(Minor spoilers for Superhot and Cibele.)
Late last year I had the opportunity to play Eurotruck Simulator 2 with a virtual reality (VR) headset. Generally I am pretty skeptical of the marketing promises of VR and the whole project of immersion-through-escaping-your-own-bodily-senses that it depends on. Partially, this is because we are being told the same things about how VR is just around the corner in 2016 as we were told in 1996. Mostly, though, this is because I reject the very premise of VR, that the player can ever truly have their consciousness and senses detached from the playing and situated body they are sensing with. Sure, I can use a VR headset to explore some alien battlefield, but I am never not sitting in a chair in front of a computer, and on some level my mind is always aware of this because my mind cannot exist separate from that body.
But Eurotruck Simulator 2 with a headset shocked me with its effectiveness. It was disorientating and fully encompassing. I had the stupidest grin on my face as I noticed my own senses being so successfully tricked by the illusion that I was really sitting in this truck. The only other VR experience that I have found nearly as affecting was when I played USC’s The Meadow at Indiecade. This was a VR experience about sitting in a virtual meadow while things happened. The visuals in no way attempted photorealism, but the illusion was, again, incredibly affecting
I remember semi-jokingly calling it a ‘sitting simulator’ at the time. Except this is exactly why both The Meadow and Eurotruck Simulator 2 made such powerful VR experiences: because they each accepted and reinforced the player’s own awareness of their sitting body, rather than stubbornly trying to distract the player away from that body. Players are bodies and that will never not be true. Where other VR experiences work to have you forget “the meat and all that it wants” as Neuromancer’s Case says, these two experiences reinforce the strength of their illusive worlds through the player’s own somatic awareness of being a sitting being.
I’ve played two games in recent weeks that in different ways draw attention to the player’s inescapable existence as a body sitting before a computer screen: Nina Freeman’s Cibele and Superhot Team’s Superhot. I played neither of these games through a virtual reality headset, but like the above virtual reality experiences, each of these games worked to use the player’s tacit awareness of their own body-ness as part of the experience of a virtual world. More specifically: each is explicitly conscious of the player’s context as a body sitting before a computer.