Tag Archives: Virtual Reality

Meta Putting its Best Foot Forward in the Metaverse

I saw this image getting plastered all over social media, mocked by all and sundry, related to Meta announcing that they they were expanding the Horizon Worlds metaverse product into France and Spain.

Zuckerberg goes to France and Spain

That is such a “Welcome to the Uncanny Valley!” picture that I was sure it must have been some old bit of test material or something somebody mocked up in order to poke fun at the dubious vision Mark Zuckerberg has for the metaverse.  I mean, there are probably more polygons in play there than in something from Second Life back in 2003, but that just seems to prove that it isn’t the polygon count that matters, but how you use them.

I was convinced that no sane company would lead with that image.

And then I followed the link to the announcement and, there it was, front and center, the anchor image… the only image… for the post.

AYFKM?  I am still half convinced it was a mistake and you’ll find that my link to the post directs you to a copy on the Internet Archive because I feel like somebody will realize their error and fix it.  I mean, even The Onion is having a go at him over this.

But it has been several days now and nobody has updated the image.  That was the look they were going for.  I mean, I guess it doesn’t draw as much attention to the fact that he has no legs.

Anyway, as noted, I am hardly alone in calling this out as a joke.  John Carmack wept.

In fact, the feedback has been so consistent in ridiculing this that Zuckerberg had to get out on Facebook and Instagram to announce that they would be doing major updates to Horizon and avatar graphics.  I like the Twitter reaction better.

That is certainly better than the original, though now I think Zuck might look more like a real boy in Horizon than he does in real life.   The scenery is good though.

The posted updates

No word on the whole legs thing however.  Legs are probably still off the table… meta-phorically speaking.

Of course, he’s getting dragged for the updated version as well.  He’ll be meme fodder for a while.

Quote of the Day – This is Not Why VR has Stalled

That being said, it is worth pointing out that the world of VR currently lacks several elements of the metaverse that experts believe are key to the growth of this nascent market. For example, most VR-centric games today come without a blockchain framework; feature a poorly designed economic setup; lack tangible incentives; or have shoddy gameplay mechanics. As a result, they have small, limited user bases, a problem that has been compounded by problems of poor graphics, lack of upgradability, and low scalability.

-Adam Bem, Why the lack of metaverse integration in today’s VR ecosystem needs to be addressed

Every once in a while I think that maybe VentureBeat has decided that it doesn’t serve the best long term interests of their brand to basically run paid advertisements for Web3, blockchain, crypto, NFT scams.

Not really about Blaugust, but why not throw in a reminder about it all the same?

I mean, after their Metaverse 2 conference earlier this year, it seemed like the hosts, in summing up, ended up somewhat skeptical of the whole crypto angle while speakers like Raph Koster brought a sense of reality to a topic that tends to live somewhere between wishful thinking and full on pipe dreams.

But that is just me forgetting that VentureBeat isn’t really interested in journalism as much as cashing in on trends and making a quick buck today without a thought for tomorrow.  They have consistently and repeatedly treated all of the crypto garbage with unquestioning seriousness, never asking anybody ever a difficult question.  That isn’t any sort journalism, that is just paid advertising.

Anyway, that leads us to the quote at the top of this post, which is truly a gem.

I would certainly agree that VR has not taken off as some… like VentureBeat… thought it would more than half a decade back.  There are lots of problems, including price, expense to develop games, motion sickness, and the whole need to strap a monitor to your face that blots out the real world.

We heard just last week that Meta’s Reality Labs division, which includes Oculus and their whole metaverse plan, is losing around a billion dollars a month for the company.  It is a testament to how much Meta milks out of Facebook and Instagram targeted advertising that they can afford to lose about as much cash on Zuckerberg’s Facebook Horizon VR wet dream every month as World of Warcraft was bringing in annually during its peak.

That isn’t even enough money to get John Carmack to buy into Meta’s legless metaverse vision.

And into this mix comes Adam Bem, COO and co-founder of Victoria VR, who tells us that the reason that VR metaverse isn’t taking off is because it lacks parasitic, rent-seeking crypto integration.

Because, when you get down to it, that is the essence of blockchain and crypto.  Even if you could get past all the scams, theft, and other shady behavior, even if you could see blockchain working as intended on its best day ever, you would see its real goal is just to be a tax on digital transactions, adding no value whatsoever.

There is absolutely nothing that proponents of blockchain and crypto claim for the technology that can’t already be done better, faster, cheaper, more securely, and with less environmental destruction.  100% true.

As such, it would probably not surprise you to learn that Victoria VR, Adam Bem’s company, is putting itself forward as a developer who is going to create a blockchain, pay to earn, VR based metaverse.

You know, the thing that John Carmack is skeptical of even with a billion dollar a month burn rate.  Oh, wait, Carmack left out the blockchain!  No wonder he hasn’t succeeded!

