4 ms·
It's not like we don't know how to launch a new gaming system at this point: you package up everything the consumer needs to get started for around ~$500, you l
by apatters 10y ago
It's not like we don't know how to launch a new gaming system at this point: you package up everything the consumer needs to get started for around ~$500, you line up a couple of launch titles that are really great games or license famous IP, you strike some massive retail partnerships and spend massive cash on marketing.
You are building an ecosystem and it's all about getting critical mass which is hugely expensive. Even new peripherals for already successful console systems are quite hard to launch because you can't put the marketing behind them that you'd put behind a whole new system launch. VR tech obviously has great potential but the ecosystem, the mass market product and marketing, the titles are all not there.
- solatic 10y agoBut VR costs way more than $500, because the true cost is not just the VR headset itself but a new high-end graphics card to drive it. After the headset, the graphics card(s), and a couple of the few VR games that are out, you're easily over $1,000.
- apatters 10y agoFine, but the gaming market is what it is. The model that would work for mass adoption would probably look something like: sell a console with 1 VR headset and 1-3 games for $700, take a loss on it, and turn a profit later on more games and headsets.