Romulus
Member
Nah, most of the games made for VR is shovelware and/or just mini-games. Don't even touch VR on the App Store/Google Play... YIKES.
Most games in general are shovelware.
Nah, most of the games made for VR is shovelware and/or just mini-games. Don't even touch VR on the App Store/Google Play... YIKES.
VR is the worst about it...Most games in general are shovelware.
App Store/Google Play
Most games I've played on VR can be finished within an hour. The longest so far was about 3-4 hours of gameplay. I think this is likely due to a couple reasons. One, it being made by an indie developer who doesn't have the resources to pour into a large project. Two, the developer/publisher wants to make the game, but isn't confident they will make as large a profit as they would on console/PC. Therefore, they make the game shorter so less revenue is invested into the project. If VR pics up and become more popular, this could change. With Oculus launching it's new standalone VR headset (at a price comparable to a new console), we may see more developers think about putting more time and effort into more quality VR games.Indie VR games tend to be mistaken for "demos" or "experiences". I don't see flat-screen indies being treated the same way. Seems unfair to me.
Indie is what is keeping VR gaming afloat, and for that I'm grateful. VR is currently the wild west like back in the Atari 2600 era, where it was all experimental. Any kind of idea could be turned into a game, no matter how stupid it sounded, and often those ideas ended up producing incredibly fun games. That is to me more exciting than the big companies trying to shoehorn existing genres into VR, which doesn't always work.
Laziness:
The average consumer doesn't want to strap on a VR-headset and waggle when they come home exhausted from work. They'd much rather sit still with a controller and look at a stationary screen.
Oh wow, not compatible?The human body is not compatible:
The most important point - The brain spazzes out when it sees movement without feeling movement. For most, a fast-moving VR-experience is deeply uncomfortable, and slow walk/teleport-simulators limit gameplay to the extent where it's no longer interesting
VR-Blindness:
It's deeply antisocial to strap on a VR-headset and shut yourself off from the rest of the world. It might be OK for lonely incels but not great for those who are living together with other people.
If you don't like it, don't buy it and leave those that like it enjoy it.VR will never take off due to
Laziness:
The average consumer doesn't want to strap on a VR-headset and waggle when they come home exhausted from work. They'd much rather sit still with a controller and look at a stationary screen.
VR-Blindness:
It's deeply antisocial to strap on a VR-headset and shut yourself off from the rest of the world. It might be OK for lonely incels but not great for those who are living together with other people.
The human body is not compatible:
The most important point - The brain spazzes out when it sees movement without feeling movement. For most, a fast-moving VR-experience is deeply uncomfortable, and slow walk/teleport-simulators limit gameplay to the extent where it's no longer interesting.
It is and will remain a niche product.
I wish people who have no experience or have tried VR one time and had a bad experience would at least say so and not pretend they know what they are talking about. Stop regurgitating what you have read and actually do some research before you post then maybe you wouldn't look so silly.
I come from the perspective of someone who used to be very enthusiastic about VR. I have done my research on VR, it's part of my job as a tech-strategist, to evaluate the potential of different emerging technologies.
We've done extensive user-testing on both regular people and those who are more comfortable with technology. What we've seen time and time again is that when people get past the initial "wow"-effect, they quickly lose interest.
My office is full of nerds, we've got all kinds of VR-goggles, but they're collecting dust.
Our conclusion is that there are too many limitations (see my last post) for mainstream adoption. It is and will remain a niche product.
After your last post I find that hard to believe.
It's a discussion. Do you want it to be one-sided only? You only want to talk in echo chambers?I don't get these hate posts with desperate attempts to justify their dislike.
There's no need to believe me, there's also no need to get butthurt. I'm not trying to take your headsets away. I'm just stating what's obvious to everyone outside the enthusiast community: The mainstream consumer has no interest in VR.
It might be OK for lonely incels but not great for those who are living together with other people.
I'm just stating what's obvious to everyone outside the enthusiast community: The mainstream consumer has no interest in VR.
No, I expect valid arguments to be used. Not laziness, promotion of anti social behaviour and being incompatible with humans. Those are just silly.It's a discussion. Do you want it to be one-sided only? You only want to talk in echo chambers?
VR is selling better than ever, i've had a couple of years of people saying its niche, its a fad, it will die out, but all signs point to the opposite.
