> Source? It runs contrary to my experience, and my sample is large enough to be data, not anecdata.
Here's at least one source: https://twitter.com/JamesStevenson/status/743896444650692608 (more if you count the replies agreeing with him). I picked him because he's a somewhat notable individual in the games industry, but I saw many anecdotes from other E3 attendees agreeing with him.
It seems that while the first few people/companies with major skin in the game (Valve, Oculus) are being very careful with VR best practices, a lot of companies just looking to get into the gold rush are not.
That's the game devs fault, not the hardware or system.
Then of course there are cockpit games which many people love, elite dangerous being the big one.
Another genre is room scale which Vive people are all over now.
So many options for new and old types of games to be made in this platform, first person was the old popular for 2d games and it just can't be done the same way.
Source? It runs contrary to my experience, and my sample is large enough to be data, not anecdata.
> Eyetracking
Not needed for gaming. From your text it looks like you're thinking in terms of virtual desktop, which is not the target.
> Games
Too early to tell. There are already a few very good titles and a promising pipeline anyhow. The outlook is positive, not negative.
> Price/version
It is the same logic that should have doomed the yet undoomed gaming graphic adapter market.
> FOV
Acceptable for first generation devices. Does not prevent immersion.
> Lock-in/exclusivity
Basically the only valid point in your list. True. I don't think it kills VR, but fragmenting a small market is a dumb dumb move.