Beyond The Spectacle – What Does It Need For VR To Take Off?
Jan Wagner, Co-Founder at Black Cell, delivers an XR Trends session at XR Connects London 2018.
VR has slipped into the valley of disappointment for many. And while everyone still expects great things from it, the installed base, the controls, the pricing and the use cases are just not there yet, we hear.
In the console space there is a simple truth: Software drives hardware. But with VR it appears to be the other way around – hardware development creates a platform that nobody is really sure how to fill and the solution is assumed to be cheaper or better hardware.
But what if the software is the porblem? What if games need to move away from relying on the ‘spectacle’ of virtual space, which wears off after a while and towards creating VR only games that provide a unique experience (other than motion sickness)? Creators could be looking at innovating elements such as playspace, user guidance and spatial narrative to work with the power and limitations of VR and create games that are not simply 360 degree versions of existing ones.
What kind of games will emerge as VR matures? What is genuinely better about VR games other than being more immersive? What kinds of games are needed to sustain the platform? The session is not pretending to be able to answer all these questions, but rather identify areas which need to be rethought and initiate a discussion around them.
Takeaway: What kind of VR games need to be created to mature the market?
Patrick O’Luanaigh, CEO at nDreams, delivers an XR Trends session at XR Connects London 2018.
A detailed look at the burgeoning VR eSports market, along with some design thought, analysis of early VR eSports titles and some well researched future gazing. I’ll discuss why this combination is likely to be a huge commercial opportunity in the future and how developers can get into it.
Martin de Ronde, Creative Director at Force Field VR, delivers an XR Trends session at XR Connects London 2018.
Over the past year, some people have declared VR a dead on arrival technology. Huge expectations were not met with, giving rise to pessimism surrounding the new technology that was poised to change everything.
In this talk, Martin de Ronde will give his witness account of these first years of VR, as his company Force Field worked in the eye of the proverbial storm from day one.
This account will highlight the mistakes made by different actors on the VR stage, the huge potential that still remains and how he feels the market will shape up following the perceived failure of VR to deliver.
Steve is an award-winning editor and copywriter with nearly 25 years’ experience specialising in consumer technology and video games. He was part of a BAFTA nominated developer studio. In addition to editing TheVirtualReport.biz, Steve contributes to BeyondGames.biz, PocketGamer.biz, PCGamesInsider.biz and BlockchainGamer.biz, as well as creating marketing content for a range of SMEs and agencies.