In 1995 I tried to raise venture capital for the world’s first Internet advertising company, and couldn’t find a single investor. No one had ever heard of the World Wide Web, and nobody believed it would take off.
Fast forward four years and venture investors were falling all over each other trying to fund anything with a “.com” in the name with as much money as they could force these companies to take. An explosion of wealth that lead to the creation of a massive number of high-tech, good paying jobs and one of the most prosperous set of economic conditions in history.
Nick Gibson discusses how Oculus can realise its potential as a profitable device
By Nick Gibson
The age of virtual reality is upon us. Well, Facebook evidently believes that after spending $2bn acquiring Oculus VR. It has generated a level of frothy excitement not seen since some of the early console launches, triggering widespread debate over whether it represents the future of gaming – with one leading industry figure suggesting it will be bigger than smartphones – or just another fad.
Rather than wandering down this well-trod path, let’s explore a different angle on Oculus: its commercial opportunity and how Facebook might, or might not, generate a return on its sizeable investment.
When British studio Ustwo released Monument Valley earlier this year, the biggest disappointment was being able to experience it only on a tablet. If you tried hard enough, you could almost imagine yourself wandering its sunrise-colored worlds, exploring the M.C. Escher-style architecture alongside Ida, the pointy-hatted avatar. It was immersive—well, as immersive as a 2-D experience can be—but in the end, you were tapping and swiping on a screen.
It made many people wonder: What would it be like to be inside Monument Valley? Would it be as cool as expected? Would you puke all over the exquisitely designed world? Now we can find out. Ustwo will soon release Land’s End, a virtual reality game for the Samsung Gear VR headset.