The Oculus Rift/Project Morphesus might fail.

" I have to argue that the Oculus rift will be successful. Successful in business terms is making money, which if it lasts for a good time and makes good money in that time then it is successful." New things will sell obviously because it's a big thing. People are in their rooms looking at their screens looking like, "Oh my god, THAT'S SO COOL! I WANT ONE! I WANT ONE!" It happens every time. Your terms of success in business is not the same as what success means to the consumers. Success in consumer terms is having your product the best it can be. Give it value. Make it convincing to the consumers that you won't mess it up. Give them a reason to keep spending money on a product. A logical reason is not because it's cool. It's not about just making money. You're thinking like the money hungry businesses I was talking. You're forgetting about the people who gave you that money - the consumers. The consumers are more important than the money you make because they're the ones giving it to you. DUH! If you were in a business, and you maintained this mindset of business, you will have a negative status in the business world. I may not know much about business, but I do have common sense to know that customers go first. http://blog.kissmetrics.com... http://www.forbes.com... "Yes for some it may be an issue, but its just moving your head and looking and a screen. Most motion sickness is cause from your whole body moving, not just your head. So if it is just your head you most will not get motions sickness. Which means most will get the system. Making it successful." They will get motion sickness because that's what has been REPORTED. Reported meaning someone who actually went in there to experience the Oculus Rift said, "Hey, I feel kind of sick." So, people will get sick and not get the most enjoyment out of the headset. But, now I've heard that the producers have made some improvements to the device to prevent the sickness reported. "Most game developers will probably take advantage of the oculus rift. But the few that don't, their games will not be successful, but the oculus rift will remain successful with the games made for it." There will be developers out there that will take advantage of the Oculus Rift. But, the people who won't will most likely be Activision and EA. You know them. They're good at advertising. You see their stupid ads in football games, posters, commercials, EVERYWHERE. They're going to underuse the Oculus Rift, over-advertise their junk, and scam people. Now, this won't be the their fault. The people who made this thing. But, Activision and EA just find ways to mess everything up. This won't be even a point if they don't even let the Oculus Rift fall into the hands of these 2 clowns. "The key word there is IF. The key word in the development in the Oculus Rift is BETA. Beta means that the company will try to make the system better. Which will mean no/little lag. And one other thing is resolution doesn't matter, the fps matters. All the company ha to do is bring up the fps, which is very simple." Actually, resolution does matter. You just said that Virtual Reality is for you to immerse yourself in a simulator. How can you be immersed, when you see nothing but blurred pixels? You want to play a game at 240p? If you want to feel immersed, you have to have a clear picture of what you're seeing. You're not going to feel immersed when you're looking at blurred pictures. You're saying all of this like it's a simple task. A little child can do it. NO IT'S FRICKIN' NOT! If it was simple, developers would complete games in under a year probably. http://www.expressclr.com... "All this is is your personal opinion not a testimony to if the system will be successful." What does that have to do with the point of most of the Oculus Rift support games being only PC platforms? You just said that the Oculus Rift will be successful right? How can it be successful when it's focused primarily on PC? Let's do some more math. How many people play on consoles? It's said that 68% of U.S households have at least ONE console. 2010, there were 114,800,000 households. Again, let's pretend that there's one person in each household. 114,800,000 people. 68% of that number is 78,064,000. Let's just take the United States only into account. So, there are more than 78,064,000 people who play on console. Now let's see for PC. There must be 32% who play on PC right? 32% of 78,064,000 is 36,736,000. Yeah, 36,736,000 may sound a lot. But, there's another 78 million out there. Again, I know my calculation isn't right so don't bring it up. They're not going to be a huge success if they ditch a huge portion of the consumer base. They said that the consoles are "too limited" for them. That means they have to water some stuff down for the consoles. Meaning the people on consoles will not get the 100% experience you wanted. This goes back to the con about specifications I was talking about. The Oculus Rift is a powerful device right. It's going to be very demanding. The PS4 and Xbox One will struggle to run the Oculus Rift support. So, they'll probably water some stuff down. That's a huge possibility right there. This also goes back to me talking about the Oculus Rift being PC oriented. I've heard about Sony and Microsoft making their own headsets. I don't think that's going to make much of a difference either. So, maybe, the headsets will fail on consoles. I guess that's where this is going. I guess that's where this is going to go. PC is going to get the luxury of full virtual reality entertainment. http://www.theesa.com... http://www.statisticbrain.com... "9000 is a good number for a kick starter, most people at the time didn't know about it, which means 9000 is very good. Oh and I just need to say this once: ITS OVER 9000!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" 9,000 is good for a kickstarter. But, this isn't about the kickstarter. This is about what will happen at post-release. You know? The stage where people actually starts consuming this stuff. 9,000 isn't enough to make the Oculus Rift successful. Again, I don't know how did they raise millions just from 9,000 people. Did the people have to pay to see it? How much because something is off. " That may be true but this debate is if it is successful or not. Not if it will be good. I think it will be good and judging on the amount of people that have it, it will be successful at the official release." Yes, it is about if it will be good. That is what this debate is about. I INSTIGATED IT! I FORMED THIS DEBATE IN THE FIRST PLACE! YOU DON'T CHANGE THE SUBJECT! YOU UNDERSTAND? Now, if you're going to completely move away from the topic that I instigated and move into the topic that YOU want to instigate, then I already won this debate. "It is true that this debate is very difficult because who knows if it will be successful before it official release. I made that statement so I could bring up a piece of evidence, it has been out for a while, but not officially. Here is a website with some critics reviews on it: http://www.engadget.com...... This website shows that the oculus rift is getting great reviews. if reviews are a estimate to success, well then the rift will be successful." Okay, first of all, there's only 2 reviews in that website. I see one that's from the User's side. Okay, he sounds excited. I see that the screens need some work and has almost zero content. What does he mean by that? This is why I don't support the idea of letting customers review stuff. They don't go into full detail, but I'll take his into account this time. He says wait until the customer version comes out. We'll just see what the customer version is like. Now, I see this one guy who is in the reviewer side. His review was actually reasonable and I could understand that. Also, he shows some little cons in there. That is actually credible. But, everyone else's is just previews. You said it's been getting great reviews like there's thousands of people giving it 9's and 10's. You really did. All I see is 2 people. Previews can't count because, first of all, the O.R is in it's beta stage and it's not their "real" review. The "real" review is what counts. So, the bottom line that I got from these reviews is the Customer version determines what will happen in the future. Now, I've figured out the issue. You've misunderstood the title again. It's the title again. The title meant it will fail in terms of quality. I didn't mean it will fail in terms of sales and revenue. Of course, the Oculus Rift will sell. I'm talking about failing in terms of quality and maintaining it. I think it will come out, people will start seeing the issues, then people will hate it, then the Oculus Rift will die. I think that's the issue that's going on. You're talking about a different topic than I am. Sources: http://blog.kissmetrics.com... http://www.forbes.com... http://www.theesa.com... http://www.expressclr.com... http://www.destructoid.com... http://en.wikipedia.org... http://www.statisticbrain.com... http://fextralife.com... http://www.esrb.org... #aid=P3p55Wr2NQA #aid=P9sjIu7rzMA http://www.ign.com... http://arstechnica.com...