Palmer Luckey, co-founder of Oculus VR, a virtual reality technology and software products company acquired by Facebook in 2014, made a VR headset that also kills in real life when he dies in the game. So what is the truth behind this crazy project?

The killer VR headset has come true!
The virtual reality world is at the head of the technology sector as the red apple that people have been trying to reach for a long time. Today, thanks to the hardware and software offered by many companies, it has now entered our homes.

As science fiction fans will know, people who die in the virtual reality world in many movies also die in real life. The reason for this is that the advanced VR headsets in the movies do a very good job not only in transferring images, but also in connecting our brain and body to the digital environment.

Today, the first part of this scenario in the movies has come true. Palmer Luckey, co-founder of Oculus, which was acquired by Facebook in 2014, has produced a VR headset that kills. In this way, when the user’s avatar dies in the game or in the virtual reality world, he dies as well.

Of course, this is not a device designed for sale. Luckey developed this killing VR headset to refer to the Sword Art Online series he’s a fan of. Because in the story that takes place on November 6, 2022, people using advanced VR headsets die in real life when they lose the game.

In the statement made by Palmer Luckey, it was said:

“It may be a game, but it’s not something you play. To commemorate Sword Art Online on November 6, 2022, I made the OQPNVG, the first virtual reality device that can kill the user. If you die in the game, you die in real life too.

I used three of the explosive charge modules I usually use for a different project and connected them to a narrowband photosensor that can detect when the screen is flashing red at a certain frequency, making game integration very easy on the developer side. When an appropriate endgame screen is displayed, the charges fire and instantly destroy the user’s brain.

The idea of ​​connecting real life to a virtual avatar has always fascinated me. You instantly maximize risks and force people to fundamentally rethink how they interact with the virtual world and the players in it. Enhanced graphics can make a game look more real. But only the threat of serious consequences can make a game feel real to you and everyone else in the game.

Of course, this is not a perfect system. I have plans for an anti-tamper mechanism like NerveGear that would make it impossible to remove or destroy the headset. But there is a wide variety of malfunctions that can occur and kill the user at the wrong time.

So I didn’t really prepare it to use it. I’m also convinced that, as with SAO, the final trigger should depend on a high-intelligence agent who can easily determine if there are indeed termination conditions.

At this point, it’s just a piece of office art, a thought-provoking reminder of unexplored paths in game design.”