>>714667024When Occulus started, the whole plan was to make VR affordable to maximize the potential market for VR software and have it as a standard accesory to gaming in general, with focus on affordability and user control.
Then Facebook bought it and started a crusade that VR should be expensive as fuck, corporate controlled and the affordable version (Quest) half assed at best.
The result was, of course, an extremely small userbase and therefore potential market, aswell as the fact that the affordable version could not handle demanding games.
So now, there is no reason for most companies to make proper VR games because there's no market for them, and all you're left with is "VR experiences", VR chat and a literal handful of actually decent games.
If I had to give my 2 cents, I'd say the major flaw here was trying to alineate the VR games from regular ones. Compare VR headsets to dedicated hardware for racing games. A proper setup can cost thousands of dollars between seats, driving wheels, pedals and all that stuff, but the important part is that the game's yu play can also be played without it, so the dedicated user can go for it, the casual one can play with a controller. Instead, many games opted for having a "VR edition" at best that you had to pay besides the og one, meaning that VR is a closet market you gotta invest besides reguglar one. That dwarves the potential costumers you can have, and makes a lot of people who could afford VR not go for it because there's nothing to play it on.
I really wish VR took off because so many genres can benefit from it, but trying to maximize profits on a starting market is dumb as fuck.