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VR Isn't Dying: Why XR Arcade Games Are Reviving Headset Magic [2025]

Discover how unconventional XR arcade cabinets are reigniting enthusiasm for VR gaming and proving Meta Quest 3 still has incredible potential in 2025.

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VR Isn't Dying: Why XR Arcade Games Are Reviving Headset Magic [2025]
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The VR Death Narrative That Won't Die

Every year, someone declares virtual reality dead. The headlines write themselves: "VR Failed to Go Mainstream," "Metaverse Dreams Fade," "Headset Sales Plummet." By now, you've probably heard it so many times that it feels like gospel truth.

But here's the thing. VR isn't dead. It's actually evolving in ways that mainstream tech coverage completely misses.

I've been testing the Meta Quest 3 for months now. Like most people, I got caught in the loop: put the headset on, play a few experiences, take it off, let it gather dust for a week. The novelty wore off. The library of games felt shallow. The whole thing started feeling like an expensive curiosity rather than a platform.

Then something unexpected happened. I walked into an arcade that had installed an unconventional XR setup. It wasn't a traditional arcade cabinet. It wasn't a boring stationary station bolted to a wall. It was something weirder and weirdly compelling. And it completely changed how I think about VR's future.

What I discovered wasn't a game-changer in the usual sense. It was something deeper: a lesson in how VR actually succeeds when it stops trying to replace reality and starts doing bizarre, unexpected things that reality can't.

Why the VR Doom Cycle Keeps Happening

Let's be honest about the pessimism. It's not entirely unfounded. VR headset sales growth has decelerated. The consumer market went from explosive hype to measured growth. Venture capital dried up for some startups. Major tech companies recalibrated their metaverse bets. Meta itself has scaled back some of its most ambitious VR projects.

The problem is that people measure VR success against the wrong metric. They expect it to follow the smartphone trajectory: rapid mainstream adoption, billions of users, transformation of human behavior in five years.

But that's not how transformative technology works. Radio took 30 years to reach mass adoption. Television took longer. Personal computers took decades. Even smartphones needed the app ecosystem and 4G networks before they exploded. VR is accelerating compared to these, but it's still in the early innings.

What's actually happening is far more interesting than the death narrative allows. The technology is improving exponentially. Processing power keeps doubling. Displays get better. Haptic feedback becomes more sophisticated. Software quality increases. But most importantly, the use cases are diversifying beyond "let's make a virtual game console."

The arcade discovery made this obvious to me. The best VR experiences I've had recently weren't home gaming sessions. They were strange, physical, purpose-built hybrid experiences that blended the real world with digital enhancement in ways my Quest 3 alone couldn't achieve.

DID YOU KNOW: The global VR market is projected to reach $44.9 billion by 2030, with XR arcade experiences becoming one of the fastest-growing segments despite pessimistic headlines about consumer adoption.

The Arcade Cabinet That Changed Everything

Imagine walking into a venue and finding something that looks like a retro arcade machine. But instead of a flat screen, it has optical displays. Instead of a joystick, you're holding real controllers that track your hand position in 3D space. Instead of watching a game happen on glass, you're inside a hybrid environment where digital elements appear overlaid on physical space, and you interact with both simultaneously.

That's the weird cabinet I encountered. It wasn't made by a major VR company. It was a smaller operation experimenting with what XR could actually do when untethered from gaming metaphors.

The experience was disorienting at first. I expected either a fully immersive VR game or an AR overlay on a screen. This was neither and both. I was looking at the physical arcade cabinet in front of me, but my controllers were interacting with digital objects that appeared to sit on that cabinet's surface. Other digital elements floated in the space around me. Physical world, digital world, and my hands operated in both.

Here's what blew my mind: it was way more intuitive than a traditional VR game. In Quest 3 games, I'm often confused about where my hands are relative to digital objects. I misjudge depth. I smack real furniture thinking it's virtual space. With the arcade setup, the frame of reference was obvious. The cabinet was real. I could see it. I could touch it. Digital objects appeared on or around it. My brain immediately understood the spatial relationships.

After about three minutes, I stopped thinking about the interface and just got immersed in what I was doing. That shouldn't be surprising, but it was. Most modern VR requires a conscious effort to adjust to the new spatial logic. This just... worked.

