Facebook Acquires Oculus, Oculus Rift Minecraft Cancelled

Facebook has acquired Oculus, paying a reported $2 billion for the virtual reality startup, which Forbes says is $400 million in cash and 23.1 million shares of Facebook stock, and the deal includes another potential $300 in incentives. "Mobile is the platform of today, and now we’re also getting ready for the platforms of tomorrow," Facebook founder Mark Zuckerberg said in a statement. "Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate." There's some immediate fallout from this as Markus "notch" Persson tweets (thanks nin via Joystiq) that this has ended the possibility of an Oculus version of Minecraft: "We were in talks about maybe bringing a version of Minecraft to Oculus. I just cancelled that deal. Facebook creeps me out."
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Re: Facebook Acquires Oculus, Oculus Rift Minecraft Cancelled
Mar 25, 2014, 21:20
Quboid
 
25.
Re: Facebook Acquires Oculus, Oculus Rift Minecraft Cancelled Mar 25, 2014, 21:20
Mar 25, 2014, 21:20
 Quboid
 
Right now, my biggest concern is that an over-reaction will kill off more potential content. It's disappointing but it's only Facebook and perhaps more importantly, it's only Oculus. If the Rift proves that we can now do VR, other options will appear. Most of them will suck but I expect some will be better than the Rift.

Palmer Lucky has posted quite a bit on Reddit and makes some interesting claims:

1) I guarantee that you won't need to log into your Facebook account every time you wanna use the Oculus Rift.

2) [$75M-$100M of VC money is] enough to bring a consumer product to market, but not the consumer product we really wish we could ship. This deal is going to immediately accelerate a lot of plans that were languishing on our wishlist, and the resulting hardware will be better AND cheaper. We have the resources to create custom hardware now, not just rely on the scraps of the mobile phone industry.

3) This deal will definitely make things better. You are right, we have struggled to properly support indie devs because we had to focus our limited resources on our closest partners, that has been a failing that I want to fix. Indie developers are the ones driving this VR revolution more than anyone else, and one of my personal goals has been to support them in a much stronger way.
Our developer relations/publishing team is really small right now, just a few guys. That is one of the reasons Oculus Share applications have taken so long, they get backed up behind the hundreds of developers we talk to every day.

4) Oculus continues to operate independently! We are going to remain as indie/developer/enthusiast friendly as we have always been, if not more so. This deal lets us dedicate a lot of resources to developer relations, technical help, engine optimizations, and our content investment/publishing/sales platform. We are not going to track you, flash ads at you, or do anything invasive.


If you believe him, this is very encouraging. If you believe him.
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