Reasonings on the theme of game design VR-games

Under the cut a few thoughts on the theme of game design in virtual reality. I will be very glad to discuss in the comments, what limitations and opportunities give the game designer modern VR-technologies.
Reasonings on the theme of game design VR-games
Short play session . Duration of 10-20 minutes, after this start nausea, fatigue, other problems. Therefore, to do the same poker or casino simulator in virtual reality is strange in my opinion, because they mean a long game session. And so for many genres, virtual reality is not the best solution right now, due to the fact that at the current level of technology development VR means only 10-20 minutes of continuous stay for the average user.

We need to think more about the security of the user . VR features mean that the player's active activities such as rolls, jumps, bounces, wide hands, etc. can lead to equipment damage and injuries. And for example, the sudden appearance of faces of disfigured people /monsters, accompanied by loud screams, will scare much more strongly than in a movie or in a game on any other platform. We must also be more careful with this.

The problem with motion sickness in VR . All mechanics have to be thought out with a view to minimizing the user's nausea.

Logging in and out of virtual reality . WoW-effect and immersion will be better if the way out of the ordinary life and getting into the virtual space of the player is explained. This can be teleportation, moving on the transport (or on the elevator as in Robo Recall), gradual loading of the location, flying through the stars at hyperspeed, etc.

Controllers . Since the controllers are different from those customary to the user, the above requirements for the trainer, including training in the use of controllers within the framework of our game. It should also be taken into account that controllers have the ability to use reverse tactile feedback.
While there is no free-to-play with the possibility of convenient microtransactions.

There are a lot of special requirements for the interface. . For example, if the shooter shows the number of lives and cartridges in the bottom or top corner. then the player will eventually earn a strabismus. Therefore, it is necessary to indicate the same number of cartridges on the weapon itself.

The player associates himself more strongly with the character in VR-games in comparison with ordinary games. Therefore, it is necessary to pay more attention to how the player reacts to this or that game design solution while in VR. Since he is more aware of all that is happening in the game than on other platforms, then the reaction may be another we do not need.

Special requirements for the implementation of the mechanics of displacement . For example, teleport both through static portals, and through the controller to any place, moving through the management of some transport, moving a stick on the controller and so on.

Problems with Retention .
What other features of game design when creating games for VR? Let's discuss in the comments.
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