Why AR and VR Matter for Gaming, and Where They're Headed
My first time in a VR headset, someone loaded up a game where balls get thrown at your face, and I ducked. Not a little flinch either. A full knees-bent duck, in the middle of a living room, while three people watched. There was no ball. I knew that. My knees didn't.
I think about that a lot, because it's the bit people who haven't tried VR always miss. You can describe it all day (screen strapped to your face, head tracking, blah blah) and it still sounds like a gadget. The ducking is what it actually is.
So this is my take on why AR and VR matter for gaming, even though sales haven't exactly exploded, and where I think it's all heading. Fair warning, I have opinions, and I'll probably be wrong about a few of them.
Quick definitions, because people mix these up
VR is the one with the headset that covers your eyes. You get dropped into a fully digital place and it follows your head. Look left, the world moves left. Your hands get tracked too, so you can grab things.
AR is different. It leaves the real world alone and pastes digital stuff over it. Pokémon Go is the classic example. Point your phone at the park and there's a Pikachu by the bins. Some headsets now do this with your whole room, and that's usually called mixed reality. This is where it gets fun, because a virtual ball can bounce off your actual sofa and roll under your actual desk.
What a flat screen can't give you
Don't get me wrong, I like my TV and my controller. Games look unreal on a decent screen these days. But there's always a little gap, you know? You're on the sofa and the game is over there.
In VR the gap closes. Stand at the edge of a virtual rooftop and your stomach lurches, even though you're on a carpet in your own house. Hear a noise behind you in a horror game and you actually turn around. Try that with a monitor and you're just looking at a wall.
The word designers use is presence, and I think it's the main thing VR has going for it. Not graphics, not frame rates. Just feeling like you're there. I forget most of what I play within a month, but I still remember the first time a game made me feel small, standing next to something enormous.
Exercise by accident
Beat Saber gets mentioned in every VR article, and it deserves it. You slice blocks to music, and somewhere around the tenth minute you notice you're out of breath and your shirt is damp. People who couldn't stick to a gym routine for a month end up doing this every day, because it doesn't feel like exercise.
I find that more interesting than it probably sounds. Gaming has been a sit-down hobby for decades, and here's a version that gets you on your feet. It also pulls in people who'd never call themselves gamers, like the friend who only plays because she likes dancing.
Hands
Once your hands are the controller, designers get to do things buttons never could. Reload a gun by grabbing a magazine off your belt. Climb a ladder. Pick up a coffee mug and turn it over to look at the bottom, for no reason except that you can.
Half-Life: Alyx, from 2020, is stuffed with that sort of thing. You can wipe a dirty window with your palm. You can hold a bottle up to a light. None of it matters to the plot, which is exactly why the place feels real. A lot of people say it was the first VR game that played like a proper big-budget release instead of a tech demo, and I'd agree.
AR works on a different trick, borrowing your real surroundings. Pokémon Go came out in 2016 and for a few weeks it looked like everybody was wandering around parks with their phones out. Easy to joke about. But millions of people walked somewhere because a game asked them to, and that's harder to pull off than it sounds.
Other people
I figured VR would be lonely. It's a box on your face. But with games like Rec Room and VRChat, plenty of people use it to hang out. When a friend waves, shrugs or doubles over laughing right in front of you, you get a lot more than you do from voice chat. If your friends live in different cities it can feel closer than a video call, and some people have ended up with proper friendships that started there.
Accessibility is a mixed bag. Natural hand movement is easier than a controller for some players, and people who can't travel much can visit places through a headset. Others find headsets tough to use, and seated modes and comfort options are still catching up. It's getting better, slowly.
So why isn't everyone playing in VR already?
Because it's still annoying in a few real ways.
Price is the obvious one. A decent standalone headset costs about what a console does, and the fancy ones cost far more. Apple's Vision Pro showed what a high-end mixed reality device can do, but at around $3,500 it was never going to become a living room regular.
