>>357445424
>I posted two of them. one uses manual redirected walking to climb stairs,
Redirected walking is a tedious gimmick at best.
>the other is breaching a door by kicking it
A cool gimmick but still just a gimmick.
>This would allow extreme amounts of freedom of motion to say clamber over a wall or step into a car to drive
Sounds amazing if you have a 400 sq ft playspace but terrible if, like most people, you don't. Even if you can step into a car, you still have the classic problem that you're trying to sit in a seat which just isn't there unless you go to great lengths to organize your playspace.

I fully support FBT integration into every single VR game because looking down and seeing your body move like you do does improve immersion but in terms of gameplay it does not add anything terribly meaningful. Really, if a game about meele combat can't integrate it that well then there isn't much hope for anything that isn't a novelty. Having to dodge sword swings is about as directly involved as you can get and doesn't even run into the typical problem that what you're interacting with can't provide feedback but it simply doesn't manifest.
Kicking open a door is simple, probably cathartic and great, I'm sure but the fact is it isn't game defining and there really isn't anything that will sell the average consumer on $300 just so they can twerk in VRC. Until Oculus have cheap camera based FBT VRC is going to be the only place where it's even widely explored and, even after that, VRC will still probably be the best place.