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Valve's Gabe Newell Says Only 30 SteamVR Apps Have Made $250,000+ (roadtovr.com)

New submitter rentarno writes: According to Valve President, Gabe Newell, only 30 virtual-reality apps on Steam (of some 1,000) have made more than $250,000. But that isn't stopping the company from throwing the bulk of their weight behind virtual reality; Valve recently confirmed that it's working on 3 full VR games. Valve still believes in a huge future for VR, even while things are slow to start. It'll take work to find and make the content that's great for VR, Newell says. "We got Half-Life 2 and Team Fortress running in VR. It was kind of a novelty, purely a development milestone. There was absolutely nothing compelling about them. Nobody's going to buy a VR system so they can watch movies. You have to aspire and be optimistic that the unique characteristics of VR will cause you to discover a bunch of stuff that isn't possible on any of the existing platforms." How do you view the VR industry in early 2017? Do you think it shows promise or will eventually fail like 3D TV?

12 of 151 comments (clear)

  1. confirmed by Anonymous Coward · · Score: 3, Funny

    HL3 VR Confirmed

  2. Candy Crush Spotify Tinder Clash Clans by rmdingler · · Score: 5, Insightful

    Can we just stipulate that revenue is perhaps not indicative of excellence?

    --
    Happiness in intelligent people is the rarest thing I know.

    Ernest Hemingway

    1. Re:Candy Crush Spotify Tinder Clash Clans by tsotha · · Score: 4, Insightful

      But it is indicative of what will get made.

  3. Not obvious by kwerle · · Score: 3, Interesting

    There are a few games that are *awesome* in VR. The obvious ones are cockpit games - flight sims and the like. The others are less obvious.

    I love space pirate trainer. It has to have been pretty easy to make. In 2d it'd suck.

    I just hope that there are enough users to support the effort needed.

    1. Re:Not obvious by tttonyyy · · Score: 3

      My first taste of "proper" VR was on a mate's Rift DK1. I think that was great because it was the novelty. What I took away from that was the genuine fear of falling off of high things, which I don't get gaming normally. The 2D screen is a safe level of isolation from the world of the game.

      Nowadays, I'm playing VR on a budget - an old business i5 machine with a second hand GTX 970 and PSU slapped into it, plus an eBay Rift DK2 which didn't cost a lot. The DK2 has worked with everything I've tried on Steam VR, to give me a feel as to whether to fork out for a "proper" expensive headset.

      The thrill of "being in" a game world doesn't wear off. Subnautica and Obduction are such examples. In Obduction there are paths to walk along alongside a mountain with a huge drop to one side. It looks pretty on a monitor, but it's awe-inspiring in VR. The same with standing and looking up at structures that tower above you - much more immersive in VR. Subnautica is just beautiful to swim around.

      But, it is a bit tiring on the eyes. The screen door effect is completely annoying - sometimes I can get submerged in the game enough to ignore it but not for long because it's right there in my face. I understand the CV1 and Vive are better in that regard than the DK2, but it's still there to an extent. The technology needs to move on at least another generation to really make it properly viable in my opinion (caveat - I've not tried the CV1 or Vive yet - but I read reviews that grumble to an extent about the screen door effect).

      So I play both 2D and VR - the former usually if I am sitting with someone and want to talk and share the experience. VR when I want to feel what the world is like around me.

      When I'm playing 2D, I feel like I'm missing out on the immersion.
      When I'm playing in VR, I feel like I'm missing out on a nice detailed screen without obvious pixels and that annoying screen door effect.

      VR is where gaming will end up, I don't doubt it. I really want it to be good enough to use all the time. For me the DK2 isn't quite up to it, but I still can't resist strapping it on for a couple of hours to get the feel of a place that can't be captured in 2D.

      And there is still the huge entertainment factor of having guests over and watching them try to stand up while on a VR rollercoaster. It was worth the expense just for those laughs.

      3DTV I don't care for at all. Tried it, it was OK. But VR is something else.

      --
      biopowered.co.uk - catalytically cracking triglycerides for home automotive use since 2008. Just say no to big oil!
  4. It's different by tsotha · · Score: 3, Interesting

    To make it compelling they're going to have to make entirely different kinds of games, not 2D retreads.

  5. Only 30? by beeudoublez · · Score: 3, Funny

    That sounds like a great number! Why wouldn't we rally behind this?

  6. It will fail by greggman · · Score: 3, Informative

    AR will take off someday as it's useful in pretty much all situations. VR is much less useful, isolating. Requires an unreasonable amount of dedicated space. It seems like it will remain a niche except outside a few vertical markets like 3d design and architecture. I'm sure there will be a market but it seems unlikely to be a mainstream tech.

