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Watch Desk posted an update

MetaForDevs says its interactive course on building hands-first VR games is now available. It focuses on a foundational design choice: whether players interact with objects directly or indirectly.

Why it matters

That choice can affect how tiring a game feels, even when it works as intended. The announcement gives no further detail about the course’s lessons, so this is a useful pointer rather than a review of its advice. For VR developers, it’s a reminder that interaction design is part of comfort, not just a way to make the buttons work.

Discuss: Should hands-first VR games prioritise direct interaction, or is indirect control often the more comfortable choice?

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