For Apple to break into the VR games space they'll have to woo both serious gamers and large game studios, both of which seem extremely unlikely given the huge cultural disconnect.
For Apple to break into the VR games space they'll have to woo both serious gamers and large game studios, both of which seem extremely unlikely given the huge cultural disconnect.
It’s similar to how many coders will scoff at someone running Windows, pointing out Mac’s higher quality ergonomics, nix OS, and overall friendliness to common dev tools. In recent years the gulf has closed a lot with Microsoft making solid gestures toward dev-ex, but the perception remains.
That said, Apple’s resistance to reaching out into the Serious Gamer market has always confused me, but as a Not Serious Gamer it’s very likely that I don’t really understand the engineering difficulties that they’d face in making those inroads (other than the fact that Mac products are seemingly modification-immune, and the Serious Gamer contingent avoids that mindset like cholera).
It's possible that Apple will once again define the market, but choosing Unity is not good evidence they've correctly identified the VR games market that's already there.
[0] https://store.steampowered.com/curator/39750107-Games-Made-W...
Like you I’m less than convinced that Apple knows what they’re talking about/doing with Unity, but time will tell.
I have no idea if Vision Pro will ultimately be successful, but I'd easily bet that game developers would be willing to come on board. Is there anyone that really disagrees that this is the most impressive piece of consumer VR tech to be released so far? Wouldn't game devs be chomping at the bit to put that technological power to use?
And with Apple, that difficulty is compounded. The company’s greatest success with games has been the casual mobile market, mostly with indie devs and indie studios. Apple and AAA don’t really gel.
Relatively few folks will spend $3500 on a device unless they think they're going to use it frequently.