3 ms·
The problem I think, is how many people will actually pay that money to be "blown away" one time, and how many people will pay to be "blown away" multiple times
by rqs 9y ago
The problem I think, is how many people will actually pay that money to be "blown away" one time, and how many people will pay to be "blown away" multiple times after.
We had few "VR experience center"s in our little city, they were popular when they just opened, but now most of it are closed.
So, I think "blown away" is not enough, usefulness is important.
- bsimpson 9y agoI remember playing a VR game at a mall kiosk in the 90s. I realize that the component miniaturization that came along with mobile phones has huge ramifications for the cost and quality of VR, but it's not like there haven't been people thinking about VR content for 25 years. Maybe the barrier to entry for VR hardware is low enough now that some small team will invent something that makes it a must-have, but I remain as skeptical now as I was when Oculus first hit the hype train. I haven't really used an Oculus or a Vive, so I hope this isn't coming from a place of abundant ignorance, but VR just feels like hype feeding hype. I haven't heard a VR concept that justifies it yet. The only one I even want to try is Tilt Brush.
- andybak 9y ago> I haven't really used an Oculus or a Vive, so I hope this isn't coming from a place of abundant ignorance, There's only one way to find out. I'm over a year into VR ownership and it still fascinates me.
- andybak 9y ago"usefulness" feels like a very limiting word. If (as I suspect) VR will become a new creative medium then it's an odd word to pick. Are movies and symphonies "useful"? I'd prefer to use words along the lines of "inspring", "enchanting", "compelling" if we're going to discuss the potential of VR. (I'm not belittling the large number of practical applications of VR in healthcare, training, education and content creation - but I don't think they will drive mainstream adoption in the way that creative, immersive applications could)
- marcodave 9y ago> VR will become a new creative medium [...]. Are movies and symphonies "useful"? Watch out when comparing current typical art mediums with VR, a technology still in the property of a 2-3 big tech companies, paired with countless patents, and which costs hundreds of dollars, not including the top gaming rig that you also need to have. Currently, if you want to convey a message, or exprime yourself creatively: - via music, you can buy any kind of instrument off the shelf. - via movies, you can just start with a $200 camcorder and record stuff. In both cases, consuption can be done with any device compatible with the digital format. right now it's not possible with VR, at the state of things.