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Facebook, Oculus, and Trust

The emotional reaction to Facebook's acquisition of Oculus is so much bigger than one company buying another company.

When $17 million in venture capital funding was raised in June 2013, that was a red flag. When $75 million in venture capital funding was raised in December 2013, that was a huge, enormous, really big red flag. The news from yesterday was not shocking.

No Caption Provided

The buyer, of course, was a little surprising.

Yesterday, Facebook purchased Oculus, the company behind the beloved Oculus Rift virtual reality tech, for $2 billion. People are upset.

Let's unpack why this deal is causing such an emotional reaction. It's complicated, may have more to do with Facebook than Oculus, and underscores some other, unresolved trends coming to a head.

The Kickstarter proposal for the Oculus Rift launched in August 2012. The company was asking for $250,000 to build a developer kit for its pet technology project. People flipped for the idea, and it raised $2.44 million over the next month. The company has likely seen even more money from the many who decided to purchase development kits after the Kickstarter campaign concluded.

In the two years since, Oculus has carefully worked on the Oculus Rift, slowly making advances in its technology, as the hype slowly built through excited word-of-mouth. That hype seemed to reach a peak (if we're lucky, one of many) this month, as Sony revealed its Project Morpheus VR kit (spoiler: it's very similar to the Oculus Rift), and Facebook announced it would purchase Oculus for $2 billion in cash and stock options.

People have become emotionally invested in the idea of VR. Just watch the way Fez designer Phil Fish spoke about its potential (even in, say, our dystopian apocalypse) on our GDC live show last week. VR is Star Trek brought to life. VR is about better realizing the potential for virtual worlds that's been happening in our imaginations for years. I'm a convert, and been a believer in VR ever since strapping on the Oculus Rift for the first time. After that, I tracked down a development kit to play with. In short, I'm a fanboy. I'm not alone.

It's why there's a backlash. The term "emotional investment" is key, and it's why Kickstarter has been such an interesting business tool these past few years. It plays on emotion. On Kickstarter's "What Is Kickstarter?" page, the company outlines what it means to be part of Kickstarter, from the perspective of both a consumer (better known as a "backer") and a creator. There are a couple of sentences worth pulling out more closely:

"Backing a project is more than just giving someone money. It’s supporting their dream to create something that they want to see exist in the world."

When it comes to games, there are many that would not exist without Kickstarter. Broken Age, Shadowrun Returns, Wasteland 2, and others. Several of these games have shipped to players, and some of them turned out to be really good games. Crowdfunding allows us to help make dreams happen, and that's lovely. But emotional investment is not an actual investment--it does not give you control over the company. It does not provide equity, and you are not owed anything by the creators. The ROI (return on investment) is fulfilling hope.

Which leads us to this:

"Backers are supporting projects to help them come to life, not to profit financially. Instead, project creators offer rewards to thank backers for their support."

Backer. That's a problematic term. It sounds too much like investor. It implies more control than what Kickstarter actually offers. Kickstarter is, at its base level, little more than tossing dollars and cents into a tin can, and hoping the person goes and does something nice with it. When established people come to Kickstarter, we can be a little more confident something will happen, but that's not a guarantee. Every time you back a Kickstarter project, this should be how you feel: "that could be cool, I hope it works out." That's it.

Broken Age didn't have a totally smooth development. The second half isn't out. But the public learning about the bumpy road was important to our collective understanding of games.
Broken Age didn't have a totally smooth development. The second half isn't out. But the public learning about the bumpy road was important to our collective understanding of games.

I don't root for Kickstarter projects to fail, but it's healthy when some do. Lots of video games are cancelled every single day. Lots of video games with promising ideas turn out to be total crap. We just don't hear about those games. Those are tossed under the rug, and we focus on the success stories. But success only comes through failure, and failure is far more common than people understand. When Kickstarter projects fail, when people get angry over their investment, it gives them a better sense of how development actually works. These stories happen all the time.

What doesn't happen all the time, however, is the complete opposite, which is exactly what happened with Oculus. Oculus delivered what its Kickstarter project promised: a development kit. But people became emotionally invested in the prospect of a new, independent technology company coming out of nowhere and changing the world. The emotional investment fused with the ideals behind Oculus, a notion the company's founders stoked with press quotes that suggested Oculus had no interest in selling to the usual suspects.

Of course, it's easier to say that before a deal is in your face, and when you're being offered an opportunity to, if it works out, do everything you ever wanted and more.

At GDC last week, Facebook reportedly hashed out its deal with Oculus. Scattered chatter at GDC suggested that Facebook was not alone. I heard other companies were interested, but apparently Facebook was offering the best deal. I haven't done enough reporting to say much more than that. Perhaps the reveal of Sony's Project Morpheus forced Oculus to tip its hand, perhaps the initial investors wanted to cash out while the news was hot.

