The Vive, for me anyway, is more a overall body workout that strains muscles I don't seem to hit from hockey, snowboarding and/or other such activities I do regularly. I would say it's a) a great overall, full body workout, but not super aerobic, and b) extremely good at training for tracking/responding to multiple 'threats' from multiple angles. Or sharpening my focus, or indirect focus skills. For example I often de-focus my vision and think about the "Inner Game" and just get out of the way of my body; I often will hit two targets with each hand independently from each other spread out 20ft or so apart. I've noticed on the ice I'm picking up players on my side/other team earlier and it's giving me an edge in just being ready a second earlier with the puck.
We're aware of the concept of a difficulty level in games. But we now need to consider the concept of a "fitness level".
That's not so much a problem for my current game, Left-Hand Path, because whilst it's physical it's not focused on physical exertion (except in the "suddenly elevated heartrate" area :) ).
But for the next game I'm working on, which is currently roughed out as a more conventional combat-focused RPG with a heavy physical focus, I really need to consider how I can make something that'll be physically intense and challenging for someone like evo_9, whilst also not making it completely impenetrable for someone who's unfit.
Just another interesting challenge in a VR dev's day :)
All great athletes seem like they're barely exerting effort when in reality they are way above average peak performance. Just running back and forth on a football pitch for a whole game is something that would bring most of us to our knees.
I've skated with guys that didn't make the NHL cut and they were extremely fast to me. All most no effort it seemed like.
That's really shocking to me that you could get a workout from VR. Fog has to be an issue, no?