The entertainment industry has access to enough money, and enough people, to fully harness the potential power of VR. However, some suspect that investments aren’t focusing on what really matter. Much of the money is being spent on developing the perfect headset, instead of VR specific content.
The market is set to expand rapidly over the next few years, and given this, we will likely see more and more entertainment companies trying to incorporate VR into their business model. But many of them will be unsuccessful, largely because they will focus on the wrong place.
The best headset in the world won’t be successful if the content you have on it is substandard. To put it another way, having a great headset is important, but it isn’t the be all and end all in terms of successful VR.
To successfully use VR, the content you create must be modelled around the medium itself. It must be either better on VR, or exclusively on VR. Too often, companies simply shoehorn their existing content onto the VR medium, and expect success on the basis of the headgear. This isn’t the way to develop the medium efficiently. Will using VR actually improve the experience in question? If the answer is no, then there isn’t any point.
Creating an effective VR world involves telling a completely immersive story designed specifically for the medium. If the content is done right, then a top of the range headset will only improve an already successful VR experience, rather than make it great in the first place.