When the Facebook news was announced, Minecraft creator Markus "Notch" Persson announced he was cancelling his deal with Oculus to officially bring virtual reality to Minecraft. Persson wrote a lengthy blog post outlining his decision, and included this line:

"And I did not chip in ten grand to seed a first investment round to build value for a Facebook acquisition."

Yes, you did. Everyone did. And Oculus probably won't be the last time backers struggle with this idea.

On some level, I get it. It doesn't feel fair. You were on the ground floor, and a bunch of other people get the big money. Polygon's Chris Plante put this best in a tweet earlier today:

But how else was this gonna end? John Carmack, Cliff Bleszinski, Michael Abrash, and Gabe Newell were part of the pitch video. From day one, this was shooting for the stars. If Oculus wanted to be a company producing electronics for the masses, that was not going to happen on its own. It would be like the Pebble SmartWatch: the fuel of a potential revolution without being at the center. Oculus owes you nothing. Oculus does not have to pay everyone's Kickstarter investment back because the company just made a load of cash.

Persson's original tweet on the subject, which has been retweeted more than 16,000 times now, struck a nerve. Persson represents our ideal vision of a rich person with money. He's a self-made altruistic gazillionaire that invests his money into things he loves, and wants to see them grow. But it's called idealistic for a reason: it's not reality. The response on Kickstarter proved there was interest in the Oculus Rift, and the venture capital funding was simply a way to let the company grow its ambitions and make a move like this. It's clear that Oculus wants to be the tip of the spear, and partnering with Facebook is one way to give it a real shot.

This loud, angered reaction is the feeling our toy, our collective dream, is being taken away from us. And that leads me to what's driving most of the vitriol: a distrust of Facebook.

Persson actually touched on this part in his original tweet.

"Facebook creeps me out."

He probably could have tweeted only that and received a similarly big response. If we conveniently ignore the disturbing hot-or-not reasons that drove the creation of Facebook in the first place, what Facebook once (and still sort of does) represented was connecting disconnected people. Friends, family, lovers, ex-lovers. Hell, the whole world. Someone took part of what the Internet provides and harnessed it in a way that could bring us all closer to one another. I love that, and still love that. I got over the fact that my mom uses Facebook a long time ago because it does a better job of informing her what's going in my life than my less-than-regular phone calls. (Sorry, mom!) It's hard to imagine she will ever sign up for another social network. Facebook is it.

But as Facebook has expanded and become a normalized social commodity, it's also had to make money. The whole reason Facebook was able to buy Oculus this week is because it went public, and has access to a pool of real money (the $400 million) and funny money (the $1.6 billion in Facebook stock options). In making that transition, it's started eroding its foundation: trust.

(If we want a recent reason to feel better, Instagram was acquired by Facebook for $1 billion and seemingly remains unscathed as part of the buyout process.)

When we engage with "free" software like Facebook or Twitter, we understand the "free" part comes at a cost. Scratch that. I don't think most of us think of it that way, even if that's reality. Nothing is free. But that "cost" is companies finding ways to make money on us via advertisements, and it's hard to blame Facebook for that. What we can blame them for, however, is often dragging us there without our knowledge. How many people have spent a significant amount of time tweaking your privacy settings? You probably did it once and then figured you were good, right? For a while, that's true, but Facebook has time and time again forced its users to share more and more and more and more and more and more, often without explicit consent.

(Side note: I also think people have distanced themselves from Facebook, intimidated by how many people they have friended on Facebook. Social norms make us feel weird about deleting them. I'll disclose my method of dealing with this, but don't tell anyone, okay? Every day, Facebook notifies whose birthday it is. If you can't muster the energy to write someone a virtual happy birthday note, what are you doing being friends with them on Facebook? I've been slowly deleting people from my feed for years this way. I'm a monster.)

Did you really think I wouldn't get this photo in here somehow?
Did you really think I wouldn't get this photo in here somehow?

This breach of trust is combined with a common buyout tactic in Silicon Valley: talent acquisitions. Companies are often bought to bring in the people who work there, not the product they're making. If you take Facebook at their word, that's not happening with Oculus, but it's not hard to imagine the Oculus folks won't be asked to work on whatever hardware projects Facebook's making. (Facebook seems a bit like Valve, constantly tinkering with internal ideas, even if very few of them see the light of day.)

Even if we look squarely at games, how many studios did the old EA ruin by purchasing? It's a graveyard.

