From the article that was published on 11th April 2014 (
https://www.mcvuk.com/development-news/how-frontier-is-bringing-elite-dangerous-to-vr/), which was during beta pre release, in response to the article 'How Frontier is bringing Elite: Dangerous to VR', David Braben OBE had this to say:
Why did you decide to add VR support to Elite: Dangerous?
It was something requested by backers, but
also something we wanted to do too. We have said from the start that we are writing this game for ourselves, and
collectively we were excited by VR.
How did this affect the overall development of the game? What did you have to take into account when adding VR functionality?
It hasn’t especially affected the game’s development because it was such a natural fit. We had to bear in mind that most people would still play the game without VR.
From our alpha test, nearly ten per cent of players played using Oculus Rift – it was a surprise to us that it was so high, given the kit that is out now is essentially a developer kit.
When supporting VR we looked at how we could embrace the extra functionality – so
things like displays that pop up when you look at them add to the richness of the experience.
You’re already reimagining a classic games franchise, but what challenges does reimagining it for VR add?
In my mind at least,
I was already sitting in a cockpit and flying a spaceship with both the original Elite and with Frontier. VR brings the reality of it one step closer, so it was not really a challenge; very little ‘reimagining’ was needed.