QUICK TIP: If you have access to an XR arcade or location-based VR experience, try one before buying a home headset. What works in a venue setting with physical anchoring is often fundamentally different from a living room setup.

Why Location-Based VR Is Thriving While Home VR Stalls

Something fascinating is happening in the VR market, and you won't see it in mainstream tech coverage. While home VR adoption has plateaued, location-based VR venues are growing aggressively.

The numbers tell the story. The location-based VR market (arcades, theme parks, entertainment venues) is growing at a compound annual growth rate of around 28%, while home VR growth has slowed to single digits. Entertainment venues that installed VR experiences are reporting strong utilization rates. People line up to try them.

Why? The answer is surprisingly simple: context matters more than technology.

A home VR headset is a solitary experience. You're isolated. Your environment is confined. Your game is fighting for your attention against everything else you could do in your house. The friction is high: put on the headset, configure tracking, deal with motion sickness if you're susceptible, remove the headset feeling like you're back in reality.

A location-based VR experience removes all that friction. Someone else handles setup. You're in a place designed for the experience. The environment is curated. There's social context: friends watching, or strangers cheering you on. The experience is novel because you're only doing it occasionally, not trying to make VR your daily entertainment.

The arcade cabinet I tried leveraged this insight perfectly. It was in a social space. Multiple people could play simultaneously. The physical cabinet provided a clear frame of reference. The novelty of the venue meant expectations were calibrated to "try something interesting," not "play my daily gaming session."

But here's where it gets weird for Quest 3 owners like me. These insights don't have to be exclusive to venue-based VR. They suggest improvements that could immediately make home VR better.

Location-Based VR: VR experiences deployed in entertainment venues like arcades, theme parks, cinemas, and entertainment centers rather than in consumers' homes. These typically use specialized hardware, curated environments, and social context to enhance the experience beyond what home headsets can achieve alone.

The Quest 3's Underutilized Potential

The Meta Quest 3 is technically impressive. The processor is fast. The displays are vibrant. The passthrough cameras are color, which is a genuine leap over previous headsets. The hand tracking without controllers is getting better with each update. On paper, it's excellent hardware.

But the software ecosystem hasn't caught up. Most Quest 3 games still follow the old paradigm: fully immersive VR experiences where you're isolated in a digital world. They're competent, sometimes fun, rarely transcendent.

What the arcade experience taught me is that the Quest 3's real strength is sitting unused: mixed reality. The headset can see the physical world. It has excellent spatial tracking. It can anchor digital objects to physical space. It can create experiences that blend both.

Yet most developers aren't seriously exploring this. There are a few mixed reality games on the Quest platform, but they're experimental. They're not the focus. The focus remains on traditional VR.

This is backwards. The arcade cabinet was so engaging because it leveraged exactly what the Quest 3 can do: place digital content in physical space, let users interact with both, use the physical world as a reference frame.

Imagine a Quest 3 game where you place digital enemies on your actual floor, and you physically move around your room to fight them. Or a puzzle game where digital objects sit on your real furniture, and you navigate real space to interact with them. Or a narrative experience that uses your room's layout as part of the story.

Some of this is possible right now. Games like Paint Splash and other mixed reality titles exist. But they're not the main event. They're treated as novelties. They should be the focus.

QUICK TIP: Enable passthrough and hand tracking in your Quest 3 settings, even when playing traditional VR games. Familiarizing yourself with mixed reality controls makes the jump to hybrid experiences feel less disorienting.

The Software Gap: Why Great Hardware Needs Great Ideas

Here's the paradox: VR hardware is better than it's ever been. Headsets are more comfortable. Displays are clearer. Processing power is sufficient. Motion controllers are responsive. None of the hardware is holding back VR anymore.

Software is the constraint. Not because developers aren't trying. Because we're stuck in familiar patterns.

Most VR games treat the headset as a replacement for a screen. Put the player in a digital world. Let them interact with digital objects. It's the most straightforward application of VR technology. It's also not what makes VR special.

What makes VR actually special is presence: the feeling that you're somewhere real. That your actions matter. That your spatial understanding of an environment is genuine. Games that rely purely on digital spaces paradoxically undermine this. You're aware you're in a simulation. Your brain picks up on the uncanny valley. The sense of presence breaks.

But games that anchor digital elements to physical space? Games that use your real room as part of the experience? Games that make you move your actual body through actual space? Those create genuine presence because they leverage the one thing VR does better than any other medium: make you feel like you're actually there.