All of this adds up. The emotional investment, the distrust of Facebook, the cynicism we have towards companies with billions of dollars. It doesn't feel like there is much pure in the world anymore. Oculus felt pure. It was a kick ass idea becoming reality. "We made this happen, you guys! And we were going to change the fucking world!" That was, sadly, naive, and helps explains the yelling and the screaming happening today.

I listened to the conference call with Facebook and Oculus. They were saying all of the right things. Oculus will keep doing what they're doing, and Facebook looks at Oculus as an investment that might pay off in five or 10 years. Facebook doesn't intend to make a profit on the hardware, which means Oculus should get to ship the device it wants. Kotaku noticed the company is also performing some damage control, and answering concerns on Reddit. You won't need a Facebook account to use the Oculus Rift, the money from Facebook will mean better hardware and investment in cool games, and a promise there won't be specific tie-ins to Facebook technology. Facebook has also told TechCrunch that it denies The New York Times report that the Oculus Rift would be re-branded and re-designed with Facebook look and interface.

Facebook's social ubiquity means it has time to take chances on long-term gambles, and Oculus seems like one of them. They might screw it up, but also might not matter.

Oculus did start a VR revolution, even if that revolution never takes off and flounders in the same way 3D did during the last five years. But without the Oculus Rift project on Kickstarter, none of this would be happening. It's easy to be upset that you're not walking home with tens of thousands in your pocket, but that was never going to happen. You were a part of something big, though. You contributed to a dream, and that dream is about to take off. Not all dreams succeed, but, hey, we can't control everything.

Patrick Klepek on Google+

397 Comments

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Sooty

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Edited By Sooty

Notch and the childish knee-jerk reaction. No idea why Facebook would creep someone out to be honest, you'll encounter creeps all over the Internet. It's just another social network.

Those that say Facebook is creepy are more likely to be the creepy people in my experience.

"If you run into an asshole in the morning, you ran into an asshole. If you run into assholes all day, you're the asshole."

@mackgyver said:

This is all good until Oculus forces you into anything that has to do with Facebook. It may not happen at first, but I'm afraid it may. Facebook sign in on some games? Advertisements through Rift where money goes into Facebooks' pocket? Some sort of Facebook integration through Rift? A possible competitor for Google Glass? Facebook gathering info on games you play through Rift? Anything can happen.

It's cute that people think Oculus are solely behind the games/software that take advantage of VR. Like, do you actually think OculusVR could (or would) mandate that the likes of Valve or Epic must use Facebook sign-in? Really? It would be impossible for them to enforce that as the Oculus Rift is merely a display device.

By this logic it's like saying if Facebook bought Panasonic, then future TVs could require Facebook sign-in to access Netflix or iPlayer. It's not going to happen.

Use your heads.

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drew327

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The Kickstarter was for a Dev Kit. Done.

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AiurFlux

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This article kind of feels like typical industry apologist drivel.

People don't like Facebook for many reasons, and it's most certainly not related to having to many friends. People hate the changes they've made over the years. People hate their stance on speech, and the lack of free speech that they have on Facebook (your account can get banned for calling YOURSELF a dumbass). People hate the games like Farmville that they shove down your throat and the ridiculous costs associated to it. It's not just, "Oh I can't wish this guy a happy birthday. Facebook stinks." It's a hell of a lot deeper than that.

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walter_sobchak

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"and a promise there won't be specific tie-ins to Facebook technology."

I do wonder how long that promise will be kept.

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Huey2k2

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I think the majority of this is due to people not fully understand what their kickstarter money was for.

When you give money to a kickstarter project, you are doing nothing more then being a nice person who wants to donate a few bucks to an idea in the hopes that idea will take off an be a real tangible thing one day.

While I do think it is shitty, and possibly unethical, for someone to take a kickstarter idea and sell it off to a huge company for millions/billions of dollars... it is entirely within their right to do it, and they owe you absolutely nothing for it.

This kind of stuff is exactly the reason why I have not/will not ever give any money to anything on kickstarter. I don't like the idea of giving money for something that I might never get anything in return for.

BUT, if you are the kind of person who does give people money on kickstarter, and you seriously never expected that something like this would happen. You are delusional and naive.

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Edited By ejc93

This is kind of off topic, but Chris Plante’s tweet is the kind of casually condescending stuff that you guys (games journalists) really need to start avoiding. The relationship between writers and their audience is already strained enough as it is. You talk a lot about how online trolling needs to stop, and I agree with that completely, but more minor stuff like writers being dismissive of their audience just feeds into all of that - all it does is breed hostility. There had to have been another tweet that got the same point across in a more mature way.

