Or for local play, there are one-vs-many party games where one player wears a headset and interacts with a group of people in the same room who aren't in VR.
Keep Talking And Nobody Explodes is a great example of this where the other players are referring to a paper manual to help you defuse a bomb. https://www.youtube.com/watch?v=hqelfBKuiic
There's Acron: Attack of the Squirrels where one person has a headset and other people play against them as the squirrels with their phones. https://www.youtube.com/watch?v=LP29BxhvHfc
Or Davigo, maybe a less social one because it's VR vs PCs and not likely to be in one room, where the VR player is a giant trying to swat at the tiny humans who are playing a 3rd person game where they team up and throw bombs at the giant. https://www.youtube.com/watch?v=HL7a63MMx6Q
Even if you don't have a game where other people can be involved, you can still cast the headset view to TVs and tablets. It can be plenty of fun to pass a single headset around taking turns in Beat Saber if everyone else can see what's happening.
I'm guessing none of that was the case in 1995, so I wouldn't be so quick to stick to a 25 year old judgement of what the technology can do.
Would I play it in VR mode for hours on end every night and stop talking to real people? No. But not all my activities need to be social either. I can go for a four hour hike in the woods by myself and no one gives me a hard time for being too isolated. Or maybe they do, but I don’t care because sometimes that’s how I want to spend my time. To each their own.
One other feature of the Quest that I should mention - you can double-tap the side of the headset at any time to turn the game world off and immediately switch to "passthrough" mode where you see through the headset's tracking cameras. This obviously works best with single player games that can pause themselves until you tap back in, but in those games it makes it no big deal to drop out of the game for a moment to interact with people and things in the real world. A bit weird to talk to you while you have a big headset on your face, sure. But this was added in a software update well after launch, and it's way better for staying available to the real world than needing to take the headset on and off.
That is a really depressing and dystopian future that I am not sure if I want to live in. Yes, MMOs and games like GTA-O, Roblox, or Fortnite are in the same area already now available. But in my opinion this only increases the actual isolation and I would believe that the post VR experience emotional drop down could be severe. It also brings up the backdrop of Ready Player One, where everybody is occupied by the VR while living in decrepit containers seemingly without a desire to fix it.
The player is not isolated because they know they are being watched. Works good with BeatSaber, SuperHot, etc.
It's basically the same as a group taking turns at an arcade machine — not solitary.
A friend and I bought quests and we both loved them except for one really annoying problem: space
At least as of early 2020, there was a huge market mismatch with VR: the people that have 6'x6' or more space to play in live far out in the suburbs, but the people that have the disposable income to just by a quest just for fun tend to live in apartments in the city. My friend and I both had pretty spacious living conditions for living in a city, but we perpetually joked about the dream of one day having enough room that the occulus didn't warn about having less space than required.
But with the sudden migration of many people out of cities and into more spacious suburban housing I'm curious if this will create an increase demand for VR. If you have an extra 10'x10' room that can dramatically change how fun the VR experience is.
I stopped playing VR mostly because I was tired of re-arranging furniture and re-calibrating the Index when I did so.
I guess if you live in a house and have a basement or 'rec room' with no furniture, it's less of a hassle to play ping pong or Beat Sabre in VR. Otherwise it's VR Poker with its random social toxicity where I can sit on the couch and interact with people if I find a table without kids or mean people in it.
I agree VR isn't great for a party game or hanging out with your friends in your living room, but that's OK because that's not the experience most people are having today.
Honestly, the privacy policy made me a bit uncomfortable too
The CAVE approach projects images onto wall-sized screens (eg, via back-projection), and can be 1-wall up to 5- or 6- walls, if the floor/ceiling is categorized as a "wall".
This is massively expensive compared to the VR that's widespread/affordable these days.
But it's also far more social, where multiple people can be present, though at least in the 1990s the head-tracker only followed one person. And they could easily see each other.
Handwaving, with the right synchronization on the glasses and high frame rates, I could imagine multiple head-trackers. Back then our frame rate was limited by the decay rate of the green phosphor in the projector. These days I suppose a wall of large displays, edge-to-edge, with very high frame rates interleaved for multiple users, might work. Again, I haven't followed what's going on in VR, but it might be a technology which addresses at least some of what you correctly point out.
Carolina Cruz-Neira, the developer of the CAVE (and at the time with the email address "cavewoman"), has some lectures on the social VR and her research, on YouTube. Don't remember which ones specifically talk about it, and couldn't find one in a quick look.
Yeah, nothing has changed in social VR in 25 years.
/s.
There are multiplayer async party games that can be played with 10 people (I've done this a lot!). There is online multiplayer. Dismissing VR because you played descent on a 3dof box 25 yrs ago is kind of lame.
> There is no amount of technology that can get over this problem. It's not about FOV or resolution or immersion
This is frustratingly dismissive and easily disproven. Look at Acron: Attack of the Squirrels! Look at Keep Talking and Nobody Explodes!
I'm as isolated playing Counter-Strike on my PC as when I am on the Oculus Quest.
Wouldn’t each person in the room having a VR head seat solve this problem?
All that said, I think people playing alone is a big enough demographic to support a VR breakout, if the killer app comes along.
My wife watched me play the entirety of Half Life Alyx that way, and she enjoyed it a lot. And were were able to talk and share the experience the entire time.
You just need a VR headset for everybody...
https://www.oculus.com/experiences/quest/2345082335516570
You can also stream the VR game to your television if it's a single player experience.
You're also discounting the fact that we have the internet now and we can do multiplayer online.
That sounds like a "not enough headsets" problem.
Also, that is like lamenting the lack of co-op split-screen games. Many games supported that mode back in the day, they don't anymore. Because people are either playing over the internet OR bringing their own consoles.
But I'd also say that FOV is really, really important. Right now the experience is just like putting a little TV on your face with an IMU. Immersion requires peripheral vision and spatial audio.
It helps to have at least two friends for that scenario. for Just one friend you're probably better off playing a non-vr game and trading the controller.
these days we're farther apart and one friend has a child so he's worried about covid. we play "ghosts" (Phasmophobia) once in a while.
in summary: 2 friends required (minimum) mirror the screen headphones off the ear
Both have headsets (used to be a cost issue, gradually getting solved) and play the same thing.
Or one has AR glasses and can peek into what the other is doing and communicate with them.
An internal camera captures the face under the headset and presents it on the outside with correct parallax (could be presented with AR or with auto stereo display), AI in the headset can tell when someone is wanting attention etc. and use other cameras with depth reconstruction or depth sensors to fade them into the VR player's world.
That would solve the problem the parent is stating.
Monthly membership. You go there to play, later to socialize at the "space bar" exchanging tales of lore with other like-minded people.
Flashback to 1995. I'm a 17 year old PFY invited to beta test a VR headset from a local company. My Uncle was an investor and I was technically savvy and the target market.
I had a copy of Descent that supported VR, and while it was a bit of a hassle to get setup, I got it working. The experience was incredible. After the first use I said to myself "this is the future". I had permission to test the headset for two weeks, and I wanted my friends to see it as well.
So I invited them over that weekend. And that's where the problem set in. When one person was using the headset, they were gone. You couldn't interact with them in any way. They might as well have been in a different room. Then I said to myself "this is not the future", and haven't touched VR since.
There is no amount of technology that can get over this problem. It's not about FOV or resolution or immersion. It's a social problem. If you live alone at home, and want to plugin then great. But if you live with someone, its distant, weird, and kinda creepy, to have the other person in a headset and unreachable.