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KBG29 said:
Conina said:
Added feature in the first years, the rest depends on acceptance.

Analog sticks and shoulder buttons also were added features in their first years until the usage of them became dominant compared to the usage of digi-pads and thumb buttons (mainly because in many developing genres a good control of the "camera" became very important).

Online multiplayer also was an added feature in its first years until it became more and more important for a lot of gamers.

Yeah we are in the early years. It happens with every new product.

Cars - Who needs this monstrosity, my horse and ox have got my family where we needed to go for generations.

TV - Books and Radio offer a deeper expereince. TV leaves nothing to the imagination.

Smartphones - A Phone is for making Phone Calls. We don't need to etc. on a phone. 

You would think people would addapt more quickly as time goes on, but we just rinse and repeat the same slow adoption of new products.

These examples are completely nonsensical. The first cars were smaller than horse-drawn carriages. Secondly, TVs never offered less of an experience than radio or books, ever. Smartphones were an instant hit amongst business people. Research in Motion was one of the biggest electronics companies in the world in the late 90's/early 2000's because they gave people a means of accessing emails anywhere. As soon as texting became a thing, and people realized that smart phones made communication with others extremely easy, they sold themselves.

Meanwhile VR has been "in the early years" for THREE DECADES! How much longer must time go by before VR is no longer "in the early years"? All of your examples saw adaption rates reach astronomical levels as soon as the price came down to make it affordable for the average person. VR is already affordable for the average person.