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Spent some time last night playing classic VR games and experiences that Steam says I hadn't opened since 2016 or 2017 when I got my HTC Vive. Proton Pulse, Redout, Radial-G, The Cubicle. Back when we were all experimenting and excited for what VR could become. Sad it didn't really pan out.

ZeroTransform's other game, Vanguard V, was one of my favorite Oculus DK2 demos. I backed it on Kickstarter and it failed. Sadly, I never got a key for the Early Access version and I don't think I want to pay $15 for a two level demo from 9 years ago... ...man, we had so much potential back then.

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I don't know that Meta was really what killed VR, but it certainly fractured an already tiny user base. I'll always wonder what could have been, if they hadn't consumed Oculus. There were a fair number of experiences I'd have paid for, if they hadn't been trapped in the "Meta-verse".

Meta definitely had a hand in killing PCVR by prioritizing the Quest line and killing the Rift (and therefore had studios build directly for Quest instead of OpenXR) but I also think we never really found the "answer" to "why VR?" 99% of VR games could be flatscreen with some tweaks.

The usual exception I state is Beat Saber. Beat Saber ported to a monitor would become a fundamentally different game - even with motion controls - that it's basically the only game I can think of that you can't port to a monitor and have it be the same game.

It's a difficult problem, for sure. Even now, I play MechWarrior 5 Mercenaries VR occasionally, but it's a much more draining experience, and at the end of the day I still think I'd rather build a physical cockpit if my goal was total immersion for that particular game.

You're not the first to say that. @wackomedia.bsky.social used to work in VR and then built a motion simulator to play Elite Dangerous because it was more immersive than playing it in VR. My guilty pleasure is American Truck Simulator in VR - but I'm not gonna build a motion rig to play it.