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> "Did you even try to look it up?"

I do not need to "look it up", I own and play Superhot on the Oculus for example.

What in your knee-jerk reply would you say contributes to the conversation about whether "VR exclusives" are needed for a given platform to succeed?

I'm going to help you by providing the context for this conversation (not written by me, but in the initial comment I was replying to), which is:

> "The adoption problem seems to be that there is no affordable VR console with a lot of big exclusive games."

There you go. What do you think "big exclusive games" means in this context? Do you think it means "exclusive" as in "Nintendo exclusive" or does it mean "exclusive" as in "it's designed for VR first, regardless of headset brand"? Or something else maybe?



exclusive as in “experience that can only be had in VR”

something that people will look at and think “I need VR so I can play that”. The closest so far is half-life alyx, but that’s really not cutting it.


Isn't that the same as saying "VR videogames"? Assuming we mean good quality, and not a minimum effort port.

I was really impressed by the Oculus "First Contact" (or whatever the one with the robot is called). I wonder by there are so few games that feel like it.

Beat Saber is pretty cool, but what killed it in my family is that you cannot see what the other person is seeing, so it's a bummer when you're not donning the headset. Unlike with a regular videogame, where you can watch the screen even if you're not playing.




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