Dio wrote:But that's the point I've made before that they have to sell this thing completely differently. It is not a peripheral, it's a completely new platform. Either they can sell the platform or they won't sell that peripheral.
There's no option for trying to make it a peripheral, it's simply too expensive. And except for a restricted class of games (and not a large class, probably down in single digits in terms of unit sales) you need to construct different games for this thing.
It could be a peripheral, if we were in an alternate universe where you could take 90%+ of games and stick them straight into VR and get all the benefits without getting out the barf bags, and if the mfgs were prepared to eat huge costs (since even parity with the console price would mean them eating so much money on each unit, and as everyone says, that is still way too much for a peripheral). But we ain't.
Therefore they have to change perceptions. Or the market's a couple of million units tops, probably smaller, and the AAA guys can't come and play. Of course, we can argue what the advantages of that might be... this could be a platform for genuine innovation, formed by hardcore users who are prepared to search a bit more (and pay for) the experiences and served by lightweight, more agile devs who don't need to ship 10 million units to turn a profit. Whether VR people will be prepared to pay the £10 prices that will be needed to subsidise good software in a small market for much less than AAA quality will be an interesting question.
But when it comes to the hardware it is really now more of a marketing challenge than a technical one. The technical problems have been solved but they're dictating a significant price. (One that in the PC market even a few years ago wouldn't have been considered that extreme though). And hell, this is only the start, to do VR properly you need to spend a lot more money, really....
(One other possible slight underlying point is that this console generation is rather different to previous ones because it is so low-powered compared to the PC competition; had Sony and Microsoft aimed to launch at the top end of the PC market rather than in the midrange there would be more options for the consoles on the VR side, and the price balance between console and headset would have looked better?)
While I agree with just about everything here, there's a problem in that PS VR isn't a platform, no matter how hard Sony might wish otherwise. It's a peripheral device that requires the PS4 to operate, and I'm honestly not aware of any PSVR-exclusive games. Looking around turned up
this list of pending titles, and none of them seem to require the PSVR to play. I might have missed one or two, maybe? To the best of my knowledge, though, VR is an add-on that makes these games better, rather than a requirement to play.
I really want the PSVR, and plan to Day-1 the system without a second thought, but no amount of branding in the world will make it not be a peripheral. Until the system can carry its own weight, both in terms of hardware and software, Sony simply can't move the perception that it's anything but an extra for the PS4. I'm not saying this as an observer or a fan, but rather as someone who worked gaming retail for well over a decade from the middle of the PS1's life to the early PS3 years. Unless Sony's ads include actual hypnosis, the gaming public won't view it as a distinct platform.