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Forums - Gaming - Extra Credits takes on Virtual Reality

Someone needs to come a long with a good VR arcade concept, although I still think we have to wait a number of years for the tech to catch up to VRs potential



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If it's not meant to be then it's not meant to be. But I believe that even if it does not become the big mainstream hit, it will be big enough to provide enough content for the people who do enjoy it.



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Even if VR doesn't really take off, the hype itself will create a positive buzz for Microsoft and Sony since a lot of their audience believe in its potential.



Basically points we already know. VR needs software to get buyers but we need an install base for developers to support it.
With over 100 games that will support PSVR it will have a good platform to build from.
I don't think shoehorning in VR into non-VR games will cheapen the experience and in theory should be relatively easy to do. For instance vr in gt, project cars and DriveClub will still be pretty cool and easy to easyish to implement without pumping to much money into it. Shooting games might be a little harder but still developers should be able to implement a good vr experience with a small budget.



SWORDF1SH said:
Basically points we already know. Motion control needs software to get buyers but we need an install base for developers to support it.
With over 100 games that will support Move it will have a good platform to build from.
I don't think shoehorning in PSMove into non-motion games will cheapen the experience and in theory should be relatively easy to do. For instance Move in gt, project cars and DriveClub will still be pretty cool and easy to easyish to implement without pumping to much money into it. Shooting games might be a little harder but still developers should be able to implement a good motion control experience with a small budget.

I edited your comment seriously; there's no intent of trolling here. My point is that these same arguments we've heard before work incredibly well with Sony's past products. I could even use the phrase "Vita" and to an extent it'd work. I'd have to change the listed games of course but I was lazy and didn't change them above either. 

 

Whether you want to believe VR is gonna happen or not this go around, you can't assume that it'll work if all we're getting is promises and assumptions that because it's probably easy to shoehorn in it will be received well. I still remember Kevin Butler at E3 2010, six months before the Move launch, when he gave that fantastic speech about gaming. Remember how many games he directly referenced there? One, and it was Sports Champions. Six months before launch and we had one big title and a bunch of questionably compatible ones. We're supposedly close to a PSVR release date and we've had not a single key title, but rather a number of titles in development, many of which are shoehorned just as you describe. I have no doubts those titles will work; PS Move had a bunch of games that worked well with shoehorned compatability. I have big concerns about how Sony is going about this. They're notoriously bad at dual-platform support - look at the PSP to an extent, but more so PS Move, Wonderbook (lol), the Vita, etc. - and they've shown a willingness to abandon ship before it's even been hit both with a dozen different PS3 games and the Vita/Move as a whole.

 

I love me some Sony - again this is all coming from love - but I cannot see PSVR working for them without No Man's Sky as an exclusive selling point. Even then it's iffy but they know they need a killer app - it's been really good fortune and marketing that they've done this well with the PS4 without some huge broad-audience killer apps - but that same crowd of fans old and new alike now know that Sony's been slow on the uptake lately. Some may be hesitant because it seems like they pulled resources from PS4 titles or something to work on VR just as they did for some Vita games, some may just want Uncharted 4 by now dammit, et alia res, but a several hundred dollar add-on to a decently-supported console isn't going to fly off shelves unless there's a HUGE Minecraft-level revolution to push it.

 

I see this ending for Sony only two ways: Silently killing it off around late 2017 with only one generation of PSVR headsets, and letting support trickle out and die before (or even after) announcing the PS5 or their next venture; or pushing PC compatability and silently pushing it toward that realm while they prepare the PS5 or whatever comes next. There is no room for success here in my eyes, unless No Man's Sky creates a miracle, or they GREATLY hype up something in this build-up period that can act as the killer app until they get one - or the price is WELL below what is estimated and it ends up accessible to more than just the small crowd of huge gaming enthusiasts. 

 

Anyway I'm rambling again, as I do in these VR threads. My point is that VR simply can't work well for Sony with their current tried-and-true model. Oculus is a different story but even then I think the hardware simply isn't there at a cost that people are willing to pay for a working rig. 



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DivinePaladin said:
-snip-

But I'm not saying PSVR will be successful, but in my opinion they are going about it the right way. They have the software all they need is a good price for the hardware.

You can run some parellels with Move but Move simple didn't have compelling software and that's why it failed. I have the Move and I think the games I have for it are Sports Champions and Sports Champions 2. PSVR is a different beast altogether, there is already over a dozen games that I know that are in development that I want. The software developed for it is more for the mature audience while the Move was aimed at a younger audience. Check out the software for move and see the amount of kid/party and dancing/fitness games make up the short list. So more software support  for games that we actually want to play aimed at gamers while Move was aimed at casual gamers. That is 2 major points that already make it a far more compelling purchase than the move. Then we have companies that will make games that will work for both OR and PSVR. Both OR and PSVR together make a bigger install base for developers to develop for VR. Again that's another advantage over Move.

Then of course we have the price to look forward to. They claim they will probably lose out on each PSVR sold to have a more appealing price so I'm hoping for around $400 for the basic kit without move. This won't move millions in it's first year and probably nor do Sony expect it to. Can they get the price down quick enough to prevent a stagnant adoption rate and keep developers developing? Who knows?!? But is't an hurdle similar to what most new tech will have to overcome. Will it be a success? Maybe not, but i'm intereted enough in it now to be an early adopter which of course will always carry risks.

Although you are right on a lot of things, you are far to pessimistic. You are making the argument between PSVR and Move to black and right. There are just more factors to it that "hey they are both PlayStation Peripherals".

