The Major Constrain for VR Gaming Industry
Strauss Zelnick, CEO of Take Two, has verbalized one of the major problems with VR gaming in his talk at the 44th Annual Technology, Media & Telecom Conference: Talking from a consumer’s perspective Zelnick is right. Currently a lot of gamers admit that the price tag for setting up a complete VR environment at home is high indeed. Buying a VR device is just part of the overall expenses. Gamers will also need at least 144hz monitors (with an average price tag of $250-$300); powerful and up-to-date processor and a dedicated room to setup everything. Electronics Arts CFO Blake Jorgensen is on the same page with Zelnick: Activision CEO Eric Hirshberg has also expressed a similar opinion on the matter:
The Current State of VR Gaming Landscape
Usually a new technology really takes off when one or two system-selling killer apps hit the market. It only takes one unique experience to kickstart hardware sales and attract massive interest from more risk-aware major game publishers. By now, there hasn’t yet been this one huge VR title with a potential to serve this role like Angry Birds or Wii Sports did at their time. Yet, we are still very early in the VR life cycle. There’s still time for those killer apps to come, especially as the interest in VR is just boiling.