Agente Silva :
... and I´ll explain why:
1. In an era where game developers are heading into unified platforms it will be very hard to see proper games (instead of "experiences").
Care to elaborate? I'm not following your logic here.
Unity and Unreal make it easy for developers to support Oculus, SteamVR, and PSVR with minimal effort.
Agente Silva :
2. Gamers don´t want to have a strapped screen to their face.
That's an incredibly generalzed, and ill-informed statement. Sony stated it sold "many hundred of thousands" of PSVR headsets upon release and the hardware has been in high demand to the point where Sony has not been able to keep up with demand. Its sold out practically everywhere.
In my experience, after showing over 3000 people VR hardware, people think they don't want to strap on a screen until they try it, and then they want one of thier own.
Agente Silva :
3. Enthusiasts won´t spend 500$ on something that doesn´t display AAA games (not even mentioning mainstream).
Resident Evil 7 drops tomorrow with full VR support start to finish.
Robinson: The Journey is easily a AAA title.
AAA titles are coming. It takes time to make AAA games, though. Many games take 2 to 3 years or more to develop. Sony hasn't had developer kits of PSVR out in the wild for that long.
Agente Silva :
4. For the mainstream this is a showroom equipement.
Yup. That's how new technology launches.
When CDs hit the market in the 80s, DVD players were thousands of dollars.
When PCs hit the market, they were well over $5000
When Cell Phones came to market, they were thousands of dollars with no subsidies.
I could go on and on and on all day long about new technologies launching at crazy prices.
Early adopters always pay a higher price to be first in line. As units sell in higher and higher volume, manufacturing costs come down, which leads to lower consumer price tags.
VR hardware won't always be $500.