>>717857208
>Why did it fail?
You have to wear a headset that gets damp from sweat and exhausting if you plan on playing anything more than half an hour.
You have to functionally disable all your senses to immerse yourself into a game which makes many people very uncomfortable. My mom can't even wear an eye mask or earbuds to sleep because it makes her feel uneasy about going to sleep, how do you think random people are going to feel wearing something that blocks their view and headphones or earbuds that block their hearing?
Space required to use it at all is impossible for some people, infeasible for others, or outright detrimental to their actual living spaces.
Cost is way too expensive. The good VR implementations (PSVR, PSVR2, and PC VR) all require something you're tethering the headset to to cover the performance of the thing that likely costs two to three times as much as the headset which itself costs almost as much as a brand new console.
Gameplay never gets past the "Tech demo" phase. Even with Sony actively trying to do so and some devs actually pushing for it like with Moss or Arkham Shadow for example it still feels like a tech demo despite not trying to be. It feels like it's a more immersive Wii a lot of times and while the freedom these games offer with grabbing objects and utilizing them in ways that feels natural ultimately feels limiting as well.

The biggest issue is that motion sickness is a major problem that they functionally cannot avoid. It took me around a month of forcing myself to play a game that made me motion sick 10-20 minutes every session where I had cold sweats, my hands were shaking, I had a massive headache, and I felt like I was going to pass out just for my body to get used to it. Sitting did nothing to fix the issue nor did standing, a fan blowing on me did nothing but make me feel like I had the chills from a fever rather than center my body like it's supposed to, and drinking drinks did nothing either.