>>285034053
>Taking the basic FPS concept where you have very understood player capabilities (i.e. the weapons) against a collection of different situations.
On the other hand, it goes against an even more established understanding of capabilities, and that is that of reality. Not being able to drop an item in VR when you can do it in reality creates even more cognitive dissonance than a gameplay rule from a different genre (flatgames) not working. It's even worse when your frame of reference isn't flatgames, but other VR games where you CAN drop items.

Players new to VR are also much less used to what is and isn't possible in VR games, so they are open to learning new possibilities, new game rules.