Jason Rubin, Head of Content at Oculus:
“A lot of the games you see here today are larger than would be
practically financeable by developers and publishers at the launch of a
hardware system. When you’re talking about VR, you’re talking about a
new hardware that has no past analogue, there is nothing that can be
ported well onto VR. There are games that work ok like Project Cars
for controller. But when you talk about hand-tracking, there’s nowhere
those sorts of games can come from,” Rubin said. “By definition you’re
shipping into a zero-person install base when you ship this new
hardware. For developers to make large leaps of faith—to do
multi-million dollar projects—it simply doesn’t happen without the
hardware manufacturers believing in their hardware and believing in the
ecosystem and helping those developers out with large grants. There’s no
other way that Wilson’s Heart, Chronos, or The Climb gets made.”
Rubin speaks to the chicken-and-egg conundrum of getting developers
to make content for a platform with no customers, or getting customers
to buy a platform with no content.
“Once those games are out there [customers] say, ‘Oh, there’s great
stuff out there. I’m going to buy into VR. I get it now, I understand
why I want to play.’ Then they buy the systems, and they’re now an
addressable market,” he said. “Then the second or third generation of
developer doesn’t need our money. They can see there’s an established
userbase there built by first generation games, they can build a bigger
title than they would have otherwise because there’s now enough
consumers to buy their game. That’s the only way these systems work.”
“The other way to [create a sustainable customer/developer
ecosystem], is to do it the way PC originally did it which started 30
years ago; I was making games when the PC came out. The way you do it
is, you put it in a ziplock bag, you put it on the shelf, somebody buys
your ziplock game, and the addressable market gets a little bigger.
[Then] you make a better game that you put in a very cheap box and over
time it gets to $100 million games. It took 30 years. We don’t want [VR]
to take 30 years,” Rubin explained. “We want this generation to race
forward. Because we don’t have the luxury that the PC market had, where
it was the best-looking thing out there. Well, we’re going up against Grand Theft Auto and Call of Duty.
[Gamers] have the ability to play these triple-A games. So if we don’t
compete visually [and] depth-wise, if we don’t jump out there and give
them great games to play right off the bat, we may never have what the
PC had. We may never have the stepping stone. What we are doing now is
the only way to viably jumpstart the market.”
How many of here are agree with this?
I think its only acceptable reason for exclusivity, Jason Rubin is right when he said there wont be any complain if the games which are exclusive were not compelling ones. VR lovers crave to play them so they cry out when they cant get it because of their choice of platform.
Very nice read so posting all of them, taking up little place but those who like to read and understand the market will be delighted.