You should take a minute to go look at the Victora VR web site, because it is the most anodyne, check all the possible boxes, no concrete details provided piece of work I have seen in a while.  The whitepaper they have available on their site is entirely about monetization, because that is the most important aspect of video game design.  Even when they superficially dip their toes into things like quests for a page and a half, it is simply about how that will introduce players to more ways to spend money.

It is monetization all the way down.

I have to imagine that this what making an MMO looks like to people who have never made an MMO.  Or a video game of any kind.  It is all generic, hand waving, high level terms and no proof that their team has the technical ability to bring anything like what they are promising into reality, virtual or otherwise.

As somebody who has followed online gaming since the 80s, and 3D virtual worlds since the late 90s… likely before Adam Bem was even born… you get a sense of who has the ability to pull something like this off and who is just blowing smoke… and Victoria VR clearly cannot pull off anything of the sort.

CCP Pulls the Plug on VR as EVE Valkyrie, EVE Gunjack, and Sparc Go Dark Today

The time has come.  As CCP announced last month, it’s small collection of VR titles, EVE Valkyrie, EVE Gunjack, and Sparc are all at the end of their life today.

A little over six years ago… which both seems like not that far back and forever ago at the same time… CCP bet on VR as a growing concern with their EVE Valkyrie online space sim shooter.  It was a launch title with the Oculus Rift, which meant anybody who bought the hardware got the game as well.

That seemed like a solid plan to get the game and the company situated to benefit from the coming VR boom.  VR was going to be everywhere and analysts had the projection charts to prove it.

A lot of things conspired to turn that future into a pipe dream.  I’ve been over the litany of VR headset sins, from cost to motion sickness.

But EVE Valkyrie was not blameless in its own demise.  It was a solid, good looking game that demoed VR quite well.  I played it at EVE Vegas and it was quite impressive, being in the cockpit of your ship, turning your head to track enemies, looking down to see your hands on the controls, all as you zoomed through scenes of New Eden that are a large part of the attraction of its parent game, EVE Online.

However, it was not exactly a deep game.  The game play was good when fresh, but repetition worked to make it go stale after not too long.  CCP did a bit to try and freshen the game with a few updates, but the user base just wasn’t there.

The last throw of the dice had them porting it to a non-VR version with the Warzone expansion in hopes of getting some sort of critical mass.  However, it wasn’t to be.

I bought a copy at that point and, looking at Steam, I have a little over five hours of play time, which was about all it took for the title to wear out on me.

Valkyrie Warzone

I am actually surprise I lasted that long.  What made it cool was the VR.  On a flat screen it was a somewhat tepid 3D dog fighter without much depth.  I have almost a hundred hours into War Thunder, so I can find fun in a flight sim even if I am bad at it.  But there has to be something there.

Throwing a lot of familiar hulls on screen to make it feel like EVE

I went back to try it one last time this past week… and that was where I was surprised I had even put five hours into the title.

A more recent screen shot of the same old thing

So eventually CCP decided it wasn’t worth keeping around, posting a farewell message to those still playing.

‘See you in the next life’
Thank you for being a part of EVE: Valkyrie

Intrepid pilots

All good things come to an end, even to the immortal Valkyries. Today, we have begun the process of discontinuing support for EVE: Valkyrie to focus CCP Games’ efforts and resources on new developments in our evolving portfolio of EVE Universe titles.

We are incredibly proud of what we accomplished with EVE: Valkyrie and its Warzone expansion and want to extend our deep appreciation to all our players for their support throughout the game’s lifecycle. It is an honor to have been a part of such a dedicated community.

For the time being, you won’t see any effect if you own a copy of the game. The game will continue to be playable with our servers remaining active until Fri 5 August 2022.

On Fri 5 August 2022, EVE: Valkyrie’s servers will be turned off, social media profiles will be closed, and this website will go offline. Once servers are deactivated, customer support for EVE: Valkyrie will no longer be provided.

Thank you for being a part of EVE: Valkyrie. We look forward to the next chapter in the EVE Universe and hope you’ll be a part of it and continue the journey with us.

As a server based game with match making, it was likely that it would eventually shut down.

The same goes for Sparc, CCP’s VR sports game.  I played that at EVE Vegas as well and it was fine, in a TRON meets Pong sort of way.

Sparc shield up and ready

You and another player smacking a virtual ball at each other with throws and shields.  Not bad, but once again, not much depth either.

And then there was EVE Gunjack, which was a single player VR rail shooter.  That too is getting shut down today.

That brought up the question as to why shut down a single player title?  There aren’t any servers to maintain. (Actually, there were, but that is another story.)

But servers aren’t all there are to maintaining a title.  There are a number of things that come to mind as to why CCP might want to just turn them all off and be done with them.  The most likely is the need to provide updates.

All of these titles need to run in VR environments, which are effectively consoles.  To stay up and active CCP would no doubt need to keep providing security and system updates to stay in online and active in the Oculus or Sony VR environments.

