We’re all doomed.
As I see it, we don't have to see VR as something that has to be mainstream, necessarily. It's like we're putting that pressure on it: if it's not a total success that attracts all people, then it's a failure.Not doomed, but Sony definitely has more realistic expectations of VR and its role in the market. It's certainly not as rosy as even Sony's conservative estimates.
Now it will be interesting to see how they proceed with it.
Along the same lines, todays Dropped Frames roundtable talked about VR extensively for the first time in like half a year. All of them were massively into VR when it launched on PC, streaming VR on Twitch for multiple weeks, and some of them picked it up again when PSVR came out. One of them thinks PSVR is the best VR headset due to how easy it is to use, but hasn't seen anything released since Skyrim to make him want to use it again.
- Do what they should have done in the first place. Invest heavily into 1st party halo products for VR by tasking one of their premiere first party studios with making a compelling game for it.
- Not just short demo experiences.
- Not just tacked on VR side additions.
- Scale back investment and expectations until the technology matures more and see where things go on PC. Retry VR potentially with PS5 launch.
- Continue doing the same as they've been doing and hope for the best that eventually a 3rd party developer will make something compelling enough to make VR take off.
- Quietly drop it as they've done with previous accessories that haven't done well in the market.
But the 3 regular hosts hadn't touched VR in over a month. None of them has regularly used VR in quite a while. The guest on the show got them kind of interested in using VR again with, of all things, Beat Saber. A relatively simple but cool rhythm game. But they all know that even that wouldn't provide more than a few hours of entertainment and then it'd be back to collecting dust for their headsets for possible months.
That's pretty similar to what virtually everyone I know with a headset (some with multiple headsets) have been saying when asked about it. Where before some of them would invite people over to try sharing the experience with people and get more people to buy into VR, pretty every single one of them now tells people not to get into VR and to wait until the tech has matured and better games are released.
They all also agreed that the tech while showing tantalizing glimpses of what the future may hold for VR gaming, it's just not quite there yet. After experimenting with it for over 2 years now, I tend to agree. There's a lot of areas that need improvement before it becomes something that can succeed in the marketplace.
My gut feeling is that yet again the push for VR as a consumer device was too soon. OTOH, it's the chicken and egg problem, if it hadn't been pushed into the market, R&D into VR wouldn't be at nearly the level it is at now with component makers (that new LG panel, for example) and device makers. Software developers wouldn't be experimenting as much with what works and doesn't work, if a product hadn't been released into the market. Etc.
Growing pains. The big question is whether this potentially set back VR in the marketplace with consumers or will all of these early growing pains be easily forgotten once a competent VR solution finally hits the market with content compelling enough to keep consumers engaged.
It's pretty amazing that 2 years after VR was first pushed out to consumers, interest in VR now appears to be lower than it was 2 years ago. Or to think of it another way, general consumer interest in VR doesn't appear to have grown in any significant way outside of a curiosity on mobile devices. IE - lots of interest in trying it on mobile devices, but not much retention (continued use) on mobile devices outside of porn.
Regards,
SB
This makes no business sense. Why spend the sorts of investment that makes a GOW or HZD only to sell it to a tiny market versus the standard console one? Best you could hope for is for the big-ticket games to get VR, but then if the controls and gameplay won't work, they can't be done. The best they could do would be to make something like a Skyrim clone as that's been shown to work, works as a console game outside of VR, and has shown an appreciative audience in big selling Skyrim and Witcher titles.Do what they should have done in the first place. Invest heavily into 1st party halo products for VR by tasking one of their premiere first party studios with making a compelling game for it.
- Not just short demo experiences.
- Not just tacked on VR side additions.
It needs to be large enough that software gets made for it. If software doesn't get made, it'll die.As I see it, we don't have to see VR as something that has to be mainstream, necessarily. It's like we're putting that pressure on it: if it's not a total success that attracts all people, then it's a failure.
This makes no business sense. Why spend the sorts of investment that makes a GOW or HZD only to sell it to a tiny market versus the standard console one? Best you could hope for is for the big-ticket games to get VR, but then if the controls and gameplay won't work, they can't be done. The best they could do would be to make something like a Skyrim clone as that's been shown to work, works as a console game outside of VR, and has shown an appreciative audience in big selling Skyrim and Witcher titles.
This makes no business sense. Why spend the sorts of investment that makes a GOW or HZD only to sell it to a tiny market versus the standard console one? Best you could hope for is for the big-ticket games to get VR, but then if the controls and gameplay won't work, they can't be done. The best they could do would be to make something like a Skyrim clone as that's been shown to work, works as a console game outside of VR, and has shown an appreciative audience in big selling Skyrim and Witcher titles.
