Do not sing bad VR is dead, now it is only halftime

VR games and equipment have experienced "roller coaster" development in recent years. Some people are not optimistic about its future, while others are gaining perspective. This article is compiled from VR isn't dead. It was just taking a nap. The author of the article is Patrick O'Luanaigh, CEO of VR game developer nDreams. He believes that the future of VR is worth looking forward to, and is proposed for developers in the same field. Suggest.

Shooty Fruity (a VR game for nDreams)

Two years ago, high-end VR (virtual reality) helmets made their debut on the shelves of major shopping malls and became popular guests. At the time, many people predicted that the era of full-blown VR was approaching. While time has come to the end of 2017, their current treatment is no longer comparable.

According to reports, Sony announced in January the closure of VR game development studio Guerrilla Cambridge; in November, Iceland’s game developer CCP (the company that first announced VR games) announced the complete termination of the operation of the VR department... It seems that these large companies abandoned Pit "slowed the future of VR.

If you turn your attention away from these negative news to the number of products in VR, you will find that there is still a chance of success in the VR field - it is slowly getting a hold on the shaky ground.

At the beginning of this year, the sales of VR equipment were uncertain. However, VR devices achieved breakthroughs in the third quarter, with sales exceeding one million: Nearly half of them came from Sony; as the top three sales, Sony, Oculus, and HTC together accounted for 86% of total sales in the third quarter.

According to the report of Canalys, Oculus's price cuts are an important factor in this increase in sales. In September of this year, Oculus decided to temporarily lower the price of Rift to $399. In addition, the growth in market demand has prompted PSVR (Sony developed VR headsets for the PS4 and above) stocks to rise rapidly.

As the VR field matures, developers can start from the following two aspects to ensure their products' competitive advantages.

Control scale

The scale here refers not only to your team and game. As a developer, you should always think about how to control the scale. For example, you need to have a clear understanding and wise grasp of the type and budget of VR games. If your budget is more than $1 million and there is no financial support from equipment manufacturers, the current VR market cannot support your ambitions.

Instead of spending huge sums to build a huge VR business, it's better to use a reasonable budget to find an innovative, profitable VR project.

We have seen many companies' VR products go "lost all the money" - they are ambitious to bring "high price" products to the market, unfortunately, the VR market can not "digest" these expensive products.

The "control scale" guideline applies equally to game development. Avoid developing linear games (in which players need to go through geometrical levels and can only watch once), you should scientifically apply repetitive principles, device reuse, and game mechanics to develop VR games.

In addition, it also needs to respond to market changes and analyze data in a timely manner to adjust the concept of the game to adapt to market demand. For example, the first version of The Assembly (a VR game) was released without motion control. Later, we accepted user feedback to add this feature. It turns out that this change has greatly improved the long-term sales performance of this game. Of course, we also launched a variety of promotional activities for it (including seasonal promotions). In addition, we use data to analyze the advantages and disadvantages of the game, which helps us to optimize the game and develop new games.

Diversified development

When the VR market has not yet developed, if you want to balance the workload of the company, you will consider developing projects at your own expense and doing some funding. At this time, you need to examine the strengths and weaknesses of the team, and use the energy of the team to create sufficient benefits to support your own expenses.

When exploring different areas of VR, great care must be taken. At present, VR market has opened up many other fields, some people may find opportunities in the engineering field, and some people have seized the opportunity in the design field.

Therefore, you need to find a project that suits your team to inspire team innovation.

You also need to seriously think about the team's personnel structure. The reason that "letting the right person take on the right role" emphasizes no more.

If you plan to take over some funded projects, you need to balance the proportion of experts in the team with the average technician. You can also hire some skilled foreign aid during the peak workload of the project, and reduce the number of people when the workload decreases.

In addition, cooperating with local universities is also a good method, which can inject an endless stream of scientific research into your R&D team.

VR is not dead

In the end, don't let the bad guys knock you down. Although the development of the VR market lags behind many people's expectations, various opinions on the VR field will continue to be popular, but recently the price of VR products has fallen and an influx of new equipment (Microsoft MR!, Skyrim, and LA Noire) has occurred. All signs have shown that it must "reinvigorate".

Currently, nDreams has sold 300,000 VR games and received $3.5 million in revenue. This is just a beginning, and we hope this will encourage other developers in the VR field.

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