I think it’s important at this point in time to measure expectations of the future VR market, at least until things start to pick up speed. As I stated previously, 64% of the games currently on Steam have sold less than 10,000 copies, and it’s currently extremely unlikely to sell over 100,000. While that is likely to change in the coming months, the VR market is currently not a healthy place to sustain a AAA budgeted game that doesn’t have an alternate market. While games with budgets of under $100,000 have a reasonably good chance to return the investment, anything over that is a serious gamble, and anything over a $1,000,000 budget is bordering on impossible.
It will be interesting to see how these numbers change in a year.
And I can’t help but keep wondering about the prospects for non-game VR (as an example, the things Felix & Paul do).