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What's wrong with gaming in VR?


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I think what he is saying is that gaming is just a small part of what VR could be, so it shouldn't be the focus.

Imagine if the PC sector totally ignored all PC uses except gaming, it would still exist, but it would be a much smaller market.


VR gaming is the very definition of 'niche':

- VR only works well for some (fairly unpopular) gaming genres, like hardcore flight- and car-racing simulations

- it's expensive besides the headset you need a powerful gaming PC at a time when the majority of 'normal' people just use their mobile phone for some light gaming

- wearing a VR headset for more than 30 minutes becomes really uncomfortable

- the new sensation quickly wears off, same as motion controls, everyone is back to gamepad, or mouse+keyboard

- even though VR is available for mobile phones, it's not common to hang around in public with a VR headset on


It's also extremely good for RPGs and MMOs, neither of which are unpopular genres.

We haven't seen a lot of either yet, because both require considerable investment, but the first VR MMO, Orbus, is going very well, and Skyrim VR on PSVR is one of the first VR apps to really sell headsets.

(My own VR RPG also did very well, and convinced me it's a great use of the medium.)


> VR only works well for some (fairly unpopular) gaming genres, like hardcore flight- and car-racing simulations

Those two genres are a strange choice considering the most popular VR titles fall into entirely different categories. The VR gaming ecosystem is actually fairly diverse. The main issue is 1. too many shooters and online multiplayer titles 2. Most games are short (mainly because the economics of the size of the market pushed things that way right now)

> wearing a VR headset for more than 30 minutes becomes really uncomfortable

I'd dispute "Really". Very much depends on the headset.

> the new sensation quickly wears off, same as motion controls, everyone is back to gamepad, or mouse+keyboard

This isn't true for me and many others. I'm over a year in and still regularly have that "wow" moment again. I don't think we've scratched the surface of what's possible in VR even with the current technological limitations.


> Those two genres are a strange choice considering...

Ah ok, I didn't have commercial success in mind, only that 'cockpit games' are a more natural fit for VR than other genres (you're sitting in a cockpit, and you're usually sitting in the real world, unless you have a enough space for room-scale VR), and the fixed reference point of the cockpit frame seems to be better for avoiding VR sickness.


I don't really understand the "walking" problem.

I have spent a long time in electric wheelchairs. I can move around a room with a control pad and am comfortable without getting nausea.

After a few hours won't people's brains just start to accept that walking is something we do with our thumbs now?


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