honestly going back and playing NES stuff is really reminding me how manuals were actually part of the game and not a side bonus, and older games were designed as a program you had to learn to operate by reading the manual rather than an encapsulated media piece that expects you to know its operation and doesn't challenge that framework

i wonder if VR stuff needs to go back to that angle to get past the "feels like a 2D game with awkward controls" gap a lot of VR games hit

like it's nice when games are designed so you intuitively know how to do everything the second you see it and the game doesn't get in the way of the story

but maybe it's also cool sometimes to engage the player in learning to operate something new and sometimes that process can be part of the fun, and not an obstacle to it

@Kat One of the reasons I love the game Keep Talking and Nobody Explodes is this exact concept. Super great when drunk and in VR too!