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Re:Oculus Rift is Shipping by Alupis on Monday March 28, 2016 @04:39PM (#11377197)
> Then don't make those games for VR.

We're talking about big-budget "AAA" games, which drive console and pc sales alike. Excluding them, immediately destroys any notion that VR may become anything more than a niche product and go fully "mainstream".

> As an example I've tried a lot, sim games

I enjoy these games as well, but recognize their market appeal is very narrow. These games don't drive sales of consoles or PC's.

> I'd be willing to bet a lot of money that there are and will be more new games that fit VR well

Unfortunately this is unlikely to happen until VR becomes mainstream, which it probably will not for the reasons listed in the GP post. In order for a studio to take the enormous risk of developing something entirely new, they need as close to a guarantee as possible to get back at least their investment. With VR poised to be nothing more than a niche product, this becomes a huge risk.

Now, maybe Facebook and their deep pockets could subsidize development of these games (effectively pay "AAA" studios to natively support VR), but that doesn't appear to be happening... otherwise they would have done that before the flagship product launched, and "AAA" studios are not in a "release cycle" at the moment (which tends to be October-November for the really big "AAA" projects).

Re:Oculus Rift is Shipping by TillE on Monday March 28, 2016 @04:48PM (#11377277)
Again, you're looking at this from the perspective of what the industry looks like now, not what VR enables. AAA games are generally of a certain type now, but that is not a universal law which will remain true forever.
Re:Oculus Rift is Shipping by Alupis on Monday March 28, 2016 @05:27PM (#11377540)
> you're looking at this from the perspective of what the industry looks like now, not what VR enables

VR has been around a long, long time. I know, most folks say "but this time it's different", but in reality it's plagued today by the exact same issues it has been plagued with all along.

No "AAA" support, too few games, too expensive of devices, motion sickness, and more!

> AAA games are generally of a certain type now, but that is not a universal law which will remain true forever

Essentially, it is. These are the games that grab people's attention, have grabbed their attention, and will continue to grab their attention. Nobody is going to spend $600+ to play Bejeweled in VR... but they might to play CoD, Fallout, Battlefield, GTA, Skyrim, etc. All are "AAA" titles, and all could offer a new level of immersion with VR - but none support VR natively (and they had plenty of opportunity to do so before launch).

Re:Oculus Rift is Shipping by ricardobeat on Monday March 28, 2016 @06:21PM (#11377898)
What hardware was there "all along" for consumers? As I understand the latency and tracking problems have just now been solved with the latest revisions of oculus/vive. You can't say it failed in the past because of X and Y external factors when the product itself wasn't even a thing.
Re:Oculus Rift is Shipping by ansible on Tuesday March 29, 2016 @02:51AM (#11379913)
I enjoy these games as well, but recognize their market appeal is very narrow. These games don't drive sales of consoles or PC's.

Well, they don't drive PC and console sales, perhaps in part due to the limitations of the existing platforms.

Driving and especially flying games suffer more from the limited point-of-view. I'm often switching to the 3rd-person view to get a better handle on how my car is placed on the track.

For combat flight sims, one of the UI staples for the last 20 years has been showing markers on the edge of the screen to indicate the current target. You spend a lot of the time in those games without your enemy in view, which, frankly, stinks. But that's the limitation of the current platforms based around a monitor / TV. There have been hacks to help with this, but they aren't that great IMHO.

VR could really help these types of games have a much broader appeal, because of the immersion.