List of game we already know;

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Title Genre(s) Developer(s) Publisher(s)
100ft Robot Golf No Goblin No Goblin
Ace Combat 7 Combat flight simulator Project Aces Bandai Namco Ent
Albino Lullaby Horror Ape Law
The Apollo 11 VR Experience Simulation David Whelan
Atom Universe Theme park Atom Republic
Adrift Interactive fiction Three One Zero
Ark: Survival Evolved Action-adventure Studio Wildcard
The Assembly nDreams
Battlezone Vehicular combat Rebellion Developments
Bebylon Battle Royale Brawler Kite & Lightning
Chernobyl VR Project Adventure The Farm 51
Classroom Aquatic Sunken Places
Crystal Rift Dungeon crawler Psytec Games
Cult County Renegade Kid
Cyber Danganronpa VR Spike Chunsoft Spike Chunsoft
Dead Secret Horror Robot Invader
Distance Racer Refract Studios
Eagle Flight Ubisoft Ubisoft
Earthlight Opaque Media Opaque Media
Eclipse First-person adventure White Elk Studios White Elk Studios
Eve: Valkyrie Space shooter CCP Games
Fated Action-adventure Frima Frima
Final Fantasy XIV Role-playing Square Enix
Futuridium VR Shoot 'em up MixedBag Games
The Gallery: Six Elements First-person adv Cloudhead Games
Get Even First-person shooter The Farm 51 Bandai Namco Ent
GNOG Puzzle KO-OP
Godling First-person adv Solfar Studios
Golem Highwire Games Highwire Games
Gran Turismo Sport Sim racing Polyphony Digital Sony Computer Ent
Harmonix Music VR Music, rhythm Harmonix Music Systems
Headmaster Football Frame Interactive
The Hum: Abductions Horror, sci-fi Totwise Studios
Hyper Void Space-shooter IN|Framez Technology
Job Simulator Simulation Owlchemy Labs Owlchemy Labs
Joysound VR Music Sony Computer Ent
Keep Talking and Nobody Explodes Puzzle Steel Crate
Loading Human Adventure Untold Games
The London Heist Action SCE London Studio Sony Computer Ent
Megaton Rainfall Action-adventure Alfonso del Cerro Pentadimensional Games
Mind: Path to Thalamus Carlos Coronado
The Music Room Music Chroma Coda Chroma Coda
Mind: Path to Thalamus Carlos Coronado
The Modern Zombie Taxi Co. Vitei Backroom Sony Computer Ent
Mortal Blitz VR First-person shooter Skonec Ent
Nighttime Terror 2 Shooter VR Bits
Omega Agent Action Fireproof Games
Paranormal Activity VR Horror VRwerx
Playroom VR Mini-games Sony Computer Ent Sony Computer Ent
Pollen Sci-fi Mindfield Games
Project CARS Racing Slightly Mad Studios
Psychonauts in the Rhombus of Ruin Double Fine Productions
Q.U.B.E. ² Puzzle Toxic Games
Rez Infinite Rail shooter, music Enhance Games Enhance Games
RIGS Shooter Guerrilla Cambridge Sony Computer Ent
Robinson: The Journey Action-adv Crytek Crytek
Shadow of the Beast Action-adv, platform Heavy Spectrum Ent Labs Sony Computer Ent
Snow Sport Poppermost Productions Poppermost Productions
Summer Lesson Simulation Bandai Namco Games
SuperHyperCube Puzzle Kokoromi
Surgeon Simulator Simulation Bossa Studios
Synthesis Universe Maze Olivier JT
Tekken 7 Fighting Bandai Namco Ent Bandai Namco Ent
Thunderbird Adventure, puzzle Innervision Games
Trackmania Turbo Racing Ubisoft Nadeo
Until Dawn: Rush of Blood Survival horror Supermassive Games Sony Computer Ent
Untitled Beatshapers project TBA Beatshapers
Untitled Just Add Water project TBA Just Add Water
Vanguard V Action Zero Transform
Vector 36 Racing Red River Studio Red River Studio
VizionEck Adventure, shooter VizionEck
Volume: Coda Puzzle Mike Bithell Games Mike Bithell Games
War Thunder Action, MMO Gaijin Entertainment
Wayward Sky Adventure, puzzle Uber Entertainment
White Day: A Labyrinth Named School Survival horror ROI Games
World of Diving Simulation Vertigo Games
World War Toons First-person shooter Reload Studio
Xing: The Land Beyond Puzzle White Lotus Int White Lotus Int


Shadow1980 said:

Personally, I've seen VR periodically hyped up every few years since at least the early 90s. Granted, the tech has improved massively over the past 25 years, but I'm skeptical that VR will ever have any kind of mainstream success.

The great thing about that often-read prediction is: Since it's completely vague and one is not talking numbers, in retrospect one can always claim that the prediction was correct.

No matter if VR device sales turn out to be 100k, 1 million, 10million oder 100million over the next few years.



DivinePaladin said:
SWORDF1SH said:
Basically points we already know. Motion control needs software to get buyers but we need an install base for developers to support it.
With over 100 games that will support Move it will have a good platform to build from.
I don't think shoehorning in PSMove into non-motion games will cheapen the experience and in theory should be relatively easy to do. For instance Move in gt, project cars and DriveClub will still be pretty cool and easy to easyish to implement without pumping to much money into it. Shooting games might be a little harder but still developers should be able to implement a good motion control experience with a small budget.

 

VR will eventually be synonymous with gaming and other mediums. That's inevitable, it's just a matter of when.





I mean, I agree that there are hurdles that VR still needs to cross, but this video doesn't really add anything new to the conversation.

Yeah, we know that launching a new system requires a catalog of games and a userbase to buy them. The difference between VR things like motion controls is that developers are excited about VR. Plenty of people bought Kinect for instance, but there still weren't good games for it. Largely because it was a bad way to make and play games.

VR is different.



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