As for the article, I think you focused on a vocal minority. Sure, some people who are angry were backers and people blindly optimistic about the future of Oculus as a company, but it seems like the majority would have been more accepting of an acquisition if it wasn't Facebook. It would've been nice to see a more thorough look into the numerous well-thought-out issues people have. This seems like another case of getting away from real issues people have in order to focus on a small, overly hysterical group who are easy to paint in an unfavorable light.

Felt a little more unfocused than your usual writing, too.

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fram

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As soon as I heard about the buyout, the impending internet backlash was the first thing that came to mind. I jumped on twitter and was immediately bummed out - not by the news, but by the reaction.

It's not like it was unexpected, but lately I've grown so tired of the internet circus that immediately sets up shop whenever big news breaks. The crazy soothsayer assumptions, the snarky one-liners, the retconning of things previously said so it better fits the new narrative, hell even the cursory gif avalanche is leaving a sour taste in my mouth this time around.

I've partaken in the circus many times before. I'm pretty sure I sent out a tweet or two about Sony "winning" E3 or somesuch. More and more though, I'm questioning the point of bottling my unfiltered reactions to things and displaying them online for all to see.

In some ways it's valuable to have a record of your gut reaction to a thing, especially if your opinion changes down the line. But I find myself scrolling past the reams and reams of quips and puns to get at the meatier stuff. The considered point of view. I'm super glad that Giantbomb is a place I can find it.

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forteexe21

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While i don't share your optimism, i have to say this is a fantastic write-up and contains wait i do think of the deal!

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Edited By littleemille

Crap reporting from the NY Times. A single anonymous source on the branding claim? Weak.

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orborborb

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Jimmy Dell: I think you'll find that if what you've done for them is as valuable as you say it is, if they are indebted to you morally but not legally, my experience is they will give you nothing, and they will begin to act cruelly toward you.

Joe Ross: Why?

Jimmy Dell: To suppress their guilt.

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littleemille

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You thought wrong.

@daggon55 said:

I've always thought of Kickstarter as patronage. You're giving money to an artist to produce work, the artist will probably give you something specific in return but you aren't just paying for a specific thing.

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exfate

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Patrick is pretty much right. Though I think selling to Facebook was a bad move if other deals were on the table, even at significantly lesser value. We don't know any of that though, unfortunately.

If Sony were smart they'd refocus Morpheus to be not just a PS4 peripheral, but a platform independent peripheral supporting PC. Before the acquisition Oculus was so beloved it would have been a tough battle to win, but now they'd easily win what ultimately boils down to a popularity contest.

Oculus can win people back over if, over time, people see that Facebook isn't pulling the strings too much. They have to hope that someone doesn't come and steal their PC VR market away from them before that happens though.

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Good article, nice to see someone look at this with a level-head.

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You're wrong Patrick.

Legally, Oculus owes nothing. That is the only respect in which they don't owe anything to those people who backed their kickstarter.

Doing what is legally required of you is the bare minimum expected of people and companies in a civil society, and certainly doesn't begin to cover what is morally right or ethical.

If every company and individual does only what it is required to do, we're all up shit's creek.

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masterrain

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@fram said:

As soon as I heard about the buyout, the impending internet backlash was the first thing that came to mind. I jumped on twitter and was immediately bummed out - not by the news, but by the reaction.

It's not like it was unexpected, but lately I've grown so tired of the internet circus that immediately sets up shop whenever big news breaks. The crazy soothsayer assumptions, the snarky one-liners, the retconning of things previously said so it better fits the new narrative, hell even the cursory gif avalanche is leaving a sour taste in my mouth this time around.

I've partaken in the circus many times before. I'm pretty sure I sent out a tweet or two about Sony "winning" E3 or somesuch. More and more though, I'm questioning the point of bottling my unfiltered reactions to things and displaying them online for all to see.

In some ways it's valuable to have a record of your gut reaction to a thing, especially if your opinion changes down the line. But I find myself scrolling past the reams and reams of quips and puns to get at the meatier stuff. The considered point of view. I'm super glad that Giantbomb is a place I can find it.

Yeah I've developed this attitude too. I think its because the majority of people on the internet are children, and maybe we've matured? Only recently have I critically looked at forum posts and thought, why am I taking this seriously? The author of this could be 12...

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I thought the thing people mostly upset about is the possibility of the Rift becoming something else. A big corporation doesn't pay 2 billion dollars for something because they thought: "hey, that's cool." And I highly doubt Facebook would make a profit if they marketed the Rift as a gaming device.

But, apparently, according to the article that's not the case, so I must be wrong.

Oculus as a company, and VR in general, was always about more than gaming - it's potential is so much greater. Even the games we do play on it will likely be fairly untraditional, or at least experiences built around the platform itself. I think that's pretty exciting, not upsetting.

