I think you're very much in the minority. Also, VR games didn't really evolve because it can't really evolve - the fundamental thing that makes it attractive (immersion in a digital space) can't work well because of motion sickness. So, the only way to make an immersive VR game is to have an extremely tiny game world or an on-rails experience, and that drastically reduces the appeal.
Of course, you could make all sorts of traditional top-down or isometric games work well without motion sickness - but no one is going to pay for VR to play Civilization or Star Craft or Baldur's Gate 3, since these would be fundamentally the exact same experience as playing on PC or console, but with a display strapped to your head.
This is such nonsense. The new Batman game on VR has full motion and smooth turning. It's not on rails at all. Games have got better at reducing motion sickness, and players also adapt over time.
The many of us who get motion sickness have simply stopped bothering with VR. Since the market has shrunk anyway after the initial excitement, the few VR games left can afford to be less accessible.
Indeed. I put on any kind of VR helmet for more than 2 minutes and I'll be queasy and/or throw up outright. My level of motion sickness is maybe extreme... but i guess that definitely messes with the total addressable market.
Of course, you could make all sorts of traditional top-down or isometric games work well without motion sickness - but no one is going to pay for VR to play Civilization or Star Craft or Baldur's Gate 3, since these would be fundamentally the exact same experience as playing on PC or console, but with a display strapped to your head.