Starting to feel like PSVR may be another Sony fad product like the PS eye, Vita and others ... they start out cool, I buy them, then they fail to achieve full potential and Sony drops support.
Moss looks great but not for a 2 hour experience, Bravo Team sounds awful, Rick and Morty looks like another short experience that will be a similar cash grab like the Accounting +. I really want to like PSVR but I’m also feeling the urge to bail while the system still has value.
Are there any AAA titles in the works, because everything seems to be excellent but short or a regular length game that’s mediocre. I wish Bethesda was working on an original Fallout VR experience, but 4 was a disappointment imo and that would be the only full length port I’m aware may be coming later this year.
I don't feel that Sony will drop the PSVR like some kind of fad (after all, "Now You're Playing With Gimmicks" is kind of Nintendo's line of business) but I do feel that, while it does have a lot of great games out there, it also has it's fair share of disappointing ones. But that's natural of every system. Nothing is perfect.
The problem with the PSVR isn't the way Sony is handling it, but the way developers are handling it. Aside from a small handful of big name developers, it's mostly caught the attention of small studios and they're essentially treating it like a niche product with a sole gimmick. Resident Evil 7 was great and I applaud Capcom for taking the chance on PSVR. But for every big name company like Capcom, you've got three or four small indie studios like Nekcom putting out shovelware like Dying Reborn.
The biggest problem with that is that they're not making a great game and then putting you into the world via VR. They're putting you into VR and trying to build a world around you that will capitalize on the VR aspect, thus treating it like a gimmick. Because of that, there's only so far they can take the game before it gets redundant for both the player and developer, so instead you end up with these tiny one-trick pony games that may last an hour or two at most. "That's it? Where's the rest of the game? Why can't it be long?" Because the developer doesn't know what else to do with the gimmick to make the game longer or more intricate.
I'm sure I've said it before, perhaps not on these forums, but the best way to sell a game on VR is to make a game that works great outside of VR, and then add the VR to it. Case in point; most walking sims. Firewatch, for example, was a decent game for what it was. It was about eight hours of just walking from point A to point B, listening to a conversation between two characters. Now, imagine if VR was added to it. The game just got hundreds of times cooler because you've just taken a game that can stand on its own without VR and added the player into the world.
Unfortunately, a lot of the developers who are willing to develop for VR aren't thinking this way. They're thinking "Let's make a game around VR", and what you end up with are short, shallow experiences. Once they have enough brains to make a game and
then use VR to put the player into that world, you'll finally end up with something special. It'll happen, it's just not happening fast enough.