This seems to be a situation of a glass half empty or half full according to the observers perspective. One thing to keep in mind is that the wording of Sony's CEO discourse. He did not say that PSVR sales were disappointing. He said that VR market, as a whole, was growing below expectations. I still don't believe PSVR will end up like Vita.
Look, PSVR is now well on its way to be two years old and you still have Sony London Studio and Japan Studio working on VR titles (Blood & Truth and Astrobot). Where was Vita 1st party support two years from launch?? Pretty much dead.
Let's see what E3 is bringing, but the fact that Sony organised a pre E3 event exclusively for PSVR should tell you all you need to know about their commitment to it really. If they were planning to let it die, that would make no sense, just as they didn't for PS Vita.
But with a clear business reason not to, unless you (the company) genuinely thinks VR is going to be a Big Deal. Ploughing hundreds of millions into a new platform that will never get major traction is just burning money. It made sense to invest somewhat cautiously this far because no-one really knows how well VR games will play and whether people will take to them or not, because the market had never been tested. The results thus far are, I think, mixed enough that there's no clear reason to invest heavily and try to grow the market.It's that chicken and egg thing, no?
According to a poster on reddit, Sony had around 100 PSVR booths on their area in E3.. Plus all the other PSVR booths on publisher's areas (e.g. Bethesda). Almost 2 years later and support seems to be getting stronger, not weaker. This is no PSVita... At least for now.
I'm curious with the Psvr games buying rate. For me personally,, it's crazy. I just can't stop buying vr games.
If there's more like me,, even if Psvr hardware sales is still not as high as expected, it still bring healthy amount of money from games sold
It's that chicken and egg thing, no?
To get more people to buy into it, you have to provide a compelling reason for them to not only buy it but to continue using it.
The current model has gotten a fair bit of early adopters, but many of them have lost interest in the current state of VR because there's nothing to keep them engaged long term once the novelty of VR wears off. Obviously there are still passionate supporters of VR that enjoy their experiences, but rather than growing, that community appears to be shrinking.
Some of the most often stated reasons I've seen are.
The things I listed were options for what they may do. What is currently being done isn't working. Instead of the market growing, it appears the market is shrinking. As early adopters become disillusioned with the state of VR, there isn't an accompanying influx of new buyers interested in VR on the same scale as the early adopters.
- Short demo experiences.
- Tacked on side projects on games.
- Clunky attempts to make conventional games VR capable
- Short games with price tags associated with fuller game experiences
My list was just thinking of ways that Sony could approach this. #2, for example, was an alternative to #1. Instead of investing heavily in 1st party, perhaps just wait until the VR market is more mature and perhaps indie developers have discovered more ways to make VR compelling to more than a relatively small handful of people (in comparison to the larger gaming market). And if the state of VR has progressed significantly perhaps try again with PS5.
#3 vs. #1 is basically just Sony accepting that the market for VR is tiny and just letting it go as it is going. #4 is basically Sony deciding the that market for VR is too small for it to be profitable.
What we can see is that while VR has progressed in the 2 years (Oculus Rift released to consumers in Mar. 2016) since it was introduced to the market, it has progressed at a relative snails pace. Especially WRT to gaming experiences. It was hoped that PSVR would have a wider appeal and accelerate the process of advancement WRT to gaming experiences, but that hasn't really materialized either. Even without PSVR things like Skyrim VR would have happened anyway as Bethesda (according to them) started R&D into VR long before PSVR was announced and even before Oculus Rift started its Kickstarter campaign (2012). Sure we wouldn't have some of the Sony exclusive titles, but have they really pushed the state of VR gaming significantly?
Basically, yes, option 1 is certainly the riskier option, but with higher risk comes potentially higher rewards. Each of the following 3 points I made are economically more conservative and less risky than the first option. However, they also come with lower potential rewards for Sony.
For example, despite being a "worse gaming product" than VR, Kinect succeeded massively in comparison. Part of that is that Microsoft invested heavily into Kinect tasking one of the premier studios (Rare) with making Kinect games, investing heavily into marketing, etc. As we see it wasn't enough to sustain it or overcome some of the technical issues it had WRT to more "core" gaming experiences to sustain it. But the large investment up front by MS gave it a much better chance to succeed. Imagine how Kinect would have done if instead, MS decided to invest minimally and instead just hoped that 3rd parties would get consumers engaged in the product? Of course, that risk also came with some long term costs as it took Rare a fair bit of time to retool and return to making conventional games (previous management pushing them into making F2P games didn't help either).
Regards,
SB