How To Get A Fabulous VR Games On A Tight Budget

Over the previous couple of years, we have seen a plethora of news posts about the way virtual reality was about to conserve the classic arcade. The idea goes that the VR gear is too expensive for home users, therefore it creates an chance for operators to pony up the big bucks to buy it and then make their money back by charging a match to play with it. Much Nolan Bushnell, the inventor of Pong, is attempting to hype the tech as the industry’s savior. In the MIT Technology Review.”While many high-end cans were released last year which can bring virtual-reality adventures to your living room, adoption of this technology remains in its earliest days for a lot of reasons–it’s still bulky, expensive, and there is not all that much to do once you’ve got it on your face. Over two million cans were shipped worldwide in 2016, according to a quote from market researcher Canalys, but this figure pales compared to the popularity of, say, video game consoles (earnings of their leading one, Sony’s PS4, topped six million throughout the 2016 holiday season alone). Consumer virtual reality will likely catch on as costs come down and headsets improve. Meanwhile, however, a number of businesses are betting that customers may be pleased to pay a much smaller sum to try out the technology with their friends at, say, an arcade, theme park, or bowling alley”It’s tempting to dive into this snare, but in the operator’s perspective VR is a terrible thing. Operators are being asked to pay top dollar for technology that’s all but guaranteed to plummet in value within the very short term. Other than purchasing a brand-new car and driving it a mile, I can’t think about a way that you could lose money quicker between what you pay and what you will have the ability to get for it down the road.Another limit for operators is that while you may be able to provide a space for VR individuals to roam around in now, as fresh VR technology is introduced, we are likely to see the stage expanded from 100 square feet to the whole world. Instead of viewing just the games from your headset, you’ll see the true world with sport play overlayed. Since the technology allows more actual world areas to be researched, it is going to make a cramped arcade seem pretty lame in comparison.VR is already heading for mass market acceptance, however it is demand isn’t being driven by gamers who wish to pay big buck to play video games, but like the BETAMAX that came before it, by people who wish to watch pornography in their homes.Even when an operator can create a bit of money to the next few years, after VR achieves critical mass, then it is going to crush whatever revenue flow that operators are dreaming of. Do not believe me? Just check out what is going on in China.This past year, an eye popping 35,000 virtual reality arcades opened in China. A year later 22,000 of them have closed.That is an incredible failure rate over this brief time period and one which should function as a sharp warning to anyone contemplating investing in the VR games. Perhaps Dave and Busters is able to take losses on the games longer than Chinese startup arcades, but I doubt most North American operators will fare far better using the tech in their game rooms and will just wind up in debt at the end of the day.The problem basically boils down to consumers not being prepared to pay a premium for the encounter. Tech In Asia, clarifies the problem perfectly in their article, on the Chinese VR boom and bust. “Enterprising store owners leaping into VR are finding it impossible to bill fees akin to cinemas or bowling alleys to get a VR experience. One VR arcade proprietor told iHeima he saw eager queues when charging US$1.50 for a 30-minute session, but everyone disappeared when it climbed to US$5. By that kind of revenue it is not possible to cover the rent.”Even if the game was sold out all day, at $1.50 a half hour they’re only earning $30 per day. The real world information streaming in from China should function as a canary in the quarter plantations of North America. Operators who invest large amounts of money on fancy VR setups will probably find their small VR rooms being substituted by the entire world as a stage. As the setups get more expensive, smaller and more portable, the virtual arcades will look more costly, bulky and restricted.

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