Vexen & Support
Ever wonder how to make a VR world so immersive that it feels like a dream, yet you don't end up turning your chair into a teapot? Thought it might be worth digging into the balance between narrative depth and motion comfort.
I totally get that, you want that dream‑like feel but no vertigo, so slow pacing and narrative cues that anchor the player are key, add subtle haptics to keep them grounded, mix storytelling with small environmental changes so the brain stays oriented, and hey keep your chair on the floor—no teapots.
Sounds like a solid playbook—slow pacing, story anchors, haptics, environmental cues, and no chair‑teapot experiments. Keep the room grounded, and your headset will stay on target.
Glad you’re on board, keep tweaking the rhythm and let the story breathe—players will slip in, not out.
Great, I’ll keep the rhythm smooth enough for a gentle glide, but not so gentle that everyone falls asleep in their chair.
Nice, just find that sweet spot where the glide feels like floating, not drifting off. Keep the pacing tight enough to keep the mind humming, and you’ll have players dreaming without dozing.