The arcade cabinet succeeded because it embraced this principle. The physical cabinet was real. I could see it and touch it. That grounded the digital elements that appeared around it. My brain believed I was in a mixed reality space because, technically, I was.

Most current VR software doesn't even try. It either goes full digital (traditional VR) or treats passthrough as a novelty (most Quest 3 apps add basic AR overlays without reconceiving the experience). Neither approach fully exploits what modern headsets can do.

DID YOU KNOW: Research in VR presence shows that experiences using a mix of physical and digital elements report 40% higher perceived realism than fully digital VR environments, even when the digital quality is identical.

How XR Arcade Design Principles Apply to Home Gaming

The arcade cabinet wasn't using exotic technology. It was using a meta-strategy that applies to any VR experience: constrain the space, provide physical anchors, mix real and digital elements strategically.

Let me break down what made it work and how these principles translate to Quest 3 at home.

Physical anchoring. The cabinet existed as a physical object. This gave my eyes a reference point. I knew exactly where the ground was, where objects should fall, how gravity should work. In traditional VR, you're floating in digital space. Your brain has to consciously process where "ground" is. With physical anchors, this is automatic.

Application for Quest 3: Use your room's furniture as anchors. Play games that explicitly leverage your actual surroundings. A puzzle game where your couch is part of the environment. A shooter where your doorway is a strategic chokepoint. An exploration game where climbing your bookshelf is part of the narrative.

Constrained scope. The arcade experience didn't try to simulate an entire world. It created a focused, contained experience around the cabinet. This made the experience feel coherent. Everything made sense because the scope was limited.

Application for Quest 3: Developers should create games designed for specific spaces. A "living room experience" that leverages a 10x 10 foot area. A "hallway experience" that uses vertical space. Not games pretending to be open worlds but confined to the guardian boundary.

Social context. The arcade wasn't a solitary experience. Other people were present. This changed the psychological framing. I wasn't escaping reality; I was sharing an experience.

Application for Quest 3: Games that support local multiplayer in the same physical space. Friends in the same room, both wearing headsets, seeing the same shared mixed reality. Versus the current paradigm where multiple Quest 3 users need online connectivity to interact.

Clear tactile feedback. The arcade cabinet had physical controls and surfaces. The digital feedback was synchronized with this. When I interacted with something, I felt the cabinet, saw the digital response, and my brain integrated both into a coherent understanding.

Application for Quest 3: This is harder at home without additional hardware. But developers could design games that work with physical objects players actually have. Use a book as a shield. Throw a pillow as a weapon. Grab a marker to draw in digital space. The Quest 3's hand tracking supports this; software just needs to leverage it.

QUICK TIP: Rearrange your play space before playing mixed reality games. Clear furniture from the center. Identify landmarks (doorways, walls, shelves) that games could use. A well-organized space dramatically improves mixed reality experiences.

The Haptic Frontier: Touch Without Gloves

One element the arcade experience had that Quest 3 lacks (currently) is sophisticated haptic feedback. The cabinet had rumble at strategic moments. Your hands felt the impact when you interacted with something. This closed a loop that purely visual feedback can't match.

This is changing. Meta is actively developing haptic gloves. Apple's Vision Pro includes sophisticated spatial audio. Other VR developers are experimenting with body tracking and environmental haptics. The next generation of headsets will integrate more sensory channels.

But even with current Quest 3 hardware, there's room for clever application. The controllers have haptic motors. Games could use these more intelligently. Haptic feedback synchronized with physical movement could create the sensation of touching digital objects even without full-body haptics.

Moreover, location-based VR venues are already experimenting with environmental haptics: air jets, temperature changes, physical barriers that appear where digital walls block your path. These tools aren't available to home VR users, but they're proving the principle: when you can feel the virtual world, the illusion becomes real.

The interesting bet is whether home VR will eventually incorporate environmental haptics. Imagine a Quest 3 setup where you wear a haptic vest that triggers when digital objects collide with your body. Or where air jets create wind when digital explosions occur near you. This tech exists. It's expensive. But as it becomes cheaper, expect it to migrate to consumer VR.

This is the trajectory that gets missed in coverage of VR's current state. Individually, home VR might seem stuck. But iterate across five major hardware improvements (haptics, field of view, foveated rendering, passthrough quality, spatial audio), and you get compounding improvements that fundamentally change the experience.