I'm sure that you love VR and that it's really great for you, and that's awesome, but you're not the average person.
Look at the sales numbers to see how people, not you, feel about the technology. VR is selling better than ever, sure. But is it selling well? No.
Oh this old chestnut, how do you know how many are sold? Do you have insider info? I doubt it. Your guessing and assuming. This is my problem. I show you facts you give me assumptions and guesses.
If the sales numbers were great they would be all over neogaf buy they're not.
I come from the perspective of someone who used to be very enthusiastic about VR. I have done my research on VR, it's part of my job as a tech-strategist, to evaluate the potential of different emerging technologies.
That's more an issue of unawareness than disinterest. It's a marketing nightmare since it's impossible to show what's it about short of demoing it in person, 95% of the population have never tried VR.There's no need to believe me, there's also no need to get butthurt. I'm not trying to take your headsets away. I'm just stating what's obvious to everyone outside the enthusiast community: The mainstream consumer has no interest in VR.
That's more an issue of unawareness than disinterest. It's a marketing nightmare since it's impossible to show what's it about short of demoing it in person, 95% of the population have never tried VR.
.
Oculus Quest Hit #1 Selling Video Games Product On Amazon
Oculus Sells First Week Of Quest And Rift S Shipments, New Preorders Ship May 29
Oculus Quest predicted to sell 1.3 million units this year (I bet it beats that target)
Valve Index bundles are selling out already
Valve Index Full Bundle Preorders Sold Out, Ships By September 30 In USA
Pretty amazing actually considering the tech is still expensive.
The arguement for VR being a fad continues to lose ground. It will only get worse as headsets improve exponentially and prices drop.
Lets not forget the wonderful invention made by Nintendo:
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You don't seem to understand VR very well.VR will never take off due to
Laziness:
The average consumer doesn't want to strap on a VR-headset and waggle when they come home exhausted from work. They'd much rather sit still with a controller and look at a stationary screen.
VR-Blindness:
It's deeply antisocial to strap on a VR-headset and shut yourself off from the rest of the world. It might be OK for lonely incels but not great for those who are living together with other people.
The human body is not compatible:
The most important point - The brain spazzes out when it sees movement without feeling movement. For most, a fast-moving VR-experience is deeply uncomfortable, and slow walk/teleport-simulators limit gameplay to the extent where it's no longer interesting.
It is and will remain a niche product.
Doing what research? You have established a view that I would consider normal among people who stumbled upon VR technology for the first time only 2 weeks ago. You have no real knowledge on the subject, so why pretend otherwise? If this is part of your job, I'm sorry to say but you really need to actually do your job properly instead of dismissing technologies outright with 5 minutes of research. If this is what you do, then don't be surprised if VR flies past your head when it becomes important in enterprise.I come from the perspective of someone who used to be very enthusiastic about VR. I have done my research on VR, it's part of my job as a tech-strategist, to evaluate the potential of different emerging technologies.
We've done extensive user-testing on both regular people and those who are more comfortable with technology. What we've seen time and time again is that once people get past the initial "wow"-effect, they quickly lose interest.
My office is full of nerds, we've got all kinds of VR-headsets, but they're collecting dust.
Our conclusion is that there are too many limitations (see my last post) for mainstream adoption. It is and will remain a niche product.
I just watched Dumb & Dumber and I Am Legend with total strangers in a VR movie theater last night and had an amazing time. I've played Rec Room with two of my childhood friends I haven't seen in almost a decade (who live 15 hours away) and I felt like we were just chilling like old times and hadn't missed a beat. Moments like that will help VR take off I think.
But Neogaf is your go to for sales facts right?
Heres more info after a quick google.
Oculus Quest Hit #1 Selling Video Games Product On Amazon
Oculus Sells First Week Of Quest And Rift S Shipments, New Preorders Ship May 29
Oculus Quest predicted to sell 1.3 million units this year (I bet it beats that target)
Valve Index bundles are selling out already
Valve Index Full Bundle Preorders Sold Out, Ships By September 30 In USA
Oculus Quest Hit #1 Selling Video Games Product On Amazon
The Oculus hitting #1 on Amazon for a day or two says absolutely nothing about its long term success LOL. Sales peak at launch. Where does it place when the whole year is counted?
Oculus Sells First Week Of Quest And Rift S Shipments, New Preorders Ship May 29
Selling out says nothing about its success. How many units were produced? Did they create an artificial shortage to hype up the product?
