There’s one simple way to do it: stop milking it with ludicrous prices that make it inaccessible for the average consumer and stop trying to corner each implementation with your own proprietary closed market that becomes worthless when it goes down because all of your digital purchases were “digital subscription options”. The problem with VR is that it now has a place in the market but one that is basically limited to a luxury market, and as such it will only include self enclosed ecosystems of novelty implementations that appeal largely to whales. It is basically an example of the hellhole the PC landscape would have been if governments back then had been as lax with bad consumer practices as they are now.
I also get the feeling the VR market started out a lot like the mobile gaming market in that mba business majors who have zero ability or to desire to make genuinely artistic and compelling experiences choked out any other kind of person being in leadership positions in the industry.
Similar to mobile gaming the rush of business majors who “think” they know how to transform vr gaming when they don’t know the first thing about game development and have never bothered to pursue a creative venture in their life that wasn’t just a thinly veiled scheme to scam other people out of their money has severly stunted the growth of the vr industry indefinitely as it did the mobile gaming market.
The very structure of the largest companies in VR (besides perhaps valve) precludes the possibility of any actual artists and developers with a vision getting into positions of power in these companies and even if they do, they are never actually listened to or you wouldn’t get embarassingly empty visions of VR like “the metaverse”.
VR, like mobile gaming cannot be understood as an out growth of the traditional gaming world, rather VR in particular must be understood as a market constructed by non-experts who didn’t give a shit about learning gaming development or how to create compelling fantasy worlds because the objective was always to be a digital landlord speculating and monetizing on an ownership of large swathes of digital communities that artists showed up and made into actual spaces people desired to be (artists are an unpaid detail though, that kind of fluff is easy, an AI could do it and besides it is fun for them!).
Unfortunately for VR fans I don’t think the industry will take any significant strides until those kinds of people are kicked out of the boardrooms of VR companies and I don’t see that happening.
Definitely besides valve, they didn’t lose their mojo as gamedevs. In fact valve is what happens when gamedevs have too much money: Too few fucking games.
There’s one simple way to do it: stop milking it with ludicrous prices that make it inaccessible for the average consumer and stop trying to corner each implementation with your own proprietary closed market that becomes worthless when it goes down because all of your digital purchases were “digital subscription options”. The problem with VR is that it now has a place in the market but one that is basically limited to a luxury market, and as such it will only include self enclosed ecosystems of novelty implementations that appeal largely to whales. It is basically an example of the hellhole the PC landscape would have been if governments back then had been as lax with bad consumer practices as they are now.
I also get the feeling the VR market started out a lot like the mobile gaming market in that mba business majors who have zero ability or to desire to make genuinely artistic and compelling experiences choked out any other kind of person being in leadership positions in the industry.
Similar to mobile gaming the rush of business majors who “think” they know how to transform vr gaming when they don’t know the first thing about game development and have never bothered to pursue a creative venture in their life that wasn’t just a thinly veiled scheme to scam other people out of their money has severly stunted the growth of the vr industry indefinitely as it did the mobile gaming market.
The very structure of the largest companies in VR (besides perhaps valve) precludes the possibility of any actual artists and developers with a vision getting into positions of power in these companies and even if they do, they are never actually listened to or you wouldn’t get embarassingly empty visions of VR like “the metaverse”.
VR, like mobile gaming cannot be understood as an out growth of the traditional gaming world, rather VR in particular must be understood as a market constructed by non-experts who didn’t give a shit about learning gaming development or how to create compelling fantasy worlds because the objective was always to be a digital landlord speculating and monetizing on an ownership of large swathes of digital communities that artists showed up and made into actual spaces people desired to be (artists are an unpaid detail though, that kind of fluff is easy, an AI could do it and besides it is fun for them!).
Unfortunately for VR fans I don’t think the industry will take any significant strides until those kinds of people are kicked out of the boardrooms of VR companies and I don’t see that happening.
Definitely besides valve, they didn’t lose their mojo as gamedevs. In fact valve is what happens when gamedevs have too much money: Too few fucking games.