Phone calls, interior design, 3D movies, watching live performances from a spectator's point of view, travel, house hunting, medical examination. Combined with gaming that makes eight examples. And those are just immediately obvious.
Ubiquitous technologies twenty years from now will not be obvious to us now.
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What value phone calls hold to you personally is utterly irrelevant as I was replying to you completely dismissive claim that VR doesn't have any application outside of VR in the home, which is demonstrably false. Frankly I find it very hard to come up with an application of smart phones inside the home that holds as much gravity as the ability to control drones from that same device.
I don't think a professional working in the VR space has to devote themselves to the former. There's all kinds of things one could work on that might be more agreeable to people with a less engrossing vision of VR.
It's greater social friction than your average gaming experience, which is not necessarily MMOs with your gaming headphones on. In the context of VR as the future of gaming, making every experience like that one, making it so that your roommate can't just call you from across the house or that person at the bus stop isn't afraid to approach you because your headphones are in, is moving towards an experience that must be engaged and disengaged. Furthermore, VR being such a big game changed has the potential to begin discouraging development of alternative experiences, and encourage ones that take full advantage of that isolated, engaged experience. This is something that isn't a problem with a TV and speakers. "Sometimes I want to just get immersed in this game and fuck the real world" isn't a good argument for a direction the industry as a whole should go, because on the flipside "sometimes I just want to chill out and play something while still be able to converse with someone in the room or have a conversation with my buddy in the room."
My problem with the general counter-argument is where VR proponents sell it as the "future of gaming", but are quick to brush off aspects of gaming experiences that do not conform to whatever necessary level of immersion or type of interaction that is best suited to the platform. Sometimes this is done by empty statements saying those other experiences will exist in some form or another, while in the same breath acknowledging how deep VR has to penetrate to become a mainstay or standardized and how that may compromise development of other experiences. Other times it's done by claiming others are narrow minded if they are doubtful of VR, while being selectively ignorant of the impact it would have on games or game genres that can not or won't really benefit from the medium in the case that it does become a dominant platform in an industry with development costs rising and rising. It's not just a threat to local multiplayer, it's can be a detriment to how to people interact with games in general if it really does reach the level some want it to. In which case, that is actually a narrow minded view, that games should conform and bend to this sort of gaming experience as opposed to diversity.
I should be very clear (even though I already reiterated it and it's obvious) that this is all under the assumption that VR becomes a dominant platform and, how some say, the future of gaming, and not in the case where VR is a limited-scope, specialty platform like Kinect. That I have no problem with, because it does not bear as much weight on the development of non-VR experiences, and I feel needs to happen because in that case there is a net gain for gaming.
I don't understand why you think games like Goat Simulator or Mario Kart or whatever would disappear. As long as there are a significant number of people that enjoy those kind of gaming experiences those games will continue to exist. VR will never replace all your games big budget or otherwise, unless it at some point becomes actual VR, and not just screens strapped to your face.VR isn't worse than already existing examples, it's that this is yet another thing that will take resources and absorb consumer time/money, meaning even less room for more social forms of gaming in the future.
You're right the situtation you're describing isn't much different but there are single player games that are actually more enjoyable when there are people around to interact with. For example do you think playing Goat simulator alone is equally fun as with friends? Do you prefer to watch comedies alone? Guitar Hero, platformers and many more are more fun in a group even if it's only 1 person playing.
Local multiplayer is by far the best form of gaming, VR is another nail in its coffin. But if that's what people demand, so be it. I have a gazillion multiplayer Nintendo games to last me forever anyway.
Exactly, sounds great to haveThe thing about VR is, it really *is* qualitatively different from other
entertainment experiences.
Exactly, sounds great to have
I can't believe people worrying about anti-social issues and discredit the VR tech based on that. It that's to worry about, the internet and mobile phones should really not be around too since they are also anti social, making face to face communication not really necessary.
Again, your personal preference about the potential household applications does not take away from the fact that they are household applications. You could be right that these applications won't move units, but we don't know where the technology is heading. IBM didn't believe in personal computing for instance, and sure enough, at the time there weren't many compelling arguments to pursue such a venture. Hell, personal computers in its infancy didn't have much application outside of gaming either, yet Apple didn't have much trouble pitching its products to consumers. Since then a lot of things have happened in the PC space, but I really doubt any of those early companies had a clear vision back then that even remotely resembles what we have now. The same could happen to VR.Things like interior design and house hunting are once a year at most type activities. (Both those make more sense with AR than VR anyway).
