V.R. in Gaming

V.R. in Gaming

What was praised and commended repeatedly at the start of the year, V.R. has become a minor player in the larger gaming industry. Originally, V.R. was depicted as the next stage in gaming, a revolution in the way gaming is thought of and played. Surprisingly enough, V.R. has not become the industry innovator that many had initially hyped it as. It appears that V.R. will end up suffering the same fate as that of motion controls and the eye toy. As of August 2016, the gaming streaming service steam calculated that roughly 0.18% of their users own a V.R. head set. A significant factor in this development is the price of any worthwhile V.R. set. An oculus Rift costs about $599(or €537), an HTC vive costs about €899.00 and PlayStation V.R. costs €399.99. Admittedly, PlayStation V.R. has yet to be released, however going off numbers based off the steam survey it is apparent that not as many people are willing to fork over so much money on an accessory that could turn out to be a part time gimmick, with a lack of content. Perhaps it is because consumers have been stuck by a similar product in the past, the Nintendo Wii. This console became one of the bestselling consoles of all time. You would be hard pressed to find an individual who did not own this machine. However its follow up console, the Nintendo Wii U failed in sales comparison both with its predecessor and with its contemporary consoles; the PS4 and Xbox One. The main selling point of the Wii was its “innovative” motion controller gimmick. It appealed to the casual gamers, hence why it sales skyrocketed. However, the Wii lacked the same amount of content that was readily available on other consoles of the same generation, and it was due to this lack of content, people didn’t return to buy the Wii U. Perhaps it’s because of this past event that people have become more wary of the gaming accessories they buy. Currently the main time of games available on V.R.s are scenario games. These games often lack the replay ability of other games, being one note in design. It’s perhaps the lack of innovative, new and worthwhile content that is currently holding back the V.R. . Currently it appears that players prefer to play their games in third person.

References:

http://store.steampowered.com/hwsurvey

http://www.vive.com/eu/product/

https://www.gamestop.ie/PlayStation%204/Games/46341

https://www.statista.com/statistics/268966/total-number-of-game-consoles-sold-worldwide-by-console-type/

https://shop.oculus.com/en-us/cart/

http://vrgamesfor.com/list/

admin

Leave your message

css.php