jefequeso: Dude, I was able to somehow find a wife. THere's definitely hope for you :P
F4LL0UT: Well, you're not on a public sex offenders list.
jefequeso: I feel like I'm the only person in gaming who really doesn't care about VR.
ET3D: Don't know why you feel that. I see a lot of people commenting that way, here and elsewhere.
jefequeso: Second, I'm not convinced that VR is actually a good fit for established genres. I mean, sure, it could be, but I have yet to see any proof. All the VR games I've seen seem designed around VR that same way a lot of Wii games were designed around motion controls: the tech is either a visible handicap, or is used as a gimmick/crutch. I'm sure we all remember how motion controls ultimately failed to live up to their promise.
ET3D: I agree, although I think it's less of a problem for VR than for motion controls. VR is a different way to display things, and as that it's not terribly disruptive. If you transition any first person game to VR, it would will provide a heightened experience. It might not provide everything that it could, but it would still provide a better sense of presence.
There would still be need to find where VR shines, and I agree that this would require creative thinking, something that the games industry isn't well known for. :) Although I don't think that's a huge issue. The main problem with motion controls is that games for it were written by people who (apparently) didn't play much with motion controls, and probably didn't like them. With VR I think that a lot more creators will like it, so will look how the get the most of it.
For now I agree, though, we'll see a lot of crappy VR stuff that comes from people who think "what could I do that people who want to play in VR might like" instead of "I have this great idea for a VR game I just have to create".
I dunno, some people have a huge problem adjusting to VR (headaches and motion sickness and all), and I experienced some control weirdness in the Rift games I played. Not to mention concerns about resolution. I don't think the worst case scenario is merely improving things without any downside. So maybe it's not quite as much an uphill battle as it was with motion controls, but from what I've seen VR still requires some advancements and/or changes in common practice to be an unmitigated plus.