But they treat VR too much as just a product and not enough as a medium and culture. I’m grateful for all the research and product development done by Oculus/Meta, and without them VR would most likely be in a much worse state. When those aren’t available as physical media, shutting their services down permanently is different from canceling one of thousands of similar web apps, which will mostly only cause some inconvenience. People tend to get emotionally attached to old movies, music they loved as teens or games they played obsessively at/after school. And that is a bad attitude for any media provider. It’s not that they couldn’t find and pay a few developers to keep the projects running and fix minor bug, they just want to move on. Killing the Go or removing Go compatibility from the Quest was probably driven by the same motivation as shutting down the Echo VR or Dead and Buried servers: Meta is done with the project, and the users are collateral damage. Oculus sold more Go than Rift, and during the OC5 keynote John Carmack revealed that the user retention rate was as high as with the Rift, something they had not expected due to the miserable retention rate of the Gear VR. They just carried over the “fail fast” philosophy of many large web service companies, shutting down everything that doesn’t attract a sufficiently large user base in a short time, the results of which are visible on sites like the “Killed by Google” graveyard, currently listing 288 terminated Google projects.Ĭontrary to what many believe the Go wasn’t unpopular due to being limited to 3DoF. With MRL burning through billions every year with often questionable results like Horizon World, I don’t buy that they had to save the money or needed the production lines. Killing a locked down platform with less than half a year warning is obviously anti-consumer, as there is no way to simply switch to another store. And even 3rd party developers wouldn’t be allowed to publish or update apps or fix game breaking bugs, even though the Go app store is still running and selling software almost three years later, I assume mostly to prevent customers from suing them. That meant not only stop selling the hardware, but also updating the software. I had paid a significant amount of money for a large library of Go apps, only for them to announce two years after launch they’d cancel it less than six months later. I am still pissed that Meta removed the already implemented Quest compatibility with Oculus Go titles on the Quest 2 for no technical reason. They are utterly horrible at preserving VR history. Obviously not always, as they do a loot of good things for VR, but too often. Whatever the case, we’re sure to learn more come September 27th during Connect 2023 where the company will very likely release a flurry of news surrounding Quest 3. While both Dead and Buried games heavily feature online gameplay-more understandable victims of platform decay-the decision to shutter the single-player game Bogo suggests Meta isn’t prioritizing legacy support for original Quest games as it moves towards the next generation of Quest headset, or more specifically Quest 3. It’s admittedly a short experience without a ton of depth, but it’s getting the axe just the same come March 15th, as it will be removed not only from both Quest and Rift Stores, but also from user libraries. Released as a free Oculus Quest launch title in 2019 (and Rift), Bogo lets you raise and care for your own virtual pet. ![]() Meta’s internal game development studio back then, Oculus Studios, instead was working on Dead and Buried II, which would release as a launch title for the original Quest in May 2019, but also arrive on Rift with cross-play.ĭead and Buried II departed from the purely room-scale locomotion of the first, and injected some standard stick-driven locomotion to the mix, making for more dynamic shootouts across multiple maps. Room-scale VR Adventure 'Tea for God' Comes to Quest & PC VR, Launch Trailer Here
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