I think the people taking an extreme stance either way aren't basing their opinion on the real world. VR can certainly be a huge success and change the way people communicate, interact, and enjoy entertainment. It could also be a massive flop like 3D. The key is timing and holding back the technology until it is completely ready otherwise it will go dormant for another 10-20 years. The major problem I see is that we can't physically move far right now in VR since there are wires. Haptic feedback needs to progress further as well. Looking at a 3D scene and moving your head around is the first step, but VR has a long way to go.
I'm definitely excited to see what happens next.
Today's 3D TV, although it had a little renaissance is a flop and CAN only be a flop mainly because of what I said earlier. The reason (amongst some) really is lack of "FOV", field of view.
Look, I can get me a nice 3D monitor, say a 22" or a 24" even and the effect will NEVER be anything beyond a certain "aquarium" or what I call a "doll house" effect...which nothing has really to do how we perceive a real, 3D world but is just a silly attempt doing it.
Ok, let me try to explain this a bit: Say you stand in front of a real person in the real world, that person since it's close will fill out a huge FOV, you would actually have to move your head up and down if you would like to inspect the person. IMPOSSIBLE with a normal sized monitor or TV like a 22" monitor on your desk.
Or picture a simple effect like you holding your own hand about 5" in front of your face. If I do that right now my hand seems to cover almost twice the vertical size of my 22" monitor which means that my monitor,
simply because of the size and therefore limited FOV can never produce such a "real" 3D effect.
And this is exactly the problem I also saw back then when I was experimenting with what he had available, say with Nvidia 3D Vision etc. where I tested with World of Warcraft (back that time when I was still playing). All the 3D effect did was that it turned WoW into sort-of a "miniature world" which I was looking into like sort-of an aquarium in front of me, with one MAJOR problem that the "3D size perception" of objects, players etc. was totally off. Objects did not seem to have the correct size but are way too small, you had the impression to play with a "doll house" yes, 3D, but FAR from anything remotely of a real virtual world.
Add the fact that most games etc. did the 3D entirely wrong.
And this is why this current 3D CAN never be anything more than a gimmick.
VR will be different since this is the first time that the right FOV can be achieved. PLUS it requires a different game design/programming philosophy (something the Rift guys fortunately realized!) and not just what we had in the past "converting" existing content with 3D vision etc. into 3D. So what VR needs is obviously the right hardware (VR googles etc.) but also the right way to do it, NOT just converting content into a "3D aquarium" which seems to be the case today with 3D Vision/limited screens/FOV etc.