Bart wrote:I'm a big believer in the potential of location-based VR after having tried The Void's Ghostbusters experience in New York. I haven't been impressed with home VR yet -- I'm an AR snob. Location-based VR gaming is getting quite a bit of investment here in the US; for example, AMC, our largest movie theater chain, believes that they can draw dwindling audiences back to movie theaters with VR experiences.
Just imagine the scene in all of those Jurassic park movies where the main characters are running with and away from those chasing dinosaurs, now shoot that in those 360 lenses and throw in the VR goggle and watch people piss themselves... and kids coming bk for more.
That or imagine the scene where all the avengers r fighting left right back front and above you....
Bart wrote:Economics remain a big problem. VR is highly immersive and the bar is high for creating compelling 3D worlds. This takes $$$. An experience that people are willing to drive to a movie theater and stand in line for had better be AAA quality. But AAA-quality titles take tens of millions of $ to develop. This makes sense because the costs can be recouped through mass distribution. With location-based VR, that's not the case. The number of people able to play the game at any given time will be constrained. I wonder how this problem will be solved or if VR will remain something that's technically feasible, impressive when done right, but frustratingly rare in the wild.
Sometimes companies just need to throw in more money before they can get good returns back. But then sometimes the problem is that, you just cant squeeze anymore juice from an already dried out fruit.