HL3 and Portal 3 would be incredibly difficult to implement well in the VR space, and I feel this is something that Valve understands much better than many others.
Put me in a foreign world with several varied environments. Let me explore it without artificial restrictions. The combat could be minimized with most potential enemies being non-aggressive by default (a change to Morrowind's mud crabs or cliff racers). For this style of game I would even expect to still have to use a controller both for combat but also for inventory management, etc.
This is a real issue, and was my exact experience with VR. I know VR devs are aware, and have addressed it in some ways. But, idk. I was ready to plop down the cash for a Vive, but decided against it after a test run.
Sure, you could invent a teleportation-specific genre, but I think it'd be quite the niche.
Have Valve/etc gone after the hardcore F1/racing market? I have various friends who follow F1 closely and generally have money to spend. Surely VR works well for seated-racing games.
- Haptic touch feedback through gloves
These are the final two pieces, in my opinion. Well those and making the hardware smaller.
The truth is, you don't know what they tried, and failed. You don't know what resources they got at their disposal. Especially considering all the stuff they are doing right now and how hard the competition is.
And worst, given the exceptional track record of Valve, you choose to believe in a theory ignoring it.
Your comment read like you are just disappointed to not have your pony yet and want to blame one of the best pony breeder for your frustration.
It might seem that I'm saying that if they had a more centralised style they might have made more progress but I don't think that's the case since when we look around at other more driven companies we aren't seeing too many breakthroughs either.
There are two fields where I know for a fact VR has made significant inroads in the last few years they being Gaming and Design Visualisation. The latter being where a VR rig is a worthwhile business expense. The former being my PS 4 where there seems to be plenty of content available, but the €600 price-tag is just a little out of my reach...
I'm a well-paid (some would say over-paid) professional and I'm quibbling about the cost of the rig and I just wonder are we at a point where the economics stack up for widespread adoption of the technology? Not just in terms of the gear but the R&D costs for game developers, such as Valve, with a questionable rate of return ..
There's nothing to restructure.
People taking this VR/AR stance don't understand at all what goes into such tech. Like somebody spitting on the explosion engine because "that's only a halfway technology" and refusing to drive anything but flying cars.
Also, what do you mean AR is rumoured to see the light? AR already exists; see Hololens, META, and others. Magic Leap has developed interesting prototypes but has failed to develop any unique practical consumer implementation.
Magic Leap is certainly capable of releasing a dev kit, but it will not feature most of the technologies present in their prototypes.
Yes, AR and VR can be combined into a single device, and that will most likely be the way to mainstream commercial success in the future, but at present, current headsets offer an incomparable experience in terms of immersion and pure enjoyment. Have you tried the Vive or Oculus with touch controllers? Being tethered to a gaming PC allows for much higher graphical performance than a mobile device.
I see no reason for such animosity towards VR. Saying that current VR devices are pointless because VR will be later combined with AR devices is like saying the Palm Pilot was pointless because its functionality would be later included with smartphones.
(I would argue that the end-goal of VR is actually quite divergent from AR; the future of VR would be the Matrix, where your mind itself is in a completely simulated environment. In the mean time, we make do with the Vive.)