You have to put yourself in the shoes of people who don't care about games and who aren't early adopters. Think about those people in your life who fit that description, then try to pitch Oculus Rift to them and see how far you get!
This technology is not like a TV, where every house has one. Nor a mobile, which is in every pocket. It's like an Xbox, which although it does all this extra stuff like TV streaming, and playing DVDs ("it's your complete home entertainment solution"), realistically, is only really bought by gamers.
I can see what he's saying... but been close to the technology doesn't stop you from falling into the 'authenticity' trap. Which is the belief that only reality can provide the authentic experiences we really crave.
On one hand, authenticity *is* important. But it's certainly not the be all and end all - and it belies the reality that authentic social communication can occur through virtual mediums.
Think of all the relationships forged on line - even if they never meet up in the real world, the feelings are still true.
Having said that, in the standard 2D display internet dichotomy, you can say that the qualitative experience of social interaction is largely diminished through the lack of real time face to face body language communication, and you'd have a point.
But... if they do VR right, then that's the quality of communication that you'll be getting in VR - it'll make virtual social communication and the reality of the feelings that rely on the technology that much better, and in a sense that much more real.
And when you ladden upon that the possibilities that can only occur in VR - sharing high quality virtual communication with family and friends around the world at frequency - something that is uneconomical for most, or engagement in activities that couldn't exist in our world (something as simple as watching movies 'outdoor on a moon of jupiter', to something as complex as flying spaceships in an OASIS inspired metaverse) - then suddenly the range of social engagement that can occur expands dramatically, creating a wider richer range of reality that wouldn't be possible without VR.
Frankly, I might be an outlier, but I find this whole "constant uninterrupted 24/7 socialisation" aspect of contemporary society quite displeasing.
But the basic type of argument goes back longer than the novel. Plato argued in the republic that poets should be expelled from the ideal state for reasons like that they corrupted people's view of reality and made them act like simple fictional characters.
As an avid reader, I'd argue you're not really reading if you can have a conversation at the same time. Or maybe I'm just bad at multitasking (or good at immersion).
And, for what it's worth, I've talked with people while using the DK1, and I've had people using it talk with me.
You can still be spoken too, though. You might not like it, since it interrupts your reading, but it's still possible. You can still see your surroundings too. In the classic use of VR (that without using AR type of stuff), you'd be completely isolated from the people around you. They can speak to you, but you might not hear them (and from my experience with the Oculus getting immersed so much that you don't pay attention to sounds outside of the game happens rather quickly) and while you're playing, you won't even see whether or not other people are next to you. That's definitely a new kind of isolation.
It's stealth advertisement. How could we be so blind?The one thing he doesn't like about VR, is that it's almost too good?
Does this mean moms will start forming "VR clubs" to trade their best VR experiences with a particular game/app?That makes sense, I love books as well.
This is actually a very real and immediate concern. Someone is going to die, because of heart attack or seizing. If it gets enough media attention, VR will be permanently stigmatized as that taboo technology that's "too realistic" and dangerous. That would really cripple its market penetration, even if everything else goes well.being anti-social is the least of VR problems. the moment a fat nerd dies of heart attack playing a horror game... BAM! you can expect that the brutal and relentless backlash from mainstream media will kill VR to the mass consumer in seconds.
This is actually a very real and immediate concern. Someone is going to die, because of heart attack or seizing. If it gets enough media attention, VR will be permanently stigmatized as that taboo technology that's "too realistic" and dangerous. That would really cripple its market penetration, even if everything else goes well.
This is actually a very real and immediate concern. Someone is going to die, because of heart attack or seizing. If it gets enough media attention, VR will be permanently stigmatized as that taboo technology that's "too realistic" and dangerous. That would really cripple its market penetration, even if everything else goes well.
Already happens without VR, example:
http://www.theguardian.com/world/2010/mar/05/korean-girl-starved-online-game
Will probably make it more common though if the tech is good enough.
Perfect duplicate? Living in a bubble that is a fake world even if is with other people isnt exactly socializing. As someone whos spent a lot of time in mmos nothing beats spending time in real life with friends. Video game worlds are too scripted, too perfect. Nothing unexpected really happens. If life were like that itd be completely boring.So this guy would think a VR MMORPG which would be a perfect duplicate of reality would be socially isolating.
What?