Thanks Patrick for articulating the emotional reaction lots of folks had to this news, including myself. Part of me thinks this deal cements VR as a viable platform for the future on a grand scale. The emotional part of me is lamenting over the fact that the next potential Apple and Steve Jobs just sold their brilliant product to today's equivalent of IBM, distorted and co-opted by big business before ever leaving the homebrew phase. Lots of what ifs when you consider our history if Jobs and Woz didn't have the chutzpah to do it themselves. I sincerely hope it all works out in the long run, and in a slightly less dystopian manner than Mr. Fish surmises if at all possible. VR is still really cool, no matter who is bankrolling it.

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@koolaid: I'm not positive or negative on this necessarily, but you're not alone here.

Yknow where I also feel lonely? Advertising. I hate the idea of my info being parsed by the NSA, but if companies want to fill advertising slots on a webpage that are more specific than if they had zero data on my interests I don't really care. People talk about this like its a given how creepy it is that companies show them more personalized ads, but if that's all it amounts to then I have zero problem ignoring video game focused e-billboards just as I would have no problem ignoring tampon e-billboards. I don't find companies advertising at me to be some sort of a nightmare scenario. Amazon is filled with ideas for what I might want to purchase based on my stored data. I don't care. I purchase what I was going to purchase anyway.

And to be honest the reactionary doomsday scenarios that include forcing people to sign up for Facebook accounts just to play a game or pausing your game to show you an ad every 5 minutes are ludicrous.

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Hashbrowns

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You're wrong Patrick.

Legally, Oculus owes nothing. That is the only respect in which they don't owe anything to those people who backed their kickstarter.

Doing what is legally required of you is the bare minimum expected of people and companies in a civil society, and certainly doesn't begin to cover what is morally right or ethical.

If every company and individual does only what it is required to do, we're all up shit's creek.

Would you define what moral and ethical standards you're appealing to? Without clear definitions, it's easy to hear what you're saying as:

"Actions are immoral and unethical based on how I respond emotionally."

Some clarification would help.

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HappyCheeze

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Dear Patrick,

This is the best article you have ever written, or at least that I have read. You hit the nail right on the head, you were straight to point and told it like it is. Kickstarter is the catalyst for dreams, but in the end, money is what keeps the ship afloat and the reality is that more money means more product, more quality (or so we'd like to think) and it allows those who love doing what they do, to keep doing what they love to do.

Thank you.

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The most important thing now is how Oculus decides to use this money. Hopefully this will give them enough funding to give R&D a shot in the arm, finally get the hardware to a place it needs to be, and eventually start mass-production. What I really don't want to see is some sort of awful VR Second Life or Playstation Home clone which would just be the easiest and most profitable route to go, I suspect however that Facebook wouldn't need to buy out the entire company to make this happen so I have to believe that they see value in Oculus doing it's own thing (while also seeing the added benefit of being able to 'guide' development to their ends). Hopefully this all works out okay.

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Edited By KennyBhoy

I will never share anyone's optimism for any VR unit. I mean, what would be the measure of success for it? 20+ million units sold? 5 million? 500,000?

I just don't think there's a big enough mainstream audience out there that's willing to part with big money for such a niche games accessory.

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ThePhantomStranger

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@patrickklepek said:

@bicycle_repairman said:

This article is great if you agree with most points, its not if you disagree with most points.

That's no journalism Patrick, that's punditry.

Be careful not to confuse them. They have a different value. One is dry facts, the other one opinion.

There are sentences written here, but I'm still confused.

I think it's bit over the top but I think the point is more that Op-Eds should be labeled. This is a huge problem in not just games journalism but in almost all news sites. I honestly think that if Op-Eds were just flat out labeled it would diffuse a decent chunk of internet outrage. Without the clear indication that an article is an opinion it subtly implies itself as fact, intentionally or not, or much more declarative then one would hope.

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WarOnHugs

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@littleemille: That's precisely what it is. Funding for projects that otherwise would not happen. Wanting Oculus to refuse a huge deal like this because you wanted more than what was listed as a backer reward is foolish and clearly not how it works.

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Edited By PXAbstraction

The problem I'm seeing with people who are trumping up the virtues of this deal is that no one's wondering what the cost actually will be of selling the Oculus Rift at cost. Facebook doesn't have to make a profit on the hardware. OK, but they're a public customers and their investors will demand they make some kind of profit on it. So where's that going to come from?

Facebook doesn't make most of its money showing you ads on their site. It makes most of its money by mining your private data for information to sell to advertisers, something you don't hear about because they don't tell you. It's them using the Oculus Rift in that kind of nefarious way that bothers me. If Facebook was still private, this wouldn't bug me so much. But they're a public company and public companies are controlled by short-sighted investors who want to see every last dollar squeezed at every chance. Zuckerberg wouldn't have been able to sell this to his board of directors without some game plan for that.

