Is the VR Industry Ready for a Groundbreaking Experience?
The question of what it will take for Virtual Reality (VR) to expand beyond its current niche and become a major commercial force in the gaming industry is a complex one. Since Oculus launched the current VR market a decade ago, there has been steady progress in both hardware and software, but the growth has been largely linear. Meta's Quest headsets are among the best-selling devices in the space, with cumulative sales of around 20 million units, indicating growth but not the breakout growth needed for VR to shed its niche status. Former Nintendo of America president Reggie Fils-Aimé has pointed out that a 'must-play' experience is crucial for VR to grow beyond its current market. However, forecasting the future of such a rapidly evolving market is challenging due to numerous unknowns and variables. While the VR sector is expected to see annual growth, it lacks the critical mass necessary for exponential growth. The definition of a 'must-play' game can vary, ranging from a critically acclaimed title to a genre-defining, industry-changing experience like World of Warcraft or Fortnite. Such games have the power to change consumer consciousness and create a cultural phenomenon. However, the VR industry faces significant barriers, including high costs and the perception of VR as anti-social, which limits its addressable market. Creating a 'must-play' game for VR is a challenge that cannot be tackled until the technology and market evolve significantly, requiring more accessible price points, user-friendly hardware, and a substantial installed base. While there have been improvements and the software library for VR is decent, the conditions for a groundbreaking experience to emerge are not yet in place, necessitating revolutionary leaps in usability, interaction, and design.