The problem is that you're associating quality with only AAA titles. There are have been plenty of quality indie titles for years now.
> Even if it's silky smooth and you can use it for hours on end without issue if you run out of quality content in two hours there's a problem.
I don't know about the oculus store, but there's already enough content with existing titles on Steam.
Another way to look at it is that the Oculus isn't just a peripheral, it's a platform. Console makers have learned how important it is to either keep console costs down or subsidize in order to reach the largest user base, which in turn draws developers and subsequently a larger library which leads to more platform purchases.
Most titles aren't going to work with the Oculus out of the box. Even for a standard FPS you can't just check box and enable VR. The best experiences, and the ones that will drive sales will be designed specifically for VR.
Think about 3D movies and the difference between seeing something like Avatar that was created with 3D in mind and some of the terrible 3D addition cash grabs that have come out. A lot of those poor post 3D additions have turned people off to 3D movies altogether.
So everybody, even the AAA guys, are going to be putting you into environments like cartoons, space and buildings rather than natural environments, and the people you interact with are going to be in vehicles or space suits or avatars or anything to avoid having to model a human face.
So, ironically, AAA budgets probably aren't going to be a hugely limiting factor, at least in the first wave of VR games, in my opinion.
I agree that AAA games have the marketing power to broaden appeal. However, indie gaming is becoming a powerhouse of sorts. Look at the Steam Top Sellers list at any time, and you'll usually see at least half the games listed there being indies. Currently, it looks to be a solid 50/50, although I'm sure the residual affects of the last Steam sale are there.
Something with the viral appeal of Minecraft, released for the Oculus, would be a massive draw.
Well there are plenty of great 3D indie games as well, so it's a moot point.
> Console makers have learned how important it is to either keep console costs down or subsidize in order to reach the largest user base
That happened generations ago. With the growth of the internet, now they're inefficient gatekeepers compared to the app stores, notably Steam. It's much easier and cheaper for developers of all sizes to make a release on an App Store. How this translates to gamers is that they get a lot more variety of quality content that risk averse giant publishers would never approve for release, let alone development.
> Most titles aren't going to work with the Oculus out of the box. Even for a standard FPS you can't just check box and enable VR
Yes, but this is a PC release with an audience that's accustomed to tinkering (mods, custom desktops, ...)
> Think about 3D movies and the difference between seeing something like Avatar that was created with 3D in mind and some of the terrible 3D addition cash grabs that have come out. A lot of those poor post 3D additions have turned people off to 3D movies altogether.
When consoles like the NES, Genesis, PS One, Xbox, and the Wii were first released, you can say the same thing about plenty of 3rd party titles. That didn't turn off consumers from video games altogether.
EX: https://en.wikipedia.org/wiki/List_of_Naruto_video_games
You can also adapt many AAA games to 3d glasses with minimal issues. The physics and models are unchanged just a 'minor' change to the UI and renderer.
The Vive will be as expensive and likely more expensive than the Rift.
> Developing a high quality gaming experience is EXPENSIVE, and AAA regularly do not recoup their costs even when they're being offered to a huge user base
Oculus has already paid for a number of Rift exclusive games. Expect them to keep doing that.
Not to mention, it's only 1 game... for this to work, pretty much 99% of AAA titles need to be designed for VR (not just the "enable VR" checkbox).
Call of Duty Black Ops III was just released... no VR support. Battlefront was just released, same thing. These are the AAA titles that would bring support... but they aren't. (it also shows Facebook et al did a terrible job of convincing AAA studios to think towards VR... which could be a nail in the VR coffin in they don't come around on their own).
(and yes, I know there are ways to get both games to work with VR... but it's not native, and the game wasn't designed with VR in mind).
Given it can take 1-2 years to develop a AAA title, it could be a long while before we see it becoming the "norm". In the meantime, all of Oculus' competitors will be on the market, probably cheaper and better (due to learning from the first-to-market's mistakes).
(Although expect to see people playing FPSs on virtual IMAX-like screens in VR. A little bit of stable context can mitigate the nausea.)
But why are you counting the titles available today? The Rift hasn't even been released yet. Even if they are planning to adapt those titles, there's not much incentive for EA and Activision to rush their ports out.
The development kits have been out for years. The failure to bring big AAA titles to the Rift at launch clearly shows one of two things:
1) Facebook et all were unsuccessful in persuading AAA studios to work with them on VR for relative lined-up launches.
2) Facebook et all did not try to persuade AAA studios to work with them on VR, instead opting for it to grow "organically".
Both are total failures for the Rift, and may spell disaster. For an expensive device like this, it needs several AAA titles featuring full support... they don't exist.
Part of this miraculous unplanned and very sudden firesale to Facebook was so that Oculus could have "virtually unlimited funds", which would be used to further the platform... Facebook could have easily subsidized AAA studios to produce full Oculus/VR support on their next title... but that clearly didn't happen.
AAA status is usually reserved for big studios that produce many games of high quality(ish), and yes, with big budgets (GTA5 cost over $265 MM to create).
A parallel would be a big budget movie produced by Sony vs. Veronica Mars. Veronica Mars was produced by successful people within the film industry, but it's not on the same level as a full production.
> $105 million (and counting) in dev costs
Well, that's not in dev costs... that's money raised... and they're trying to bootstrap a company at the same time, so not all of that money will even go to the game development (unlike a big budget big studio development where literally every penny of their quoted budget is in development cost as the business is already established and earning on it's own).
The quality of a user's experience with the Oculus is going to be directly correlated to the quantity and quality of games/experiences available for the device. Even if it's silky smooth and you can use it for hours on end without issue if you run out of quality content in two hours there's a problem. Quantity/quality are even more important to the user after making such a significant investment.
The problem here is if developers will be able to make money creating quality experiences for Oculus if the userbase is tiny because no one can afford one. The user market is already being fractured by the different units available - if I develop a game for the HTC Vive (which supports room tracking) is it easy or even possible to port the experience to the Oculus?
Developing a high quality gaming experience is EXPENSIVE, and AAA regularly do not recoup their costs even when they're being offered to a huge user base (XBOX/PS4/PC/etc). Due to the nature of VR a quality experience is going to require a significant investment to build. If companies can't recoup that cost they'll stop developing and if there aren't any killer experiences people will stop buying the Rift.
For Oculus (or any of the upcoming units) to be successful they need to walk the line between quality and price, and I'm not sure they've done it.
I'm starting to think Sony is in a better position even though it's looking like they have inferior hardware.