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Where gaming will ended up with in the future, VR/AR or Cloud gaming ?

Forums - Gaming Discussion - Where gaming will ended up with in the future, VR/AR or Cloud gaming ?

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What is the future of gaming

VR/AR 5 22.73%
 
Cloud 5 22.73%
 
Both 8 36.36%
 
Mobile 1 4.55%
 
No future for gaming, it's a waste of time 3 13.64%
 
Total:22

The future of gaming is as broad as gaming itself. Gaming is everything real in digital form, and as that is the case, gaming will continue to expand to be more accessible to all.

The future of gaming will be on all devices, local, cloud, flat screen, VR, AR, and more in the future.

The possibilities with gaming and devices are almost limitless. That is what makes gaming such an incredible medium. Anything you can imagine can be created in gaming through Hardware and Software.



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Azzanation said:
VR will take over gaming. It will get to the point where big AAA games will take full advantage of VR and there wont be going back.

Cloud gaming will be first than VR.

Wow, I actually agree with you for once lol.



VR will be a fun niche - Cloud gaming will have a non-trivial marketshare.



I don't see any huge changes in the status quo for quite some time.

There is still too much demand for physical console games for them to go away any time soon, and the drawbacks for streaming are simply too obvious for it to ever replace physical copies and/or digital downloads. A recent survey from Nielsen showed that a large majority of console gamers (about two-thirds IIRC) still preferred physical to any kind of digital. I've discussed my opinions on digital and streaming at length elsewhere on this site, so I won't reiterate myself. If you've seen my previous posts on the subject, you know where I stand.

As for VR, it will have its niche, but I doubt it will ever be the norm. After nearly 30 years of seeing VR hyped up as "the future," I've grown more than a little skeptical. PSVR has an attach rate to the PS4 of less than 5%, showing that it is far from being considered a must-have mass market peripheral. Any sort of hardware innovation that has remained a permanent fixture in video gaming has met at least one of the following three criteria: A) It offered a substantial qualitative improvement to game design in general, B) it offered a substantial qualitative improvement over some previous accessory that was similar, or C) it was borne out of pure practical necessity. In many cases, the innovations that have stood the test of time and become standards combined "C" with either "A" and/or "B."

Gamepads had D-pads added because those were generally easier to use and less obtrusive than bulky joysticks or dials, then they had more buttons added because it was necessary to facilitate more complex gameplay (imagine trying to play Street Fighter 2 with only two buttons), and then they had analog sticks added to better facilitate moving your player character around in 3D games (the original PS1 controller's lack of analog sticks is arguably why we had clumsy control schemes like tank controls for earlier 3D games on the system), and then they had rumble/force-feedback/haptic tech added, which when done correctly can offer useful feedback to players (such as sustaining damage in a shooter, or feeling the heavy footsteps of an unseen large enemy). Memory cards were necessary when discs became the standard as battery back-up was no longer an option, and memory cards were in turn replaced with hard drives as the the default storage method (though portable storage has continued to exist). Online was a natural extension of old local multiplayer and co-op, but far more convenient as it doesn't require setting up a specific time with a group of IRL friends, potentially having one or more of them cancel and having to lug around systems, controllers, and games, plus with online you aren't just limited to your IRL friends, thus allowing a greater pool of players to play with. While local play has its charm, and nothing beats playing with people you actually know in the same place, maybe even having pizza or whatever during downtime, the advantages of online connectivity for multiplayer games cannot be discounted. All of these innovations have been indispensable for moving the medium forward (I predict that solid-state drives on the PS5 and Scarlett will end up falling under this category due to the significant practical benefits).

Meanwhile, other innovations never stood the test of time. Motion controls had limited applications and did not offer any substantial qualitative benefits for general video gaming over a standard gamepad; there were many Wii games with forced waggle existing where a simple button press would have been preferable. Motion controls have been almost entirely abandoned on Xbox and PlayStation since very early this generation (Kinect, despite a brief but large period of popularity on the 360, was already dead on arrival when the XBO was released), and have only a token presence on the Switch. Dual-screen tech likewise proved to have limited staying power; it did not help the Wii U out, and Nintendo did not pursue it with the Switch, the elderly 3DS being the last vestige of the technology. And speaking of the 3DS, 3D tech has fizzled out. At the start of this decade there was a resurgence in interest in 3D, both with and without glasses, in video gaming, movies, and TV, but that interest has rapidly waned as the decade progressed. Now 3D is dead in video gaming and TV/home video, and is steadily losing ground to 2D in cinemas. 3D was purely a novelty.

