I don't see that. VR was well around when TNG was created, and they decided to go for the dream goal of that research, since 24th century and all. In fact, the creator of the head mounted display and driving force in virtual reality systems, Ivan Sutherland, stated in 1965
Yes, yes, I know all that, but the point is that it wasn't yet a common trope
in mass-media science fiction, which always lags behind prose SF by a decade or two. Again, I'm not talking about the actual technology, I'm talking about the fictional trope.
And the holodeck turned into a trademark that made it different from all the other shows (which all went the "normal" VR route). So it was a good thing.
I've offered no opinion on whether it was a good or bad thing. I simply pointed out that it seems to me they would've taken a different approach if the show had been made later. There is no value judgment intended, simply an observation.
There's no real threat in VR. You can't get hurt or killed. I already didn't buy that in Matrix. And wouldn't buy it in Trek. People complained about how ridiculous bullets that can kill are. It would be even more ridiculous to create a VR system for recreation that can kill you.
Exactly. I'm the one who pointed that out. Making holodecks in a way that they can be potentially fatal is ridiculous, but it's a necessary storytelling device for creating danger. And most works of fiction involving VR employ similar dramatic contrivances so that people in VR
will be in danger of actually dying. The number of VR-themed shows where death in VR poses no danger to the characters is extremely small. The only instances I can think of offhand are
Caprica, the animated
Code Lyoko (with certain exceptions), and the failed pilot
Virtuality. Far more often, the conceit is that death in VR will kill you in one way or another, whether from the "shock" or some more fanciful excuse.
So yes, it's a silly contrivance to make VR actually dangerous, but it's an often-used one, and no sillier than the contrivances that make holodecks dangerous -- or the contrivance that holodecks didn't get pulled off the market completely the first time they killed someone.
The problem with VR is it's fake. When you get out of it, your back is hurting from sitting there and not breaking a sweat while running 5 miles.
Who's to say it has to be the kind of VR where you're just sitting there? Both fiction and real-life prototypes have presented us with systems in which the user's perceptions of one's environment are altered but one's body is actually engaged in physical activity. Like running on a treadmill while images, sounds, and scents of a path through the woods or a racetrack are fed into your senses. (That's just one simple example of the principle, of course.)
From a story telling point of view, you can't do nearly as much with a VR tech than you can with a holodeck. For example, how do you do the story where the historian gets shot in "A Long Goodbye"? Or how about the baseball game on DS9?
As I said, lots of fiction involving VR has embraced the conceit that dying in VR will kill the user. And a VR baseball game could work the same way any multiplayer computer game works today, just with a full-immersion sensory interface. Heck, we've seen plenty of SF shows and films in which people who were in physically isolated VR chambers perceived themselves as interacting in the same space --
The Matrix being probably the most famous example. So I'm amazed the question even needs to be asked.
And again, I wasn't making any kind of value judgment, wasn't saying one was better than the other. I was simply making what I thought was an interesting observation about the creative process and the state of SFTV concepts in the late 1980s.