    I'd.be happy to be wrong

  7. Re:Sick of hearing about the "3D TV Fail" by windwalkr · · Score: 3, Informative

    I think it's reasonable to consider a technology as "failed" if everybody building it gets out of that market due to lack of consumer interest. Like you, I have a 3DTV and do occasionally use that feature. But if all of the TV manufacturers have decided that it costs them more to include that small amount of extra hardware than they make back from consumers such as us, then I'll agree that it's a failed idea.

  8. I was skeptical about VR by monkease · · Score: 5, Insightful

    ...until I tried it.

    I have no idea when exactly VR is going to happen--obviously, a >$500 PC + an 800 headset is too big a price point to see mass adoption--but I have no doubt it is going to happen. There's really never been anything like it. I got a Vive some months ago and every person I've shown it to has come out of it looking like they're coming down from a mushroom trip.

    However, the challenges to making the experience as compelling as we naturally feel it should be are numerous. Not only does a developer need engineers and art and immersive sound etc., like any interactive medium, but designing for total experience is just something there isn't even a vocabulary for yet. A film director has total control over the frame; a screen-game designer still has quite a bit. Not so in VR; people look wherever they want to. And then how to design for people of all sorts of different physiologies, heights, abilities, etc. etc. and make the experience compelling for each of them? It's a monumental task, and anyone saying otherwise just really hasn't thought about it.

    It's my feeling that all this talk about VR "making it" or not is really just a news cycle digesting itself. Last year some people figured out they could make headlines if they talked out of their asses about billions-of-billions-of-dollars in instant revenue. A lot of people outside the industry thought this was pretty exciting. Then it didn't happen. Now the adults (Newell, as well as HTC's CEO Chou, Zuckerberg, etc.) are stepping in and saying, "uhh, we don't know why you were listening to those guys in the first place."

  9. Where 3d TV failed and why it doesn't translate by Opportunist · · Score: 3, Interesting

    3DTV has one fundamental flaw: It doesn't add to the experience. You're still watching a movie. Basically, to translate it to VR, that would mean that you're still playing Civilization or Tabletop Simulator, but watch the game float in front of you instead of looking at it on a screen. If that was all VR is, yes, it would be doomed to fail. Because for that experience, the overhead is WAY too high. Setting up the whole equipment, in a room that's more or less dedicated to playing, wearing a VR helmet, all that just to get an experience that may be fun the first 3 times but loses its gimmicky charm soon, that won't fly.

    VR is much, much more, though. Yes, there are games that are essentially banking on being gimmicky versions of normal games, but there are also experiences you cannot sensibly duplicate on old school gaming hardware. There is that lightsaber game, or a game where you climb up houses, games where being able to experience 360 degrees is vital to the whole game and so on.

    New technologies in gaming have often been used wrongly. Why? Because all that was tried was to cram the same games into the new technology. Often with subpar results. Whether it was different input devices or some gimmicky toys (powerglove, anyone?), what most of them did, and what still a lot of VR game developers do, was to try to cram the old formula into the new technology. That can only fail. Because the formula has already been optimized to fit the technology that exists. You will not create the better RTS game in VR. At least not if you offer the same interface that is optimized for keyboard/mouse/screen gaming. If you can add the VR component, then we're talking. How about a "god-game" where your believers actually react to where you stand, towering over them? Or a strategic game where you actually ARE the general and your troops actually react to you being "there" with them?

    VR games will, at least in my expectation, be less defined about how you play something different but way more about immersion than games were so far. To expand on the "general" example from above, contemporary games already allow you to play Napoleon, sit on your hill and send dispatch riders to your troops. VR will allow you to really experience this, with full 3D audio and the fully immersive experience of "being there". The quality of the experience would be a vastly different one. And this can actually be true for any kind of game, from sports to RTS to jumpscares, whatever your preferred genre, the experience will be vastly more immersive.

    What will make or break VR, though, is whether we find new genres that only make sense on VR. Like I said earlier, there are a few experiences you cannot sensibly duplicate without VR. That would be basically all experiences where a full body simulation enhances the experience or even makes it possible in the first place altogether. The lightsaber game from earlier would be a good example. There isn't really a sensible way you can implement something like this with mouse/keyboard input or controller input. It just won't get the same feel to it.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  10. Re:will probably take off with next gen hardware by Wescotte · · Score: 3, Insightful

    The best smartphone based VR experiences at best result in result in a "neat..." response while PC based room scale + motion controls makes it possible to truly trick your brain into feeling like your in a completely different world.

    Smartphone VR is the 3D TV of VR. It simply doesn't offer a significantly better experience than it's 2D counter part. I don't see this changing until we get massively more powerful smartphones and full positional tracking.