We’ve discussed video-games and their representations of death as a gameplay mechanic or theme, but I would like to discuss the death of a gameplay platform. Many of us have heard of the virtual reality (VR) revolution brought about by Oculus and HTC in 2016 and have even had the pleasure of being immersed within their virtual worlds. Many, including me, were hopeful and excited about what that would mean for the state of gaming. However, the platforms are very expensive, complicated, and have several issues that have not been worked out yet (https://uploadvr.com/is-vr-dead/).
Platforms work out to be about $349 for the Oculus and $499 for the HTC Vive. This also does not include the price of a decently powered PC run the VR programs and games on. As one can guess, sale figures do not look the greatest because of this, which would give poor incentive for developers to build programs for such a small audience.
This does not bode well for the gaming industry, but the professional world has taken large investments into VR. This is due to the endless potential of training that can be done through VR. This area of development was one of the original target audiences but the adoption rate for it has been insane compared to the lack luster turnouts for gaming. We have essentially witnessed the shift and end of a technological movement caused by lack of interest and logistical difficulties.