Why Major Tech Companies Keep Betting on VR

If VR were actually dying, you wouldn't see Meta spending billions on it. Apple wouldn't have released the Vision Pro. Microsoft wouldn't be integrating mixed reality into its ecosystem. Sony wouldn't have announced PSVR2. Google wouldn't be returning to AR glasses.

These aren't companies making emotional bets. They have data. They see use cases. They're investing because they understand something that mainstream press misses: VR isn't a phase. It's an infrastructure shift that's already happening, mostly invisible to general audiences.

The arcade experience I had is part of this shift. It's not about consumer headsets becoming the main way people interact with entertainment. It's about creating entire categories of experiences that weren't possible before VR technology existed.

Location-based VR is one category. Enterprise training is another. Architectural visualization is a third. Surgical simulation is a fourth. Medical therapy is a fifth. Each of these markets is growing independently of whether your aunt buys a Quest 3.

Meta's strategy makes sense in this context. They're not banking on VR replacing gaming. They're building infrastructure that enables all these use cases. The consumer headset market is important but not the only bet.

Apple's Vision Pro is targeting a different market entirely: spatial computing for productivity and content consumption rather than gaming. That positions them well if VR evolves toward augmenting work rather than replacing entertainment.

Meanwhile, the arcade and entertainment venue market is quietly exploding. Multiple companies are investing billions in location-based VR. Theme parks are integrating VR experiences. Museums are experimenting with VR exhibits. Entertainment venues are becoming test beds for new interfaces.

This is where VR is succeeding while the press debates whether consumer headsets are dead.

DID YOU KNOW: The location-based entertainment VR market generated approximately $1.4 billion in revenue in 2023 and is projected to exceed $7 billion by 2030, driven primarily by arcade venues, theme parks, and entertainment centers worldwide.

The Design Philosophy That Actually Works

Let me articulate what the arcade taught me about VR design. This applies to home headsets like the Quest 3, but most software designers aren't following it.

VR works best when it stops trying to simulate reality and starts exploiting what digital worlds can do that reality can't. Gravity manipulation. Instant teleportation. Physics breaking in entertaining ways. Impossible perspectives. Merging the digital and physical.

VR fails when it tries to simulate reality competitively. Can a digital world be more visually impressive than reality? Sure, with enough processing power. Can it feel more real? Almost never. The uncanny valley is a real phenomenon. The closer digital replication gets to actual realism, the more unsettling any mismatch becomes.

The arcade worked because it wasn't competing with reality. It was augmenting it. The physical cabinet was real. Digital elements appeared on and around it. The experience wasn't "how perfectly can we simulate this," but "what can we do with digital and physical combined."

Applied to Quest 3 game design, this suggests a radically different direction. Stop making games that try to transport you to entirely digital worlds. Start making games that bring digital elements into your actual room and let you interact with both.

An example: imagine a puzzle game where you're trying to build a complex structure. Pieces appear on your coffee table as holograms. You physically move around it to see different angles. You grab pieces (using hand tracking) and place them. The digital pieces stack according to physics. When you complete sections, something happens in the digital layer: a pattern activates, or a lock opens, or a door appears in your doorway.

You're not isolated in a digital world. You're standing in your actual room, interacting with both physical space and digital content. Your brain stays grounded in reality while engaging with impossible elements.

This is technically feasible on Quest 3 hardware right now. The processing power is sufficient. The cameras work. The hand tracking is decent. The software just needs to be designed with this intent.

Instead, most Quest 3 games proceed from the assumption that more immersion means more isolation. Fully immersive digital worlds. Guardian boundaries keeping the physical world out. An experience that explicitly denies the existence of your actual space.

That's the backwards philosophy. The arcade taught me the forward philosophy: presence and engagement come from grounding in physical space while augmenting it digitally.

QUICK TIP: If you're developing for VR or recommending games, look for titles that explicitly leverage passthrough and physical space. Treat the home VR experience as augmented reality in your own room, not escape from it.

What This Means for Quest 3 Owners

I'm not saying your Quest 3 will suddenly become amazing. The current software library is what it is. Many games will remain traditional fully immersive VR.

But the ceiling is much higher than most people think. The hardware is capable. The paradigm just hasn't caught up.

