> I think VR's issue is that most people don't want to strap things to their face.
It's the whole package, not just one factor. Motion sickness, strapping something to your face, requirement for "free space" to move around and exercise of being up for an extended period of time.
Playing a shooter in VR is genuinely one of my favorite experience, it feels tactical, you have to crouch, reload, you hear the bullets wishling close to your ears, etc... but it's also an experience that is kept to the odd weekend, every once in a while, because it genuinely feels like work to setup everything.
it's literally game changing for flight simulators, especially dogfight simulators. Being able to very easily swivel your head to keep a target in your sightline is amazing. I put a ton of hours into Elite Dangerous that I wouldn't have otherwise.
> While I don't disagree with your point, I think VR's issue is that most people don't want to strap things to their face.
I'd go the opposite way. The problem with current VR is it is just some goggles. What you really want is a full exoskeleton to capture all your movement and add some force feedback. Put it on servos so you can add a little free fall here and there, some fans around to get the feeling of wind. Yeah it would not be cheap (at least at first).
Have you tried current gen VR? Honestly, the experience of playing VR Ping pong is SO much like the real thing on the Quest 3. Synth riders is also fantastic. But the best experiences don't really fit into the "video game" box imho; it's closer to buying roller blades / skates or ski equipment.
I was also surprised at how much mixed-reality made a difference for me personally. I'm much more likely to strap the thing to my head when I can have awareness of what's happening in the physical world.
More physically engaging video games definitely seemed to have some interest, though, starting with the Wii.