I honesty think some people are seriously underestimating Morpheus's potential. there is a reason Sony is investing in a lot of indie developers; there are fewer risk financially along with BETTER and newer ideas to come of it. for instance, EA is not going to invest in a new style of gameplay/IP every six months to a year or even two years that they are not for certain will make them a return when they launch it, so they'll take the safe route and milk a particular IP/system that is proven on the market.
indie developers don't adhere to this style of business due to them not having a lot of other important people to answer to, not to mention their size. they can sell around a few thousand copies and be completely ok with it. because of this, it is THESE guys that will take the risk in supporting Morpheus/camera/Move before those like EA will. a lot of people turn their nose up at these these types of developers because they are small, but I have news for you, so were the big name companies you know today. that didn't make their games any less enjoyable to play, though.
with VR, you don't have to shoot for eye candy, complex story lines nor a lengthy duration that you would for the typical couch potato game to garner attention and immersion. because you are inside the virtual world, VR gets right to the point. which is why something as simple as a 5 minute rollercoaster ride has the player completely freaking out and in total surprise when they are playing it and even after. do this with your typical couch potato game and the user would probably be swearing at you for having the audacity to release such a brief, non challenging, downgraded piece of garbage.
so my question is, if 5 minutes of a simple demo can do this, then what can 1 to 2 hours, or even more, of something more advance do?