So, does VR really move the industry forward by improving video gaming in a meaningful, qualitative way that would be considered an indispensable necessity, or is it just another novelty that will wane with time? I tend to think it's the latter. The headsets are expensive. If you want to have a local play session, you need multiple headsets. There are still health concerns. They seem like they have limited applications for gameplay. Many VR games also implement motion controls, which as mentioned have demonstrated that they are not objectively better than conventional gamepad controls. Finally, it's arguable that VR's appeal is its "wow!" factor, and that it doesn't offer any meaningful practical improvements to gaming as a medium.

Given that VR has been around for decades and they're still trying to iron out all the kinks, and given how no company has yet to demonstrate that it is indispensable for moving the medium forward, I doubt that it will be the future of gaming, at least not anytime within the next 10-20 years. Maybe if they ever get to full "deep-dive" stuff like we see in science fiction. But I doubt what we have now is going to cut it.



Shadow1980 said:

Given that VR has been around for decades and they're still trying to iron out all the kinks, and given how no company has yet to demonstrate that it is indispensable for moving the medium forward, I doubt that it will be the future of gaming, at least not anytime within the next 10-20 years. Maybe if they ever get to full "deep-dive" stuff like we see in science fiction. But I doubt what we have now is going to cut it.

There was lot of hype around VR in this incarnation, and actually, while it has not exploded as some predicted and hoped, it has some degree of success.

But overall, I agree, even in some near(-ish) future with advanced sets (that is, without cords, with 200-210 degree horizontal FOV, 4K per eye resolution, eye tracking and foveated rendering and better controllers like Valve Index) hitting mass market price bracket ($399) I don't see VR replacing classic gaming - while even quite average games are vastly better in VR, conformt of sitting down and playing, in addition to not needing a lot of space to move around is not to be forgotten and undeestimated, no matter how good VR set is.

But, eventually, in some not so distant future, we will get neural VR - direct to brain injection of image, sound and all other senses - and, IMO, that would not only be huge, but will replace almost all type of gaming.



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I'd say VR, AR and Cloud gaming will stay niche, at least in the foreseeable future. Mobile is huge and will stay that way.

In short, no big changes incoming anytime soon. Only thing I'm seeing is a resurgence of PC gaming, but apart from that, nothing really new, really.



I think VR and classic gaming will continue to coexist in the future.

Virtual Reality will be the standard way of playing first-person experiences of any kind, in about 5-10 years any AAA developer will make first-person games ONLY in VR, games like Call of Duty, GTA, Doom, Half-Life, Fortnite (any Battle-Royal in general) and also first-person RPGs, Survival Horrors (Resident Evil etc) and Racing games (Forza, Gran Turismo etc). VR is simply the best way of playing these type of games, it's the natural evolution of 3d gaming, as they require full immersion of the player in a 3d environment.
Of course, VR technology needs to improve and become cheaper for the mass market (PSVR2).

Classic gaming on consoles, PCs and mobile will still be available for everyone who like to play classic genres like side-scrollers (platforms, 2d shooters), classic beat'em up, strategy games, puzzle games and third-person games in general (2d or 3d).

As for streaming, it may (or may not) become the standard tech to deliver games to classic consoles or VR headsets.. in the end, it's just a way to receive a game on a device.

Last edited by JimmyFantasy - on 29 November 2019

VR is nothing but an in-between step to the holo deck and lifelike robots, so VR is never gonna be the future.

Cloud gaming might have a chance to be part of the industry in the future, though it does have a certain audience issue, namely that there almost is none. We will have to see how gaming and hardware will develop in the next decade or two. It all depends on what kind of games will be popular and how good internet speeds and device power can keep up. Technically we have been doing "cloud gaming" for years now by having local clients that get most of the important data from the cloud, that's why we already have lag in games. I don't really like the term. It should be called "game streaming".

Game streaming like Stadia does it will only be viable in the future if internet connections can't keep up with ever growing game data sizes, hence making on demand gaming appealing, or if hardware improvements can't keep up with game demands.



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Moren said:
VR will be a fun niche - Cloud gaming will have a non-trivial marketshare.

I think the hardcore will stick with local run hardware.

Where Cloud Gameing has a shot of really getting people, is the casuals that maybe buy 1 or 2 sports games + Cod, doesnt care about abit extra input delay, and would enjoy playing on their phones. The problem is currently, thats being kept for every comeing to pass by internet providers.



Cloud Gaming will take over by 2030.



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