It may end up being harmless, I hope it does and if so, fantastic. But I'm not concerned about having to login to Facebook to use a Rift or seeing ads while I use it. I'm concerned what they're doing with the monolithic amounts of data they could collect while I use it and how they're using it to profit only for themselves, not me, with a device I have to pay to use. Of course, we can only wait and see and that's what I'm going to do. But with Facebook involved, there is a lot of historical context for worry and distrust.

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toowalrus

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This was a good article, it made me feel, well, not good about the buyout, but less bummed. Thanks, Patrick.

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cornbredx

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Edited By cornbredx

Well said Patrick.

I've been trying to tell people this, but you put it together in an editorial I can send now =P

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The_Dude_Abides

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@waronhugs: Did you even read the first paragraph of this article, they raised $75m only a few months ago. This is nothing more than a shameless cash grab.

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sweetz

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Regardless of Facebook, it's depressing that it seems the only goal of entrepreneurs in the tech industry is basically just get a product to a point where they can sell it to a corporate entity and retire before 40 instead of truly caring about what they're company is doing and building an institution.

Take the game developers sold to EA that Patrick references and look no further than Bioware. The doctors built from nothing what grew into a highly respected developer and at the height of their popularity, a time when it would be easy for that company to be self-sustaining, they sold to EA in an $800 million deal and cashed out 2 years later. They abandoned their baby for a paycheck. And if Bioware doesn't continue their downward slide in the hearts and minds of folks, I'll be shocked. It's depressing to see this happen over and over and over.

This is why Gabe Newell is basically the greatest person in the gaming industry. It would have been so easy for him to just sell Valve to some publisher after Half-Life let alone at any point in the last 5 years with the exceptional success of Steam and retire. Instead he built and continues to build his own institution, which revolutionized the PC game industry and, it can be debated, even saved it. No one has ever said that about a tech company that from the outset had the goal of being acquired.

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WarOnHugs

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@kennybhoy: How about the fact that other industries are interested in using VR? There are multiple architectural companies using it to demo houses and buildings, Ford using it to see what its like inside a new car before building it, NASA using Oculus to see what its like to be ON MARS, also mental health professionals using it for PTSD.

The VR revolution may start with gaming but it's uses go far beyond anything that its being used for today.

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saddlebrown

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@sweetz said:

Regardless of Facebook, it's depressing that it seems the only goal of entrepreneurs in the tech industry is basically just get a product to a point where they can sell it to a corporate entity and retire before 40 instead of truly caring about what they're company is doing and building an institution.

Boom. There it is. You just put way better than I did. Thank you.

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WarOnHugs

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@the_dude_abides: And they recieved $16M prior to that. But that's venture capitol. An investment that must be paid back plus a percentage. In effect Oculus was in debt despite having millions. Yes taking this money was a cash grab, a cash grab that will ensure they will have the money to have custom displays engineered and more money to go to devs for making Oculus experiences.

I ordered my Oculus DK1 during CES 2013 and I'm very happy with what I got and I'm excited to see what Oculus will produce.

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Hailinel

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Though it is true that Oculus doesn't owe the Kickstarter backers anything more than has already been promised (i.e.: Tiered rewards), I do believe that, as one of the most important sources of funding in their earliest phases, that they should have found a better way to break the news to their backers in a more direct manner. I'm also curious to know what role John Carmack had in any of this, given that he's barely started (relatively speaking) at Oculus and then this happens.

As for Facebook, I think it's an odd choice for them to buy Oculus. I have no idea what their long-term goal is for them given that, unlike Instagram, the Oculus Rift is not at market for general consumer use. It's still in a test bed, under development, with early-adopting developers still largely in experimental phases of working with the hardware and SDK. To my knowledge, a workable business plan of putting the Rift out into the public as a retail device that has an actual chance to succeed has yet to come to fruition. Its greatest risk (with or without Facebook) is that it will become yet another niche curiosity that acquires a hardcore fanbase but otherwise flames out or tanks in the larger market. With that in mind, does Facebook actually have a plan? Do they have any idea what they'll do to sell or distribute the Rift in the next five or ten years? If it doesn't look like it'll pan out in the next three, will they just pull the plug and convince the developers to work on something they feel is more marketable?

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TadThuggish

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Nope.

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SpicyRichter

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My biggest problem is the buyout announcement:

"Mobile is the platform of today, and now we're also getting ready for the platforms of tomorrow,"

"Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate."

