<p dir&equals;"ltr">Remember when VR was a pipe dream&quest; An idea beset by technical deficiencies and impracticality&period; Well&comma; one of those problems is on the cusp of being solved and the world is slowly creeping toward its first commercially-viable virtual reality headset&period; In fact&comma; we’re so close&comma; companies like Facebook&comma; Sony&comma; Valve&comma; and Microsoft are getting their feet wet and exploring the avenues in which the technology would be applicable&period; It is hard to think the whole thing began as a Kickstarter pitch&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Reaching its goal on September 1st&comma; 2012&comma; the Oculu Rift was successfully funded to the tune of &dollar;250&comma;000&period; It would go on to accrue over &dollar;2 million by the end of its campaign&period; Oculus may have inspired a hefty amount of Kickstarter backing&comma; but there were many who remained skeptical of the project&period; To alleviate people’s concerns&comma; Oculus began a tour of demos in order to win the heart-and-minds campaign of video game audiences&period; They quickly found support in Valve and an impressive number of journalists&comma; but over the last year the Oculus has made the most important leap&comma; reaching the hands of the general public&period; This is where Oculus would live and die&comma; on show floors across the world as people got their first taste of the VR revolution and decided whether or not it is something they could imagine keeping in their home<&sol;p>&NewLine;<p dir&equals;"ltr">In two years Oculus went from being a Kickstarter dream&comma; asking for &dollar;250&comma;000 of goodwill donations to a company priced at &dollar;2 billion&period; It is the American Dream come true&comma; a small glimmer of an idea given life and bringing unimaginable wealth to its creators&period; Well&comma; not quite&period; Oculus’ sale to Facebook is a painful reminder to many how Kickstarter actually works&period; You may plop your money down early for a &OpenCurlyDoubleQuote;founder badge” or an early version of the product&comma; but you do not own any stake in the company&comma; you do not have any say in its future&period; You may get early access&comma; first access&comma; you can brag about being there in the beginning&comma; but you are not Oculus and they do not have to answer to you&period;<&sol;p>&NewLine;<p dir&equals;"ltr">The one question Oculus did have to answer was&comma; &OpenCurlyDoubleQuote;Now what&quest;” when Sony showed off Project Morpheus&comma; their own VR headset&comma; last week at GDC&period; It was a sly move by Sony&comma; who were allowed to play coy about how they envisioned the product working with games&period; While Sony had figured out the technology&comma; they had little reason to push out their VR headset without a solid plan for distribution&comma; a luxury the Oculus did not have&period; Oculus was a company without revenue&comma; people invested in the project&comma; but there was no cash flow coming in from a consumer-ready product&period; Oculus may have said all the right things when Sony showed off Project Morpheus&comma; but there must have been internal fears&period; With the technology in their camp&comma; Sony could wait for Oculus to test the consumer market&comma; come up with a better idea&comma; and release their own device&period; Oculus was running out of time and the looming Sony empire was daunting competition&period; This is why Oculus’ sale makes so much sense&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">By selling to Facebook&comma; Oculus has bought themselves time and money&period; They no longer have to rely on private backing&comma; as they now belong to a powerful corporation&period; There’s no rush to release as they can work out a future with their new parent company&period; It may make people angry to see something so near and dear to their hearts &OpenCurlyDoubleQuote;sell-out”&comma; but when you are competing with billion dollar corporations&comma; you need help&period;<&sol;p>&NewLine;<p dir&equals;"ltr">I understand the feelings of betrayal&period; Oculus was one of the industry’s best feel-good stories&period; People said VR was impossible&comma; said that it was science fiction&comma; but a swarm of Kickstarter faithful and few brilliant minds overcame nay-sayers&period; Oculus selling to Facebook feels like the death of the dream&comma; the nasty twist of fate some film director will use in the third act of the Oculus bio-pic&comma; like Zuckerberg screwing Eduardo Saverin in the Social Network&period; This isn’t a David Fincher film&comma; this is real life&period; Facebook didn’t buy Oculus to change what so many loved&period; The sale to Facebook might take away Oculus’ &OpenCurlyDoubleQuote;cool factor” but it doesn’t undo the work so many have enjoyed&period; The most painful pill to swallow in Facebook’s acquiring of Oculus&comma; is it means Oculus may be wrestled away from its gaming roots and become a piece of technology used by many other industries&period;<&sol;p>&NewLine;<p dir&equals;"ltr">While the Oculus has proven the technology exists to provide a decent VR experience&comma; there are still hurdles to overcome in the gaming industry&period; Some people still get nauseous when using the Oculus&comma; others find it uncomfortable to wear&period; The biggest hurdle for VR to overcome is its impracticality&period; With today’s video game library&comma; from shooters to sports to platformers to puzzlers&comma; VR does not always have practical applications&period; VR doesn’t help a sports game feel more authentic&comma; it doesn’t help a point-and-click adventure game feel more life-like&period; If the asking price for an Oculus product or Project Morpheus is going to &dollar;300&comma; and it is only going to work on a fraction of games&comma; the Oculus becomes a difficult sell to a mass audience&period; It also begs the question of use&period; Sure&comma; single people looking for an elevated PC experience could find use for it in their gaming corner&period; But could the Oculus find a way to exist in the mainstream console market&quest; Would a new father be able to wear the headset while keeping an eye on his toddler&quest; Would a teenage girl be able to share the experience with her friends during a sleepover&quest; As games become more connected and shared experiences the Oculus was isolating&comma; making its gaming applications all-the-more niche&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Working with Facebook gives Oculus an opportunity to explore avenues and gain connections the company had not previously explored&period; The uses for VR technology expand far beyond video games&comma; even far beyond general entertainment&period; VR could be used for training and education in a variety of different ways&comma; it could be used in design&comma; or it could be used to hold personal meetings while being miles apart&period; The technology probably has more applications in our day-to-day lives than it actually has in our entertainment&comma; including video games&period; Facebook could help Oculus better explore the applications of VR technology&comma; instead of Oculus being stuck in the games&sol;tech world&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">There is no guarantee about Oculus’ future&period; There iss no assurance the move to Facebook was smart or dumb&comma; wrong or right&period; There is no certainty Oculus will be a success&comma; though there seems to be a genuine interest from both the world of video games and otherwise&period; The things we know for sure when it comes to VR technology and the Oculus are small in number&period; We know they made over &dollar;2 million in a Kickstarter campaign&period; We know they were demoing the technology to the masses&period; We know a 2nd edition of the developer kit is available for pre-order&period; Lastly&comma; we know that Oculus was sold to Facebook for &dollar;2 billion&comma; 100 times its Kickstarter donations&period; While there is a pessimistic way to look at Oculus’ sale to Facebook&comma; there are positives as well&comma; light at the end of the tunnel&period; I am sure many lament the sale&comma; but Oculus is a company free to do what it wants&period; It is not beholden to anyone&comma; not even its Kickstarter fanbase&period; VR is a very real technology and its emergence in pop culture feels closer than ever&period; It is no longer a pipe dream&period; The feeling of community empowerment&comma; of the gaming community as a whole owning something special in VR technology&comma; may have been the real pipe dream all along&period;<&sol;p>&NewLine;&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;673745762 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;673745762" data-essb-postid&equals;"55505" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;55505&sol;ocubook-broken-dreams&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;55505&sol;ocubook-broken-dreams&sol;" data-essb-instance&equals;"673745762"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F55505&percnt;2Focubook-broken-dreams&percnt;2F&t&equals;Ocubook&plus;and&plus;Broken&plus;Dreams" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F55505&percnt;2Focubook-broken-dreams&percnt;2F&t&equals;Ocubook&plus;and&plus;Broken&plus;Dreams&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;673745762&&num;39&semi;&rpar;&semi; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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