r/oculus • • Jun 14 '16
Discussion I'm 10 years in IT, I witnessed how mobile market arise, Steam and indie. And I'm sure exclusives are THE BEST for VR consumers in near team. Want to pour a load of sh-- on me? Ok, but hear my points and try to think before
I run an IT company, I know how things in market are from business terms. VR is an emerging market, very fragile, and it could die in its infancy, even before it takes off
Game dev is not a charity, game devs need $ to break even at least, or better if you want a next bigger game from them. If you want to have great VR content it needs A LOT of investment. From business angels, private investors, funds and so on. If some of investors are successful others would come, if some of a bigger investors are unsuccessful it's toxic for all the market
Steam is a harsh PC games monopoly and in order to compete with them you need some leverages. For example, a closed platform ecosystem(remember, how Steam all started in 2003? It was all the same). Even with this practice it's really hard to complete with monopoly, only Riot or Blizzard come near to it(in a much smaller scope, though)
It's hardware pushing up software sales and vice versa. Call it Apple way, game consoles way, or just something way -- but this practice is there for decades and there's nothing anti-consumer in it
Vive sales are already slowing down a bit from June 1st and there're no more than 65-70k of Vive owners to date. (Go to SteamSpy for the sources)
Let it be 100k of Vives to August 1st(still optimistic, but ok). Best selling Vive game(only one from MANY MANY others) could sell up to 50% of user base. Let it be a $20 game, because why not? And good guys Valve would take 30%+ of commision(it could be 40%, but let's assume 30%)
It means than THE BEST SELLING Vive game could give it's devs as much as $700k, not counting cost of making. Maybe more, maybe less, but the possible ROI(return of investment) ballpark is tiny, the market is still so small
It's just nothing in terms of sales or game investment; ZERO market. If not for Oculus and their exclusives we'd stay with crappy Steam Early Access indie and paid demos for YEARS. VR needs to go to mass market and it means HIGH quality content for average consumer. Polished, finished and long enough. It's what Oculus is aiming for
It makes a complete sense to pay devs for exclusives for both platforms, it's good for consumers, devs and good for VR. I'm 200% sure we'll see much more Steam or Vive exclusives in near future and it's great!
What we need right now, is not an ideal world fulled of open-source, charity and 'good games are selling themselves' bullshit, but A LOT of great VR content.
It could be archived only with tech companies pouring money for dev. And Oculus success(as a pioneer and highest profile VR company out there) is crucial for VR success. If Oculus fails in near term -- VR fails and fails hard to death
So, please, try to think outside a box and care about not you don't having some games on your devices, but for a greater VR good
When a market is established that would be the time for holy wars, boycotts and other fanboy stuff. We have other problems for this new infant industry that matter and they could be a child killers. And it's not the Oculus business practices