Re: Facebook VR: 10 Reasons It Won't Work Out
To be honest, when I first heard around this time last year that Facebook had bought Oculus (a name that was circulating in the gaming world for a while), my first reaction was head scratching. There's some overlap between the two, but the prospect of Facebook VR specifically still leaves a weird taste in my mouth. A bit of time to ruminate on it gave me a few ideas about how the two could come together to make some cool stuff, or moreover, the possibility that Facebook would just supply the money, have Oculus dedicate a certain amount of their resources towards Facebook-related projects, and give Oculus free reign to operate the rest of their business as they see fit. It looks like a bit of both is what's happening - Oculus has still been at all the major gaming trade and consumer shows (including Pax East here in Boston) showing the same gaming-focused tech that they have been.
The funny examples you give here do actually get at the real underpinnings. Isn't the whole idea of Facebook to be quick and portable, to be accesible at a moment's notice and then put away? It's the complete opposite of total immersion with a bulky headset. The idea of a built-in social component to a full VR experience (share a screenshot of this cool landscape you stumbled upon in virtual Elder Scrolls to Facebook!) is cool, but might take away from the immersion, which, along with ads possibly doing the same, might turn some off to VR. I do believe that Oculus will have a hard time taking off without the support of big, established game studios (look at who the early adopters are), but Facebook has connections in that space as well. It could still be totally awesome if they steer it the right way - or it could end up like Microsoft buying Rareware.