True, then again, Oculus seams to be determined to make VR a luxury item, so it's logical the (flagship) games are as expensive...
On the hardware, I think it's a very safe bet. It's basically the same strategy Tesla Motors has used to great effect. Bring the new technology to market at a very high quality level with an appropriately matching high price (the Roadster, at $110,000), because people are willing to pay for the new technology on a luxury good. Then they began a steady, sustainable march towards the mainstream: the $70k Model S, and now the $35k Model 3. They didn't start with a $35k car, because they'd never be able to make their money back at that price while spinning up a brand new set of technology, because people who buy $35k cars don't want anything that isn't polished, and they'd need to make too many compromises to reach that price back when they started. Not to mention the better press of a no-compromise high-end design compared to the EV-One or a Nissan Leaf.
Software is very different, and I'd argue that has more to do with CCP choosing to price it high, hoping to make back their costs from what is still a very small market for VR-only games. Elite has a PC and Console version, with tens of millions of people who have systems capable of running it. The VR market is, at best, hundreds of thousands of installed units, and Valkyrie doesn't have a flat-screen version to recoup expenses like most of the other games we're seeing.
In other words, if you're going to sell one-hundredth the number of copies, you might need to sell for 100x the price. With Elite: Arena selling for $7 to 100x more people, CCP's pricing isn't out of the ballpark (though I certainly wouldn't buy it if I didn't get it for free with my pre-order).