Monday, October 22nd 2018

CCP Says They Expected the VR Market to Boom Much Sooner

CCP, makers of the legendary EVE Online, made quite a substantial push for VR in the coming of age of Oculus' Rift and HTC's Vive products in the form of EVE: Valkyrie. The game was fully developed by CCP's Newcastle studio with VR systems in mind (including the PS4's), but failed to... sound off quite as much as the developer wanted it to. During last weekend's EVE Vegas FanFest, CCP CEO Hilmar Veigar Pétursson told Destructoid that the company expected VR to become bigger, faster, than it ever did, with utilization rates being way below the marketed attachment rates and sales of VR headsets.

"We expected VR to be two to three times as big as it was, period. You can't build a business on that.", said Hilmar Veigar Pétursson "If it does take off, and I mean if, we'll re-assess. The important thing is we need to see the metrics for active users of VR. A lot of people bought headsets just to try it out. How many of those people are active? We found that in terms of our data, a lot of users weren't. May of last year (2017) is when we started to figure it out. Was it a surprise? Maybe. But the picture was filling in that there would not be a way to continue with VR as heavily as we were. No regrets. It was right to stop, and it was right to start. I remain a long-term believer of VR." Perhaps things will turn around with subsequent generations of more affordable VR headsets, such as Oculus' Quest, but... It might take some time and slow iteration.
Source: Destructoid
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30 Comments on CCP Says They Expected the VR Market to Boom Much Sooner

#26
Mindweaver
Moderato®™
OctaveanWell, tell us how you really feel,..... :)

Good on you then. Great to hear someone is happy with it because that is what brings the value of the product to the individual.

I'm happy with my Oculus Rift but I am keenly aware that the Vive is the better product IMO.

With respect to EVE: Valkyrie though it was not just the introductory price but rather the demo that killed it for me. While the demo was fun IMO once it got started, it was just too short. Sure you get some kind of feel for the game but it just wasn't enough of a taste of the game for me to commit to it with a purchase. To be fair I tried other VR demos and ended up buying full games because of the demo. With EVE: Valkyrie it was about the opposite.

They made mistakes with that game and they just aren't owning it.
Yea, CCP only treated it as a cash grab with a high price of entry and then adding microtransaction along with it. They should have focused on making the game better. They only have themselves to blame for not making money on it. Also, I think everyone was expecting VR to be bigger than what it is today. What hurt VR's pace was high HMD prices to start and the lack of content to help push it. If Oculus would have sold their CV1 at Lucky's ballpark price of $350 then I would have an Oculus Rift CV1. I did pay $799 for my Vive but it was because of room scale and I had the extra cash to spare at the time.
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#27
silapakorn
Anything that adds more hassles to gaming/movie watching will never be popular. 3D tech already proved that.
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#28
Valantar
silapakornAnything that adds more hassles to gaming/movie watching will never be popular. 3D tech already proved that.
Nah. The Wii proved that as long as it's reasonably easy to set up, cheap, and makes for a good experience, people are more than willing to buy all kinds of weird doo-dads. But it absolutely needs an image of not being a hassle, being easy to use, and it needs to convince users that it makes the experience noticeably better.
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#29
silapakorn
ValantarNah. The Wii proved that as long as it's reasonably easy to set up, cheap, and makes for a good experience, people are more than willing to buy all kinds of weird doo-dads. But it absolutely needs an image of not being a hassle, being easy to use, and it needs to convince users that it makes the experience noticeably better.
Well, Wii is a fad too, but a long-lived one. I haven't seen any new, successful motion controlled games for years. I know a lot of Wii owners who can't remember the last time they hook it up and play games on it. Most of them moved on to PS4 and back to couch gaming. When I ask why the most frequent answer I get is 'it's too much of a hassle'.
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#30
Valantar
silapakornWell, Wii is a fad too, but a long-lived one. I haven't seen any new, successful motion controlled games for years. I know a lot of Wii owners who can't remember the last time they hook it up and play games on it. Most of them moved on to PS4 and back to couch gaming. When I ask why the most frequent answer I get is 'it's too much of a hassle'.
Sure, it won a lot through sheer novelty, but its staying power proved that the concept is viable. VR doesn't need to be more of a hassle than using a Wii, and as for it being too much of a hassle today, that's not really surprising given that there hasn't been a Wii game released for ... at least 5 years? Who would want to rig up a console to play a 5+-year old game? Not many. Plus the fact that the Wii U messed up Nintendo's messaging greatly, essentially losing the entire market share they'd gained with the Wii. People might say it's about the hassle, but they didn't mind that hassle when there were reasonably new, fun games to play. Sure, the Nintendo version of Dongle Hell (plastic accessory hell?) reached a saturation point, not least when they were increasingly single-use accessories, but there's no reason why single-cable VR with inside-out tracking shouldn't be able to attain mass adoption. It's just a question of cost plus quantity and quality of content. The Wii arguably fell a bit short on the latter, but it was cheap enough and fun enough for it not to matter. Heck, I've played more hours of Wii Sports than I care to think about. I could see myself enjoying VR quite a lot - but not if I have to pay >$400 for a sub-par experience.
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