Oh, yeah okay, anything where you aim using your nose is terrible terrible terrible.
But in general, I really enjoy first person shooters that disconnect the look from the aim, like TF2. I feel empowered when I can look around independent of the gameplay. My situational awareness is much higher, and of course my immersion is deeply enhanced. When head tilt properly peeks around corners, it'll be amazing.
This is the thing though - TF2 (for example) was never designed with leaning in mind. There would be fundamental gameplay implications when adding such a thing in which could dramatically change the way the game works (alright, dramatic may be over the top, but it would impact on balancing, which is something that Valve already struggle with).
I don't feel like I have significantly greater situational awareness (I can twitch my mouse around to keep an eye on the battle much more and much faster than I can move my head). The potential for disorientation (or misorientation as a term for knowing where you are situated and your direction, but having no idea where your reticle is) would, IMO, balance out that benefit anyway. The Rift's narrow area of focus also costs you the rapid movement of your eyes. I definitely enjoy playing TF2 on the Rift, but if I want to play for winning rather than enjoyment, it's definitely going to hinder, and I don't believe that that's something that more HMD playtime is going to change.
Our implementation in Neverball however, doesn't feel like it suffers from these issues (or the ones I mentioned earlier) so much, and if you keep your head still, the game plays as it always does. Unlike TF2 (still using that as our example), the player's means of controlling and interacting with the game has not changed - instead, we've added an extra layer of perception on top without undermining any existing experience/skills or requiring the learning of new controls.
On a side note, I would be super interested in playing Thief 1 and 2 with headtracking (and a HMD). Those games' sense of claustrophobia and slower pace seem like a much better match to me. Personally though, I think that cockpit simulators (driving games, flight sims, mech sims) are where HMDs will feel most comfortable and natural, and I hope that consumer accessible devices will help give those genres better visibility and popularity (judging from the hype surrounding Hawken and Star Citizen, I think that's totally likely ).
For this reason, I'm quite sure that using the Rift tilt sensor to tilt the floor in Neverball would suck. This hypothesis will be easy to test.
Yup. I totally expect it to be uncomfortable and unwieldy - as I said earlier, the reason I'm fiddling with alternative implementations in Neverball is not because I believe it will directly result in any improvement for Neverball, but because exploring the dead ends can help give extra insights into what's good and bad about what does work.