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 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.