At it’s core, the idea is based on individuality. We recognize that there are many differences between each person who might put on a VR headset, especially pertaining to their resilience to motion sickness. Most other developers will implement systems into their locomotion mechanics with the intention of reducing nausea, and these systems create a single experience for all users. Instead we give our players more flexibility: a knob to adjust the intensity of their locomotion. By adjusting their intensity, they can tune their experience in a way that makes them comfortable, instead of the designer trying to guess or make a one-size fits all solution.
When we first started developing our rocket thruster based flying movement, we were developing it for a racing game. We had a vision however, for a large, fairly open world. We had some understanding that this would help with motion sickness, and we felt flying around large spaces better suited the fantasy of flying. But in order to feel fast, players needed to stay near the ground.
Avoiding nausea is one of the main reasons movement mechanics like teleportation have become so prominent. No change in velocity occurs, and as a result there is no mismatch between what the player’s visual system sees and what their body feels, so they tend not to get motion sick. But limiting VR movement to make playing VR games bearable seems to be an unfair trade off. Putting on a VR headset and being transported to another world should feel empowering, not restrictive.
...And this is where my personal beef with the current state of VR lies. It’s the reason I gathered my friends last year to start experimenting with new types of locomotion, and the reason we went on to found VRemedy Labs. When I put on a VR headset, I don’t feel like I am entering a new world. I feel as if I am merely peering through a set of goggles into world which has the potential to fulfill some of humanity's greatest fantasies, but developers are so busy looking in through the window they haven’t been able to build a door.