What quite content does Oculus really need?
What quite content does Oculus really need? Whenever an industry promotes a replacement entertainment platform — colour television , the VCR, Blu-ray, VR — it faces an equivalent classic quandary. Consumers won't invest during a new system unless there's great content available for it. Meanwhile, great independent content producers won't make that material until the platform features a lot of users. So how do initial platform creators like Oculus get that content to start with? They buy it. They buy it by building internal content studios, by buying already-successful studios (as Oculus did in November by acquiring the maker of Beat Saber), and by directly paying, subsidizing and assisting outside developers to form what they hope is compelling, platform-defining content. Modern VR's top consumer category has been games. So when Facebook hires a seasoned game executive like Mike Verdu to run its overall AR/VR content operation, what the corporate is basically saying i...
Comments
Post a Comment