> Honestly no one really cares about VR that’s the problem.
For some values of "no one". VR has been hanging on quite nicely despite repeated reports of it's demise. The problem is that some industry people keep expecting it to be iPhone huge and it's never going to be iPhone huge.
So - the truth is somewhere inbetween "no one" and "every one". Something above "niche" but below "mass market".
Virtual reality has been too abused. Is introduced typically a humorous home video when people is startled, hits some furniture with their fists or jumps over it, and unavoidably broke the very expensive TV in the wall.
Is shown as a room disaster, much more funny for the people watching the player than for the player itself.
And the people still wonder why people is not playing it in mass when you are mocking your own target? This is not how you sell a product.
Maybe stopping the "need for jumpscare to show how awesome is our game" would help. Dunno. Maybe just making the game aware of he surrounding would help (This big square is the limit, if the player walks next the frontier show a warning or made it take one step back).
For some values of "no one". VR has been hanging on quite nicely despite repeated reports of it's demise. The problem is that some industry people keep expecting it to be iPhone huge and it's never going to be iPhone huge.
So - the truth is somewhere inbetween "no one" and "every one". Something above "niche" but below "mass market".