"We are excited to work with Mark and the Facebook team to deliver the very best virtual reality platform in the world,"

"We believe virtual reality will be heavily defined by social experiences that connect people in magical, new ways. It is a transformative and disruptive technology, that enables the world to experience the impossible, and it's only just the beginning."

Fuck that. Listen, I don't know about you all, but I play video games to get away from people. I deal with people all god damn day. I probably spend 90% of my waking hours communicating.

I play games for a break from all that. I don't play multiplayer games for a reason. My hope was Oculus could take me even further away, immerse me even more. The last thing I want is to do is be sitting in a virtual living room with my 9 million facebook acquaintances.

The last thing I fucking want is 14 year olds calling me a faggot right in my eyes!

Really, I couldn't give a crap that they got bought... but by facebook? Christ. Yeah they know a lot about the core.

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JoeUK

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Clever article. But unfortunately I feel Patrick is too much of a fan of Facebook. This isn't all about the Kickstarter backlash at all. Most people would be happy if they were bought by a mainstream company to help them progress to market faster. It's mainly Facebook and Zuckerberg people have issues with.

There's a strong moral distrust in Facebook. It's not tangible. It cannot be logically explained.

The closest I can come to explain it is - it's like a natural human instinct. Detecting an imbalance in the world. This 'we take everything' mentality. Swallowing up everyones personal information, their interactions with one anothers and their data. And now clearly key companies that gain public interest in technology. Facebook IS an actual Skynet of our time. Sneaking it's way in as a "normalized social commodity".

DO NOT TRUST Facebook.

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SpicyRichter

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I wonder how Carmack feels being a facebook employee now? Wonder if he saw that in his future?

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jay_ray

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@hailinel said:

As for Facebook, I think it's an odd choice for them to buy Oculus. I have no idea what their long-term goal is for them given that, unlike Instagram, the Oculus Rift is not at market for general consumer use. It's still in a test bed, under development, with early-adopting developers still largely in experimental phases of working with the hardware and SDK. To my knowledge, a workable business plan of putting the Rift out into the public as a retail device that has an actual chance to succeed has yet to come to fruition. Its greatest risk (with or without Facebook) is that it will become yet another niche curiosity that acquires a hardcore fanbase but otherwise flames out or tanks in the larger market. With that in mind, does Facebook actually have a plan? Do they have any idea what they'll do to sell or distribute the Rift in the next five or ten years? If it doesn't look like it'll pan out in the next three, will they just pull the plug and convince the developers to work on something they feel is more marketable?

If Oculus stayed independent or went to a game company it was almost guaranteed that the Rift would have just been a high end gadget no different then the Novint Falcon (which also had support from Valve). In saying that Facebook does not care about the Rift, they care about the technology and being able to use that tech in more user friendly devices such as a Google Glass competitor. Also Facebook has to diversify or die, if Google just stayed with search engines we would not have Android or would not be this close to self driving cars.

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SharkMan

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@spicyrichter: pretty sure they do, heck they read everyones facebook posts. and guess what a lot of lonely gamers think about. sex. occulus sex.

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chose

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Who cares, people who give money to kickstarter are utter morons. They "invest" in a company, taking all the risk without having a single share for potentially reaping the rewards. It's a loan at no interest, if the game is never release or unplayable it's essentially a donation, a donation to a cause that doesn't deserve it.

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ExiledVip3r

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Edited By ExiledVip3r

I think this is an obvious attempt by Facebook to expand into new markets beyond Social Media, a market they are likely well aware won't sustain them forever.

People screaming the Rift will be filled with ads over games are being completely unrealistic and clearly haven't a clue how hardware, or business for that matter, works. The computer monitor you are likely using to read this right now doens't display ads over existing content, the Rift doing it would be no different. Forcing ads to display over content with required firmware would drive away developers and users alike in droves, and no company, Facebook included, is that obvlious. I'm not a fan of Facebooks policies in general, but Facebooks future application of the device is simply likely to be at the forefront of the future market and providing separate exclusive telepresence software; thinking you'd have to login to a game with a Facebook account or buy it through some Facebook exclusive market just to use it is simply idiotic.

The only real heinous thing I can see coming of this is Facebook locking up VR related patents, which granted, could be bad, but would be unlikely to slow the open market down much at this point. I see this as just Mark Zuckerberg as a geek thinking Oculus Rift is cool and wanting to support it, then turning around and justifying the support to shareholders by calling it an investment in future markets, which it rightly is.

I find this to be a rather relevant throwback image for this whole debacle:

No Caption Provided

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Scotto

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Edited By Scotto

I don't care if the Facebook purchase leaves Oculus unscathed as a project. What bothers me, and should bother any right-thinking citizen, is how fewer and fewer tech companies are buying up the technology that could very well define our future.

