

In the central part of your vision, almost none of what you see moves very quickly. Imagine you’re moving through a corridor - not a particularly taxing stretch of the imagination for anybody who’s played an FPS before. You’ll wonder how we ever made it through a single GoldenEye level without barfing. Once you’ve heard him explain cybersickness, you won’t wonder why games sometimes make us feel ill. He primarily works in VR - part of his training was funded by Oculus, in the interest of exploring “blue ocean approaches to solving cybersickness” - but much of his expertise applies to 3D games in general. Weech has spent many years studying perception and sensory stimulation. For that, I talked to Séamas Weech, a postdoctoral research fellow at Montréal’s prestigious McGill University. By his own admission, however, he isn’t clued up on the science behind in-game nausea.

“It’s been a long time since we’ve gotten a complaint about motion sickness,” he says. Oshry has overseen the release of modern retro classics like Dusk and Amid Evil, and kept his customers very happy. “We try to have as many movement, camera and accessibility options as we can.” “Especially with our games, you move and bump around pretty fast, so it’s important to make sure we’ve got options,” he says. The kind that Dave Oshry, head of New Blood Interactive, specialises in. It’s a familiar feeling for some - a rarity for others - and one I’ve wrestled with on and off for years, as a lover of first-person games that move at 100mph.
