Messing about in VR and shooting has to be the most fun I've had with vidya since I was a kid, but it's the dedication required which kills it for me. I have to be in the right mood to go into my cupboard, take it out the box, connect it to my PC, and play about for a few hours – when I come home from work if I want to shoot some baddies it's way easier to sit down at my desk to do it. And I don't end up drenched in sweat at my PC.
The last time I picked it up was back in November for a VRChat meetup. It's a shame really because playing VR games is such a joy, but it's marred with each little roadbump to get there.
The Quest 3 on the other hand is so plug and play I put it on pretty much every evening after work, especially because I have grown to dislike sitting on my desk to play video games.
This generation of Quest might be the first device to reach critical mass I reckon. A lot of naysayers are a bit like those that believed videogames to be a fad in the 1980s. Yeah, it's nascent technology, but it is improving at breakneck pace. Even Apple is in the space now.
For me, the only game I really enjoyed was beatsaber and I got to the point where I wasn't going to get any better and stopped. That's when I realized this thing isn't for me and sold it before it ended up collecting dust.
Oh interesting, I didn't know that. Looking it up [0], it is actually 13+, so you're safe for another year. =)
[0] https://www.meta.com/quest/safety-center/ - Meta accounts are available for ages 10+ on Meta Quest 2 and 3 (may vary depending on country); all other Meta Quest headsets are for ages 13+.
Nevermind the fact that some portion of humans will never be able to do basically anything with a screen attached to their face because they are too sensitive to motion sickness.
It's just not clear that all this stuff in aggregate adds up to enough users to sustain a business model that would allow for VR as affordable as Quest 3.