>>331283578
I have some VR game ideas I want to discuss.
For those of you who have played "boneworks", and "Blade and Sorcery":
In blade and sorcery, Using melee weapons is really satisfying, the secret being how they simulate weight when your holding weapons. But having your shield knocked away and being knocked off your feet is impossible in the game. Your body is both weightless and rigid.
In boneworks; physics around your body asre simulated almost as if you are a spirit possessing the character. And that character has limited strength. when you try to lift something heavy, your characters hands wont be where your hands are, they will be pulled below by the weight of the heavy object. This is a good idea, but BONEWORKS suffers from bouncy ball physics. everything bounces and wobbles, killing immersion and making melee weapons feel like their being swung by a toddler.

So I ask you this: What do you think about a game freaturing melee fighting like B&S, but with a simulated body that you can be disassociated from by certain physical limits or events? For example, A giant enemy swipes the ground with a tree trunk and it hits you, not killing you but throwing you 5 meters away. you watch your character fly and when he lands, your view is teleported to that location and the character gets on his feet as his arms and head syncs back with yours. In fallout if your strength is too low you are unable to lift some props. In that same fashion a strength stat could limit your character ability to apply force to things, similar to boneworks, but with proper control theory applied to their physics simulations. Pic related features an underdamped system that loosely describes the bouncy behaivior of the boneworks physics engine. 

TL;DR : game devs (the programmers) do not learn advanced control theory, and thus do not know the secret to cheap control system tuning methods that would make their simulations both cheaper and more realistic.