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?
The VR, AR and MR event series returns later this year as part of Pocket Gamer Connects San Francisco on 14th and 15th May 2018.