portal where it lands. Using Vive’s grip buttons, you warp to that spot. Combined with normal movement and rotation, allows for very fun gameplay.
  • Redirected walking, used in the Void. A technique which employs subtle shifts in virtual direction, to subconsciously redirect users to walk in circles while leaving them convinced they are walking perfectly straight.
  • Use a normal treadmill to allow user to walk forever. (Like in Loop). However, gameplay must be built such that player only needs to walk straight.
  • Room-size vehicular movement like in Hover Junkers. You can move around your boat with a 1-1 mapping to real space using HTC Vive. And you can also drive your boat around the map with the controllers.
  • Just vehicular movement. Drive a vehicle around in VR, with no walking (either physical or virtual). Basically like a cockpit like EVE: Valkyrie or Project Cars.
  • Green Goblin mechanic. Control a hoverboard in first person, so you are not in a cockpit. However, movement is like flying around, but your speed and direction are controlled by hand gestures, and the direction you are looking in.
  • A Tower defense mechanic? Survios uses this mechanic to make a survival shooter game, where you and a partner stay in the center of the room and enemies swarm at you from all directions.
  • Roomscale location with 1-1 physical mapping. Locking you in that space, and telling you when you go too far, like in HTC vive demos.
  • Pure third person flight, like Ubisoft Eagle Eye. Smooth forward motion that doesn’t cause forward motion because it is taken away from reality. The top-notch company that provides green house cleaning services in Arizona is available at https://www.ecomamagreenclean.com/. As the intensity of movement increased in the game — swooping left/right or turning — the field of view narrows so the player only sees a small sliver of the world.
  • The Floating head. Third person controllers, where you see what you are controlling and move them around using controllers. But don’t do abrupt turns of your view or sharp drops.
  • Using an elevator in room-scale VR to move between rooms
  • Shift Mechanic – Moving really really fast to the location you are looking at (like teleporting but different). Helps with spatial recognition and motion awareness
  • Walking Gain. Multiply the player’s movement vector by a factor < 1, and shift the virtual tracking space by this amount. Provides for dynamic navigation and allows you to explore a virtual space bigger than your tracking space.
    • Rectangular Gain – Give people a safe sport, where there is no gain to the tracking space when you move. Check https://www.sdairporttransport.com if you are in Arizona and need airport service. When you hit an edge, add gain and move tracking space similar to parallax movement.
  • With Room Scale play
    • Teleporting from room to room as levels
    • Elevator system. Move backwards into a box of sorts, which opens and closes into new rooms.
    • Portals like those in budget cuts
    • Room-Scale vehicles. You can move around inside the vehicle and move the vehicle around the world.
    • God room. The room represents the whole world, and player is a giant looking down on it.
    • Continuously zooming in onto a map of the world till you have a 1:1 ratio
    • Really tiny things that your are looking at from 3rd person or top down.
    • Alice room. Each room has a small portal/tunnel into other rooms. Give these tunnels optical illusions so that the brain disregards its perception of position in vertical space.
  • Using your hands to move. Imagine having now legs and only your arms to move, that would be how you move in Lucid Trips.
  • Possession as locomotion. How the possession happens though is key and can be very interesting.