As someone whose VR headset has been collecting dust for a year, I think the key is movement. Moving in VR just sucks. Either you teleport around which is disorienting or you slide with a stick which is nauseating. All my favorite VR experiences didn't require me to move further than my play area. If someone comes up with a cheap omnidirectional treadmill or something just as good it'll blow the market wide open. Until then, almost everything is more fun on a normal screen than in VR.
I found seated "sims" or games like Elite were fine for me, but anything that tried to replicate the FPS-style running around was a no-go. I guess it's even better in those arcade-style setups with moving seats to help replicate the feeling of movement and position seen with the eyes, but that's even more complicated than treadmills and such.
I think that for VR, the trick is to stick to experiences where your POV matches your meat-space position. Trying to shoehorn the conventions of flat-panel games into 3d VR either requires a lot of increasingly complex sim stuff or is just always gonna give you that mismatch between what you see and what you feel.
In that sense, I agree that AR is probably a lot more doable if you intend to be walking/running around.