If you own a Quest 3 and you're frustrated with it, try this: spend a week playing only mixed reality games. Games that use passthrough and hand tracking. Games that leverage your room's layout. Games that blend physical and digital.

You'll likely have a different experience than playing traditional VR. The immersion is different. The engagement is different. The sensory integration is different.

It's not universally better. Some people will always prefer fully digital worlds. But many will find that mixed reality experiences feel more natural, less isolating, and more grounded than traditional VR.

This is the direction the technology is moving. Every new headset generation adds better passthrough, better tracking, better sensors. The software is still catching up, but it will.

My weird arcade experience crystallized this for me. That cabinet wasn't the future of VR. But it was showing me a principle that the future will follow: blend the real and digital intentionally. Make physical space part of the experience. Ground users in reality while augmenting it. Let people interact with both rather than escaping into either alone.

That's how you make VR not just technically impressive but genuinely compelling.

The Competitive Landscape and Where VR Actually Wins

VR's struggle to break into mainstream consumer markets doesn't mean it's failing. It means it's succeeding in adjacent markets that don't get attention.

Consider who's actually buying VR headsets and using them regularly. Gamers, yes. But also: architects reviewing building designs, surgeons training on procedures, manufacturers troubleshooting assembly lines, therapists treating trauma, educators teaching impossible-to-visit places, athletes optimizing movement.

These users aren't debating whether VR is dead. They're extracting genuine value from it. VR isn't replacing their work; it's augmenting it in ways that couldn't happen without the technology.

This is the market that's actually growing. Consumer VR gaming is stalling? Fine. But enterprise VR is accelerating. Location-based VR is booming. VR for training and simulation is becoming standard.

Meta gets this. So does Apple. So does Microsoft. They're not betting the company on grandma buying a Quest 3 to play games. They're building infrastructure that enables entire categories of applications.

The consumer market is the flashiest. It gets press coverage. When it stalls, headlines declare VR dead. But it's one slice of a much larger pie that's growing steadily.

The arcade represents this principle at the consumer level. It's not someone playing games at home. It's an entertainment venue offering an experience that people are willing to pay for. It's competing against other entertainment options and winning. That's the sustainable market.

Home VR will improve. Software will get better. Hardware will advance. But it'll always be supplementary to these other applications, and that's fine. VR doesn't need to be everyone's primary entertainment device. It just needs to be genuinely useful in specific contexts.

My Quest 3 was gathering dust until I thought about it differently. Now it's a tool for mixed reality experimentation. Not my main gaming device. Not a virtual world to escape into. A tool for blending digital and physical in my actual space.

That reframing is what the arcade taught me. And I suspect it's what the next era of consumer VR is actually about.

Predictions: Where VR Goes From Here

Based on what's happening now, here are the threads I think matter.

Passthrough improves, isolation decreases. The next generation of headsets will have color passthrough as standard, not premium. The cameras will get better. The latency will drop. Developers will build games around this assumption rather than designing against it.

Within three years, expect mixed reality games to be as common as traditional VR games. Within five years, expect it to be the dominant paradigm for consumer VR.

Haptics become consumer-accessible. Haptic gloves are coming. They're expensive now, but consumer versions will follow. Once people experience touching digital objects, traditional VR that offers only visual and audio feedback will feel incomplete. This will drive rapid adoption of haptic hardware.

Location-based VR becomes the primary consumer touchpoint. Most people will experience cutting-edge VR in venues, not at home. This is already happening. Expect arcades, theme parks, and entertainment centers to be where VR innovation is visible to general audiences. Home VR will evolve in parallel, but venues will set expectations.

Enterprise and professional VR accelerates independently. Training, simulation, design, and medical VR will become standard tools in their respective fields. This market is growing faster than consumer VR and will continue to do so. By 2030, millions of people will use VR regularly for work without the consumer market reaching mass adoption.

The metaverse narrative collapses, mixed reality wins. The concept of a shared digital world that replaces physical interaction was always questionable. Mixed reality, where digital elements augment physical spaces, is more practical and less sci-fi. Companies will stop using the word metaverse. They'll just call it spatial computing or mixed reality. The underlying technology will continue evolving.

AI integration makes VR content generation possible. The biggest constraint on VR software is that it's expensive to develop. AI tools that can generate game environments, NPCs, and interactive elements will change this. Expect an explosion in VR software variety as AI reduces the barrier to entry.

