As far as I can tell, FB has treated the Oculus project with incredible respect, and not a single fear has come true.
I understand there was legitimate reason to worry over the Facebook acquisition, but I still strongly believe that Notch (and many others) took it too far.
Not only did he address this ("I’m aware this goes against a lot of what I’ve said in public. I have no good response to that."), his public posts about it were fairly measured after his first response (which was mostly a few negative tweets):
> I have the greatest respect for the talented engineers and developers at Oculus. It’s been a long time since I met a more dedicated and talented group of people. I understand this is purely a business deal, and I’d like to congratulate both Facebook and the Oculus owners. But this is where we part ways.
It's silly to expect consistency in people's reactions to everything -- I doubt you are "fair" with every reaction you have to things that affect you -- but, regardless, "I still strongly believe that Notch (and many others) took it too far" is an (ironically) excessive reaction to what actually happened.
I don't agree at all. Your quote concludes with an attempt to completely sever ties with Oculus. I do not believe this was in any way a measured or reasonable reaction at the time. The nature of the underlying action is not changed by the fact that it happened to be phrased in a relatively respectful way in that particular post.
While technically true, that again makes it sound dramatic for no apparent reason. Choosing to not work with a company because you're uninterested in being associated with what they do is not something beyond the pale, even if many others have no problem with that thing.
To take a topical example, did Jonathan Blow "completely sever ties" with Microsoft because he has The Witness on PS4 and not the Xbox One because Sony actually cared about indie developers at the time he was looking at consoles to develop on? I guess you could say that if you wanted some click bait (and I'm sure more than a few gaming blogs did), but don't pretend that it's somehow getting to the "nature of the underlying action".
To me, this feels like an action that was intended to stir controversy, but I will admit I could be wrong. You may see it differently.
As for Jonathan Blow, I'll refrain from commenting because I don't know anything about that situation.
Facebook buying Oculus was a two-billion dollar bet on virtual reality being the next big platform, and to have that bet pay off, Facebook has to play the long game, and let Oculus and the virtual reality market grow.
Facebook isn't stupid or myopic enough to require a Facebook login to use Oculus products. It makes absolutely no sense when you consider the reasons that Facebook bought Oculus.
Many details might have been different in this alternate history: price, timeline, quality, bundled games, future games as funded by Oculus, and more.
Unfortunately I don't know if any of us really have the information necessary to make a truly correct comparison.
My excitement for and willingness to spend money on the Rift was greatly decreased by the Facebook acquisition. It is of course still quite possible that the Facebook acquisition was a good move that will benefit everyone.
They haven't even released a consumer product yet. It's awfully early to say that it's being handled either well or poorly.
If Gear VR is any indication, then the fear that Facebook is going to mess with things obnoxiously is unfounded. I don't think we'd have as polished a product as we'll get with the retail Oculus version had the Facebook deal not happened.
Also, I think the increasing pressure from HTC and Sony is showing pretty convincingly that Oculus would have been in a lot of trouble if they didn't receive solid financial backing from a larger partner like FB. The Vive has already pulled on ahead of the Rift in terms of offering a much more versatile tracking solution in the form of the Lighthouse stations. PlayStation VR is the sleeping giant in the room that nobody's really talking about.
Oculus is not going to be able to rest on their reputation for long and still win the VR game. VR is slowly becoming high stakes; it's not a harmless little Kickstarter campaign anymore.
If it's true that they're not making any money on the $600 CV1, then it seems to me that they desperately needed FB or a similar partner.
Ultimately, we're faced with a dilemma where the deeper we go into the Oculus + Facebook timeline, the further we move away from being able to predict what might have happened if Oculus had never been acquired. If FB does something to upset people (like requiring FB login), there might be a lot of outrage, but nobody will be able to say for certain that Oculus could have even remained competitive without FB. It won't be long before we reach a point where nobody will be able to competently know what we should be comparing FB-owned Oculus to in this hypothetical alternate timeline where Oculus was never bought.
