About 14 million VR headsets have been sold worldwide. That puts it about on par with the NES in the late 80s. I choose to forgive the VR market for not immediately being as successful as the mature gaming market. A lot of things were being done in the early 90s that showed just how little we really understood digital entertainment. It'll take tech improvement and product experimentation combined to really get VR to come into its own. That'll take continued investment on every front. We won't get there by magic.
Comparing them with the full lifecycle of the NES sales instead of its first 5 years is not a proper comparison.
Lots of enthusiasts did buy the Oculus DK1 and DK2 Rifts, but CV1 was the first time it was actually available in stores and marketed as being ready for consumer use.
At a more tactical level, such as beats, storyboarding, and even UX research...there's still a lot of experimentation when it comes to what works and what doesn't for storytellers. If you tell an experienced director to make an action movie, there's a lot of well understood techniques they can lean on to tell good story. So far, our experiences show that a lot of that flies out the window with VR unless you spend all your energy trying to encourage your user to frame the shot the same way a director wants you to. However, if you do that, you aren't really using VR anymore.
The problems that constrain story length are really a problem because you can only give story so much depth in 15 minutes...and if you don't have the opportunity to figure out how to tell a story with nuance, you won't learn how to get nuance right. VR has no nuance at the moment.
The indie game scene on Steam VR is thriving and these experiments in vr experiences will yield future content and entertainment breakthroughs. The groundwork, at least, has finally begun.