I don't think VR will make that paradigm go away. There will always be what I would call "interactive movie" titles (COD excels at this) where VR might enhance that experience, by putting the player down in small set piece environments that are chained together into a storytelling whole. Then there will be more open world simulation based titles, which are massively enhanced in their immersiveness (is that a word?) by VR. There are also probably new experience types that haven't been developed for yet or have had "tech demos" developed for them.Maybe we're talking past each other but if you follow how gaming has changed over the last 3 decades you hardly can ignore a significant shift from actively imagining and playing a game towards passively consuming game content. VR will worsen this effect. I'm talking about the mainstream here, not a few exceptions. When it comes to the future of VR then it's the mainstream that matters, not a few geeks.
What I do see is that the simulation type titles have had a bit of a renaissance since VR hit the market, which is great news for me personally because I like those titles, but I also see VR selling more units of all three title types.
VR's problem is its easy to dismiss or troll against, as the only way to fully get VR, is to try and play VR, which makes marketing harder as how do you get across the feeling of "being Neil Armstrong on the moon" unless you have been in VR to "feel" something closer to what that must have been like either stepping outside you SRV in Elite or trying the Apollo 11 VR title.
Its what I would call a classic "slow burn" product that is almost certainly here to stay now, but a killer app is probably not going to exist to accelerate adoption, because how do you do market that without people trying it first?