Some of these excuses continue to be bizarre, and some of the people making them continue without realization (assuming it's not intentional) to take the Quest 2 and twist it as the whole market.
The GC and Xbox 1 comparison is crazy to , together both of those consoles sold over 40 million units together in 4.5 years, and that's conveniently excluding the other consoles ( and handhelds but that's optional) where as in nearing 8 years VR hasn't sold 40 million, and MIGHT sell that my late next year and IF it does it will be because of primarily ONE platform that is currently in decline, while if you remove that there's an argument that not even 1 million headsets globally sold this year, with the high end being maybe around 1.5 million at best and that's unrealistic, best bet is just over 1mill.
Software sales are also horrible outside the Quest and only certain games attached to Quest 2 were improving earlier this year while other software started to decline, the top selling VR games are the top 5 or so games on the Quest 2, and we are seeing those numbers lower, and for years Beat Saber was the defacto fastest selling and number one selling game cumulatively.
To pretend the VR market is healthy NOW is a dream, there is a chance it may be next year even some of the headsets in the first half of the year catch on but until then right now it's not. 9.6 million "shipped" headsets with less sold is mostly one device that's in decline, with the other near two dozen headsets combined arguably not reach or just reaching past 1 million.
Technically, we aren't even seeing growth, we are seeing an overall decline from last year, and perhaps the last two years.
Then you have people talking about killer apps, killer apps has never been the problem, people brought the Quest 2 in droves because of what casuals considered to be killer apps for a certain period of time before they weren't, and we didn't see a bunch of Beat Saber selling games coming out of nowhere, and we saw overtime a decline or fragmentation with declining interest.
Sure, more titles that will keep people longer, that are quality, will help of course. But pretending 5 Half-life Alyx's will resolve the problem is fantasy, in fact Alyx is part of the problem, those games are targeting a subset of gamers expectations of VR, not where VR actually has to be with it's quality software to really bring people to the platform.
As long as it's cheap to produce the units,
Huh? Doubt there's much margin of profit if any on these things.
It's also funny because while we have companies like Microsoft abandoning any attempts for VR on their consoles despite initially promising them, calling the market "niche", VR devices through hardware sales alone generated more revenue in 2022 than services like GamePass have generated in subscriber revenue. Let alone actual install base growth, comparatively.
Yet somehow subscription services are the future, and VR is a dead end. Make it make sense
Taking out of context numbers and changing them for one sub service and ignoring the others that together are much more than the VR market put together is one thing, but pretending that half that revenue from VR isn't lost immediately in losses is even more crazy. But what's really nuts is even after doing all the above, you compare all VR headsets to only ONE sub.