Just for once I'd like a new player with a fantastic new idea, who cultivates that idea into something big, instead of just making it "big enough" to hock to Facebook or Google for a few billion dollars.

We are entering a future where a couple of companies are going to own the text and pictures documenting our entire lives, and now one of them is poised to own our virtual future.

I also reject the idea that Kickstarter is simply a "tin cup" you throw your money into, in the hopes the person holding it does something cool. Is it technically/legally exactly that? Of course. But that is not what nearly every project represents it to be. Buyouts like these will be the death of something like Kickstarter, because it essentially means crowdfunding the initial venture capital for risky new ideas, so said person with the idea can then cash out when the idea catches on.

Do I blame the Oculus guys, for becoming newly-minted Facebook millionaires? Of course not. They probably see this as a massive win-win. I just fear for our future, and wish more people with big ideas, also had the conviction to see it through on their own.

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Edited By hyst

@fargofallout: That's a good point that I think a lot of people have overlooked, a sort of hardware independence so to speak, that people were expecting. It's the same kind of thing that many people love about PCs over consoles. We all know how much BS happens with devices that are tied to specific services, or devices offered by companies that also operate a bunch of services and do everything they can get away with to encourage you to use them, discourage you from using others, or just flat out restrict it entirely. Facebook seems like that kind of company, services is what they are all about, this article specifically says they don't expect to make money on the hardware.

@Frobitz I didn't see your comment, we're basically saying the same thing, concerns about how they will make money from it.

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sir_tonk

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I'm with Notch on this one. It's like letting the NSA buy your company. Money isn't everything.

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SpicyRichter

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Edited By SpicyRichter

I'm not a fan of Facebooks policies in general, but Facebooks future application of the device is simply likely to be at the forefront of the future market and providing exclusive telepresence software;

I didn't get in on the ground floor with Oculus to get first crack at telepresence software, I got in to play games! Which is why I say fuck this!

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JonDo

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Edited By JonDo

I don't know -- I kind of think it's the 2014 version of the American Dream(TM): Kickstarter funded, humongous payoff. That said, facebook is creepy in my opinion. Most people don't understand the privacy concerns the way they should.

I'm interested to see if all the money invested leads to another leap of technology, maybe a hybrid google glass type thing. I could work something much lighter, which I'm sure is coming. 10 years down the road? It might be mostly a coating on my glasses lenses, a la Transitions.

I wonder if this is heading to like a cell phone OS ocluus rift. Seems sensical, in a way.

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courage_wolf

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@sweetz said:
This is why Gabe Newell is basically the greatest person in the gaming industry. It would have been so easy for him to just sell Valve to some publisher after Half-Life let alone at any point in the last 5 years with the exceptional success of Steam and retire. Instead he built and continues to build his own institution, which revolutionized the PC game industry and, it can be debated, even saved it. No one has ever said that about a tech company that from the outset had the goal of being acquired.

This is a matter of perspective and I don't buy into the cult of Gabe Newell. As much as I like Steam, a lot of what Valve has done recently rubs me the wrong way. Valve has spent the last few years monetizing their games in incredibly insidious ways such as TF2 hats that people spend hundreds of dollars on, Dota 2 keys that you buy to unlock random items, Portal 2 cosmetic items for co-op, Dota 2 International packs that you buy so you have a chance of rare items dropping while you are watching a stream, Steam trading cards you can buy to craft meaningless badges, etc. I have no doubt that working micro transactions into games is affecting Valve's design philosophies and suspect that a large part of why Half Life 3 has not been released is that it does not fit with Valve's current monitization strategies. If it were any other company people would be crying bloody murder, but since Valve has good will from Steam people are willing to look the other way while Valve builds online casinos for cosmetic items.

Steam OS is another problem. Why does it exist? Who is it for? Will it ever support more than 10% of my Steam library? What is the benefit of switching? Valve has offered no compelling reasons for its existence. As far as I can tell it exists because Gabe Newell hates Windows 8 and wants to run his own platform. OK, but Gabe's issues with Windows 8 came from being angry that Microsoft was introducing their Windows store and Gabe was worried it would turn Windows into a closed platform that cut out 3rd parties like Steam. His solution was to build an OS built around the closed platform Steam. Sure Steam OS will be open to 3rd parties, but can we really expect Origin support for it? What happens when Valve decides to screw over their customers and release a Steam OS exclusive game?

The point I am trying to make is that I think people give Valve and Gabe Newell a free pass that they do not deserve. Valve is treading dangerous ground with their new business models and the never ending praise they get on the internet will only prompt them to push further into harmful business decisions.