Comfort comes next. Headsets get heavy after an hour or so, they fog up, and some people feel sick when the character moves in the game but their body stays put. Glasses wearers have their own battle finding a fit. Then there's floor space. Shoving the coffee table aside before every session gets old quickly.
The bigger problem is a chicken-and-egg one. Big studios hesitate to spend serious money on VR games because not enough people own headsets. Not enough people own headsets because there aren't enough big games. Everyone is waiting for someone else to go first.
And VR carries baggage. Anyone old enough remembers Nintendo's Virtual Boy from 1995, a red-and-black machine that gave people headaches and was gone within about a year. Plenty of people still hear "VR" and think gimmick. Modern headsets are nothing like that, but reputations hang around.
Still, look at how fast things have moved. When the Oculus Rift came out in 2016, you needed a gaming PC, a pile of cables and sensors set up around the room. Now you can take a headset out of the box, put it on, and be playing in a couple of minutes. No wires, no PC. Sony's PlayStation VR2 arrived in 2023 with eye tracking and haptics built into the headset. Whether it ends up a hit or not, it tells you the big companies haven't given up.
Where I think it's going
Nobody really knows, and I've misjudged tech before, so take this with some salt. But a few things look likely to me.
The hardware will get smaller. The thing everyone is chasing is a headset that feels like a slightly chunky pair of glasses. We're not there, and I'd guess it's still some years off, but lenses and batteries keep improving, and prices tend to fall as technology matures, the way they did with flat-screen TVs and smartphones. Every drop in weight and price brings in people who said "maybe later" last time.
Smart glasses could be the sleeper hit. Right now they mostly take photos and read out notifications, which doesn't sound very game-like. But picture a board game where the pieces appear on your actual table, or a walk to work that doubles as a quest. People will wear something that looks like normal glasses long before they'll strap a headset to their face on a train. If that happens, AR gaming stops being a special occasion and becomes something you do on a random Tuesday.
AI might change the characters you meet. In most games you pick from a few dialogue options. In VR, imagine just talking to a shopkeeper and having them answer like a person, remembering what you said last time. That could be great for storytelling. It could also go wrong in plenty of ways, from badly written characters to real safety problems, so developers will need to be careful. I'm excited and nervous in roughly equal amounts.
Touch is the missing sense. Right now VR is mostly sight and sound, plus buzzing controllers. People are working on gloves and vests that let you feel texture or impact. It's early and expensive, and I wouldn't bet on it being in your house next year. But if it ever works well, holding a virtual sword might actually feel like holding something.
I also expect the line between AR and VR to blur. You'll play a fully virtual world one minute and a game that sits on your living room floor the next, on the same device. Mixed reality headsets already do a rough version of this. At some point we'll probably stop using two separate labels.
One more thing gives me hope. Small teams have made some of the best VR games, usually by taking one simple idea and making it feel great in your hands. You don't need a giant budget for that, which means fresh ideas can keep showing up even while the big studios sit on the fence.
And gaming has a habit of getting new technology off the ground before everyone else borrows it. Graphics cards went that way. VR tracking and virtual spaces are already used for training, education and design work, and the money going in there can only help the tech improve for players too.
Will it replace normal gaming?
No, and I don't think it needs to. Plenty of evenings I just want to flop on the sofa with a controller and not move a muscle. Most likely, VR and AR end up as one more way to play, sitting alongside consoles, PCs and phones.
But it's a way nothing else can copy. It puts your body inside the game, it makes a place feel like a place, and it makes a friend on another continent feel like they're standing next to you. That's why I keep paying attention, even when the headlines turn gloomy.
If you've tried VR or AR games, I'd love to hear about it. What was the first thing you played, and did you do anything embarrassing, like ducking from a ball that wasn't there? Tell me in the comments.
Gaming, VR Gaming, AR Gaming, Virtual Reality, Augmented Reality, Mixed Reality, Future of Gaming, Gaming Technology