High Stakes for Virtual Reality


Virtual Reality is ... well, real. The last year has seen the launch of every major VR platform, from high-quality tethered systems like HTC’s Vive and Facebook’s Oculus Rift, through to cheap-and-cheerful smartphone-based platforms like Google’s Daydream and Samsung’s Gear VR.
The early adopters have bought in, the launch games have been launched, and now that the initial flurry of excitement has died down, the more pressing questions are left: how will the platforms evolve? What will you actually be able to do with them? And is VR just a stepping stone anyway, to the even more science-fiction future of augmented reality tech?
At its inception, VR is unquestionably a gaming technology first and foremost. The most expensive and technologically advanced systems have an almost total focus on serving the hardcore gamer market. Even the simpler systems, which lack the pixel-pushing power necessary to satisfy modern players, still end up with a preponderance of games and game-like projects, because that’s what’s easiest to build with the tools available.
So the number one priority for the titans of VR is to carry on winning round game developers and players to prevent the juggernaut from stalling. But if the experiences of the first wave of early adopters is anything to go by, that could prove trickier than it seems.
Right now, the pressures of AAA games seem inimical to those of VR. Games for the hardcore niche of the market are often designed and sold around having durations in the hundreds of hours, with an individual gaming session often lasting three to four hours. In VR, as the devices work today, such heavy use becomes physically punishing: painful for the eyes, face, head and neck, as well as emphatically warned against by the manufacturers.
So instead, many of the highest profile games at launch are designed for quick, powerful experiences. CCP’s Eve Valkyrie and Guerrilla’s RIGS both pack intense multiplayer battles into matches lasting at most five minutes, Rebellion’s Battlezone does the same with single-player tank battles, and even more story focused games like Gunfire’s Chronos and Insomniac’s Edge of Nowhere make it fairly easy to jump in and out of the game.
In the absence of the life-consuming behemoths which constitute gaming for a large number of fans, VR development has instead been colonised by quirkier games, often made by smaller studios with lower budgets who can survive by selling games at a cut price to the comparatively small install base of VR devices.

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