Virtual reality has promised a more immersive way to play, but Max Burkholder believes it has not yet delivered the experience many gamers expected. In a clip from Shelf Quest, he explains why VR can feel less convincing as it moves closer to realism.
When realism becomes uncomfortable
Burkholder argues that VR can enter an unsettling version of the Uncanny Valley. As virtual environments approach real-life experiences without fully matching them, the result may feel disturbing rather than immersive. For some players, that gap can produce nausea instead of excitement.
This helps explain why adding more realism does not automatically make a game more enjoyable. The technology may be impressive, yet the physical and psychological response can undermine the very immersion VR is designed to create.
Why traditional games remain compelling
Traditional video games take a different approach. Rather than trying to reproduce reality directly, they let players project themselves onto characters who can accomplish extraordinary things with a button press.
That separation can be an advantage. Players do not need a digital character to look or move exactly like a real person; they can accept the fantasy and enjoy the freedom it provides. For a broader look at the games and hardware that make this kind of direct interaction work, explore RETROCADE’s Arcade Blog and arcade videos.
Immersion is not one-size-fits-all
Burkholder’s view is not that VR has no value. Instead, it questions whether increasing realism is always the best route to a satisfying game. For many players, the responsive controls, clear visual language and imaginative possibilities of a conventional arcade machine may feel more natural than wearing a headset.
VR may continue to improve, but its success will depend on more than technical progress. It also needs to avoid the nausea and discomfort that can appear when virtual experiences come close to reality without fully reaching it.



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