re space restrictions/gaming, this is what I mean behind a "content" problem. With the restrictions we have, the limiting factor isn't the tech insofar as that creators don't know (yet) how to
use the tech to create content. (incoming rant)
I mentioned it in another comment, but this is what LBE (location based experiences) is all about. You're not just looking at a "game" you play, but a confined piece of content that you experience, like a game, like a film, like a TV episode, but none of the above all the same. It's a completely different medium for telling a story, creating
There's a lot of really cool, niche things out there right now - creators are exploring new ways to create art that maximizes XR's ability to remove a person from their environment (wholly or in part) and uses that combined with audio and video technology to create an interactive, immersive experience as a piece of art and/or storytelling.
But the issue to me is this: if you look at the history of technology and art or multimedia, tech has almost always chased the artists' vision. And this is the problem I see with all of Google's plays into XR. They're not saying to artists: "imagine you had a medium that allowed to remove a person from their environment, construct a new one around them, immerse them in it, and interact with your vision. What would you make? What do you need?"
If you want examples of this: Walt Disney's animation studio pioneered many animation techniques and technologies. That didn't come from engineers experimenting; it came from animators wanting to create something they couldn't, and engineers figured out what to build to realize their vision. Game engines have never added features for the sake of features, they are demanded by game designers to add something new to present a new experience to the player. Same goes for paint brushes, instruments, etc etc.
And that's why I feel a lot of VR plays struggle. They're engineers putting the cart before the horse. Throw money at creators, and figure out what they need to create.
It's also why some of the best VR I've experienced has come from LBE. It's content first, figure out the platform second. Monetization third (which is interesting, since it's a theme park ride model).
If there are two things that are absolutely certain in media: if the content is compelling, the technical side is secondary. And if the content is compelling, it can be monetized. All these VR plays are screwing up by focusing on tech and money over content, which is what actually drives people to spend their money and use the tech.