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players rarely need to focus their gaze on anything above eye-level
Like most early VR games, fifa 16 ultimate team coins Land’s End is in many ways an experiment designed to discover what does and doesn’t work in the medium. Ustwo’s Ken Wong, Peter Pashley and Dan Gray spent more than a year developing the game, with many stops and starts and do-overs along the way. “It took a long long time to reinvent all these fundamental things about how you move around a world and how you interact,” says Wong.

Things like navigation took some toying with. “We spent a lot of time trying to figure out the best way to let people move around these worlds in a way that felt kind of almost subconscious,” says Pashley. You make your way through the levels by glancing at “lookpoints,” shimmering spheres of light that burst open and propel you forward when you look at them. The motion is slow and controlled; it feels almost like a moving sidewalk at the airport.

In the course of development, the developers also learned what people don’t like. It can make people sick to incline or decline too quickly, for example. http://www.utfifa.co/ Another interesting observation: “Humans don’t tend to tilt their heads back very often, especially us city dwellers,” Pashley says. “If you ask users to do that, it’s like putting them through an exercise routine.” To avoid this, players rarely need to focus their gaze on anything above eye-level.
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