The good news is that if Facebook does seriously muck things up there are great competitors who will gladly take your money instead. I just don't think there's any sense in condemning the Rift based on some hypothetical future wrongdoing from a company that has so far treated the platform quite well, especially taking into account the fact that we don't really know how well Oculus would have fared without the acquisition.
Regardless, I wasn't trying to ask why Notch sold. I meant to ask why it was not fair for Oculus to sell if it was fair for him to sell. Asking this question is fair game since Notch chose to make his condemnation of the acquisition exceptionally public.
It probably felt unfair to him because Oculus was kickstarted by gamers (like Notch), and Minecraft was self-funded.
Since the backers (gamers) felt like they were stakeholders on Oculus, they probably were disappointed that Oculus was bought by Facebook, rather than Bethsida or Valve.
From personal experience, I think we often are most vehemently angry about behaviors we feel like we are dangerously close to falling prey to. The closeted gays who are white-knuckling a righteous straight life are often the most vocally opposed to people who give in to homo temptation.
I suspect Notch was wrestling with those issues for years, and trying to harden himself against temptation. Selling to Microsoft wasn't necessarily a compromise to his values. It's possible that deal was fundamentally different to the Oculus deal in some way that matters to Notch. But it makes sense to me that he'd have strong opinions about how to go about doing something he was also struggling to figure out how to do.
Notch promised Minecraft would eventually be released open source when he was raising early access dollars, and he seems to have completely reneged on it with the sale to Microsoft.
Oculus got acquired by Facebook and still afterwards released the complete hardware schematics for DK1, the kickstarter project, for anyone to use on Github.
The Facebook acquisition still probably wasn't a good thing; they seem to be want to turn what are essentially Monitors+tracking into game consoles with exclusives etc. You'll have a headset from one company and have to buy the equivalent spec headset from another just to get access to all the games. It's going to be like a future where Skyrim 2 were only released for BenQ monitors. You may already have a monitor with a panel made to the same spec in the same fab, but now you have to have an extra monitor you hook up only occassionaly to play some of your games.
They've said they might port their store to other PC headsets, but have made no real commitments.
Essentially you are future-worrying about something that historically has not happened. The only thing that comes close is the whole Microsoft/XBOX indie parity clause, which they eventually just took away.
My guess is that Oculus will not be the only game in town (Vive, and I'm guessing many other challengers) and that other HMD will be competitive enough where Oculus cannot do something completely unreasonable such as forcing developers to only develop for their store. Strategy wise it would be terrible too as that splinters a market that may or may not actually be mature enough to splinter.
PC Gamers are the biggest targeted market for HMDs (in terms of already having the hardware and the desire to buy one) and generally don't stand for this kind of thing. Most people don't object to Steam as a store because they haven't done something bad as to lock out a game.
>Oculus cannot do something completely unreasonable such as forcing developers to only develop for their store.
I'm not future-worrying, they already have 20+ titles that they have paid for store exclusivity with.
I'm not saying exclusives are the solution but I'm curious how Oculus plans to profit given the competition is already heating up.
And PSVR is going to be competitive with the Oculus recommended spec machines, which are 3-4X as expensive, due to smart choices in panel (less nominal resolution but more sub pixels saving 25% of performance for comparable quality; 60fps reprojected to 120Hz, saving another 33%). Both choices combined give it nearly a doubled performance boost relative to the hardware it is running on, allowing a similar quality of experiences for potentially close to a third of the total cost.
And Oculus won't even have motion controllers until potentially the end of next year.
Amusing how everyone seems to think that Vive will be the best product on earth while Oculus will be "just Oculus", "not kick ass", "not great" etc. with nobody having either one so far. The power of "We love Valve" vs "We hate Facebook" seems to be really interesting from a PR/Marketing perspective.
Until you get to input and mobility: Xbox gamepad vs motion controls. No contest. Yoga-mat scale standing without full rotation vs. room scale, walking around with 360 rotation: again, no contest.
Oculus wins on weight so far, though I haven't tried the Vive Pre yet.