>>287401785
There's a lot of reasons but one is that I don't think VR can sell itself well without people trying it.

One of the techniques for successful storytelling is 'show don't tell'. Videogames can go one step further than this with discovery which is far more interesting than being shown or told something. I see doing things in VR as going even deeper into that discovery but that comes with the pitfall of making it even harder to share that experience with others. Watching a videogame moment is already worse than having played it yourself but the inputs of every player in a traditional flatscreen game is going to be similar enough that there's at least some frame of reference. You don't need to see a Starcraft player's keyboard to know when they are giving their fingers a workout for example. How can I convey to someone who has never played VR how it felt to franticly move my real body behind in-game cover while glancing in one direction and desperately firing in another? I can show them but they won't get a sense of how it felt, I could tell them but that's also far removed from the heartpounding moment I actually experienced. It's not until they try it for themselves that they get a good sense of what makes VR different.