None of this requires consumer headset adoption to explode. VR can be wildly successful through these channels while remaining a niche consumer product.

DID YOU KNOW: Fortune 500 companies are investing heavily in VR training, with early adopters reporting up to 275% more confidence in applying learned skills compared to traditional training methods.

Actionable Takeaways for VR Enthusiasts

If you care about VR's future (or your own VR experience), here's what actually matters:

First: Stop thinking about VR as a replacement for reality or a competitor to existing entertainment. Think about it as a tool for experiences that wouldn't be possible otherwise. That reframing changes everything.

Second: Explore mixed reality experiences. Whether you have access to location-based VR or you're using a Quest 3 at home, seek out experiences that blend digital and physical rather than isolating you in digital-only worlds. This is where the compelling stuff is happening.

Third: If you're frustrated with current VR software, wait for the next generation. The hardware is already capable. The software is catching up. Six months from now, you'll have better options. A year from now, substantially better. The trajectory is positive, even if the current moment feels stagnant.

Fourth: Try VR for applications other than gaming. Medical training, architectural visualization, design review, athletic training, therapeutic applications. If you have access to any of these, experience VR as a tool rather than entertainment.

Fifth: Remember that press coverage doesn't reflect reality. When you see "VR is dying," that's usually commentary on consumer market timing. Doesn't mean the technology is failing. Means consumer adoption isn't following the hype curve. Meanwhile, billions are being invested in applications you don't see on tech blogs.

VR isn't dead. It's actually thriving. The coverage is just wrong about where to look.

The Broader Implications of Unconventional VR Design

The arcade experience matters beyond just VR gaming. It shows something fundamental about human interface design: the best interfaces are often the ones that leverage what humans already understand rather than requiring new mental models.

Fully immersive VR requires learning new spatial logic. Where's up? Where's down? How do I move? What's the camera doing? Users have to actively adapt to the digital environment.

Mixed reality requiring less adaptation. The physical world works the way you expect. Digital elements follow basic rules. Your body stays grounded. You can refer to the familiar when you're disoriented by the novel.

This principle applies beyond VR. Augmented reality for navigation works better when it augments your view of familiar streets rather than replacing them. Virtual meetings work better when participants can see their own rooms and reference physical objects. AI assistants feel more intuitive when they operate in conversational language you already use rather than requiring a new interface paradigm.

The unconventional arcade cabinet was teaching a lesson about interface design that extends far beyond gaming: make the familiar the foundation, and layer novelty on top.

This is the opposite of the "radical innovation requires radical interface changes" philosophy. It says: respect what humans already understand, augment it strategically, and the result is something that feels both novel and intuitive.

Applied to VR's future, this suggests the technology is likely to succeed most through augmentation: mixed reality rather than pure virtual worlds, spatial computing that layers information on the real world, tools that blend digital and physical capabilities.

The consumer VR gaming market that promises to replace reality? Probably never takes over. Too much friction. Too much cognitive load. People would rather spend time in actual reality for entertainment.

But VR as a tool to augment reality? That scales. That becomes standard. That achieves the staying power the current hype cycle keeps promising but hasn't delivered.

The arcade showed me this. And that insight alone was worth the trip.

Conclusion: VR Isn't Weird, Its Software Is Too Normal

Here's my final thought after months with a Quest 3 and that revelatory arcade experience: VR isn't dying because of hardware limitations or consumer disinterest. It's struggling in the consumer market because most software treats it as a normal gaming platform with extra steps.

VR's actual power is in being weird. In creating impossible scenarios. In merging realities in ways that break our expectations. In doing things that would seem insane without the technology but feel natural once you're immersed in them.

The arcade got this. It didn't try to be a perfect simulation of reality. It didn't compete on graphical fidelity with movies or games. It created something genuinely novel: a hybrid space where you physically moved through real environment while interacting with digital elements that violated the normal rules.

Virtual reality loses when it tries to be normal. It wins when it embraces being weird.

If the next generation of VR software (and home headsets like Quest 3) follows this principle, the narrative will flip. Not because VR suddenly broke into mass adoption. But because it succeeded in doing something that reality can't: create experiences that blend impossible and intuitive in ways that feel transcendent.

The weird arcade cabinet taught me that. And honestly, that's worth falling back in love with VR for.

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