Oculus Quest predicted to sell 1.3 million units this year
1,3 million, those are weak numbers. If the Switch sold 1,3 million a year this community would agree that it's DOOMED.
Valve preorders sold out
Same as above, sold out means nothing.
Doing what research? You have established a view that I would consider normal among people who stumbled upon VR technology for the first time only 2 weeks ago. You have no real knowledge on the subject, so why pretend otherwise? If this is part of your job, I'm sorry to say but you really need to actually do your job properly instead of dismissing technologies outright with 5 minutes of research. If this is what you do, then don't be surprised if VR flies past your head when it becomes important in enterprise.
You are being unbleievably shallow-minded here. Let me tell you how to do your job as I'm better suited for your position. Future. You have to think about things in a future context. You can't do market testing today and wrap up the whole subject. That's like saying PCs have no use or easy access back in the 70s because you did market testing and no one understood how to operate command line interfaces.
It's amazing how someone can hold a job that relies on strategizing future endevours when they are incapable of thinking about future endevours.
Your weak ass arguments are showing you up. All opinions no facts. Comparing vr to an established tech like the switch and Nintendo is laughable, tech-stratagist you say?![]()
You can't argue with the numbers. You're just making excuses.
Since we are talking Nintendo, lets look at that and do your research for you since you obviously can't do it yourself.
I'm cherry picking but lets go with the Nintendo DS, great handheld? Sold 128 million in its lifetime with different iterations, like the DSi and such. It sold around 2.3 million in its first year, and we are talking Nintendo here, the successor to the Gamboy advance!
You are talking complete BS and making up arguments and opinions on shit you do not know anything about Mr Tech-stratagist.
2,3 million DS sold in a year, those numbers are average to bad but still much higher than VR numbers. It's six years since dk1 was released. If VR hasn't been embraced yet, it never will.
These are sales numbers of products consumers want:
Kinect - 8 million units in its first two months.
The iPad - 3 million units in its first two months.
PS1 - two million units after six months on the market.
All of them were first movers in new markets.
I already outlined facts in my previous comment. Remember when I said isolation can be fixed? How laziness isn't even an issue? How motion sickness is not as big of an issue as you think?I don't see anything expressed here but gut-feeling.
Those comparisons are utterly bogus.2,3 million DS sold in a year, those numbers are average to bad but still much higher than VR numbers. It's six years since dk1 was released. If VR hasn't been embraced yet, it never will.
These are sales numbers of products consumers want:
Kinect - 8 million units in its first two months.
The iPad - 3 million units in its first two months.
PS1 - two million units after six months on the market.
All of them were first movers in new markets.
2,3 million DS sold in a year, those numbers are average to bad but still much higher than VR numbers. It's six years since dk1 was released. If VR hasn't been embraced yet, it never will.
These are sales numbers of products consumers want:
Kinect - 8 million units in its first two months.
The iPad - 3 million units in its first two months.
PS1 - two million units after six months on the market.
All of them were first movers in new markets.
I come from the perspective of someone who used to be very enthusiastic about VR. I have done my research on VR, it's part of my job as a tech-strategist, to evaluate the potential of different emerging technologies.
We've done extensive user-testing on both regular people and those who are more comfortable with technology. What we've seen time and time again is that once people get past the initial "wow"-effect, they quickly lose interest.
My office is full of nerds, we've got all kinds of VR-headsets, but they're collecting dust.
Our conclusion is that there are too many limitations (see my last post) for mainstream adoption. It is and will remain a niche product.
Step 4: Lose the wires. It's so hard going back to em just for this.
When we had power outings, I laid on my back on the bed and playe old Sega and Nes games with an Xbox controller on the GO using the void mode of Oculus TV.I prefer sitting on my couch and having a controller in hand. I tried VR not crazy about it, i do get the interest but meh not a fan of it.
I prefer sitting on my couch and having a controller in hand. I tried VR not crazy about it, i do get the interest but meh not a fan of it.
Interesting. The price looks reasonable too given it's an all in one system instead of a peripheral. I wonder how it performs with no PC though. I would wait for reviews.Oculus Quest is our first all-in-one gaming system built for virtual reality. You can now play almost anywhere with just a VR headset and controllers.
No wires on this.
Out tomorrow for some if you Pre ordered.