4 ms·
I'm an indie developer, so limited perspective for sure. Focusing on games and the consumer market. The main issue I can see with VR is the same pattern that p
by throwaway3699 6y ago
I'm an indie developer, so limited perspective for sure. Focusing on games and the consumer market.
The main issue I can see with VR is the same pattern that played out in mainstream PC gaming -- where 20% of the market takes the vast majority of the market's dollars. That means that the VR market can sustain far far less companies, even though games cost more and are primarily developed by indies.
I'll bet Half-Life: Alyx and Beat Saber took in more than a third of all money spent on VR last year, whereas everyone else is left competing for scraps.
If you make or find a game studio that is breaking into that upper category then you may be in a very comfortable position for the riding future growth.
- avereveard 6y agovr is going to be an inherently smaller market not just for the cost of entry but because it's inherently hard to make it casual
- throwaway3699 6y agotbh, The Quest 2 selling like hotcakes as a portable Beat Saber machine makes me think otherwise. The same issues apply to regular consoles too.
- arduinomancer 6y agoI think that for VR: buyFactor = price / howGoodTheTechIs If either the denominator increases or the numerator decreases it could more popular in the future.