They probably hit the point where they were not longer contractually obligated to keep the titles active… I’d bet on that being part of the deal to be a launch title… so felt it was time to pull the plug.

VR as spectator sport – just like Meta, legless torsos playing games

So it goes.  Another bad bet by CCP has run its course.

Related:

The Other Shoe Drops on Facebook Account Requirement for Oculus

We learned last August that Facebook, owners of Oculus since 2014, was going to start requiring all new Oculus users to login using a Facebook account, with a plan to eliminate legacy Oculus accounts by 2023.

This was viewed with suspicion by many who expected that Facebook (motto: Evil is just a question of money, how evil do you want to be?) was planning to collect and abuse data from these accounts.

Happy FarmVille Memories… which apply to Facebook in general for many

And now we have the confirmation.  This past week Facebook Reality Labs (formerly Oculus and I feel like they should put the word “harsh” in before “reality”) posted a blog update announcing that they would in fact be collecting data from your VR usage in order to present ads and make you a focus of targeted marketing.

This, I am sure, surprised exactly nobody.

Your Facebook data will even be popping ads in the Oculus app for you.

The surprising… or perhaps “galling” or “outrageous” is the right word, I am not sure… part of the blog post was where they announced that they were starting to test injecting ads into select VR games based on whatever skeevy data Facebook has collected on you.

On reflection, “surprising” was clearly not the right word because I found the whole thing absolutely unsurprising once I read about it.  It seemed quite on track for Facebook.

I am sure this is exactly what every gamer is looking for, ads based on their every day life, viewing habits, and purchases, showing up in the escapist pursuits.

I mean, I am perhaps not the best one to going on about immersion, it being a delicate line that I can only cross when I am absolutely not thinking about being immersed, a cotton candy sort of mental state that melts away the moment I realize it has happened, but I can guarantee it is never going to happen if I get real estate ads in my game because I liked a Facebook post my wife put up about her latest listing… because spousal support is about all I can manage on their platform these days.

Of course, I don’t actually own an Oculus VR headset… but if I did, I would be disgusted with it I imagine… or myself.  I am sure I’d find something to be mad at.

Related:

Oculus and the Facebook Account Requirement

And then I go and spoil it all by saying something stupid like “Log in with your Facebook account!”

Somethin’ Stupid, lyrics slightly altered

I remember back when Facebook bought Oculus back in 2014 and the panic it tended to induce in people.  The quotes I gathered at the time indicated that some people did not like Facebook.  I am not sure why, given all they had done for gaming up to that point, like… um…

Oh yeah, social gaming, and that crash when the accurtate description of the average game on the service became “spammy piece of shit,” was still living large in our collective memories back then.  FarmVille!

Happy FarmVille Memories

But we don’t hate Facebook as much now… oh, right… yeah, Zuckerberg’s decision that money from people seeking to subvert democracy and spread false rumors spends just as well as money from any other product has not made him any more popular.

At least, however, he seemed to be content to leave Oculus and its VR headset business alone.  That was likely because the VR market has yet to meet early expectations.  CCP didn’t get out of the VR space because business there was booming.  So Oculus has been able to improve its hardware over time as they continued to sell units at a decent, if more modest, rate.  That latest model from them is better, smaller, cheaper, and no longer requires so many connections to your PC.  All of that is likely to make VR more viable in the market.

Things have been quiet enough that you might have even forgotten that Facebook bought Oculus… until this week.

This week it was announced that Oculus users would eventually have to migrate to using a Facebook account to log in.  The full announcement is here.  The crux of it is:

Starting in October 2020:

  • Everyone using an Oculus device for the first time will need to log in with a Facebook account.

  • If you are an existing user and already have an Oculus account, you will have the option to log in with Facebook and merge your Oculus and Facebook accounts.

  • If you are an existing user and choose not to merge your accounts, you can continue using your Oculus account for two years.

Starting In January 2023:

  • We will end support for Oculus accounts.

  • If you choose not to merge your accounts at that time, you can continue using your device, but full functionality will require a Facebook account.

  • We will take steps to allow you to keep using content you have purchased, though some games and apps may no longer work. This could be because they require a Facebook account or because a developer has chosen to no longer support the app or game you purchased.

They are billing this as an ease of use and improved experience, but a statement in that post seems a little more on point as to why they are going this route:

…when you log into Oculus using your Facebook account, Facebook will use information related to your use of VR and other Facebook products to provide and improve your experience. This information is also used to show you personalized content, including ads. For example, we might show you recommendations for Oculus Events you might like, ads about Facebook apps and technologies, or ads from developers for their VR apps.

You will be in the Facebook targeted advertisement ecosystem, which is where Facebook makes its money.  You get to be both customer and product.

Now, does this really change anything?  Theoretically, since Facebook owns Oculus, your account was a Facebook account already.  But I suspect that it wasn’t fully integrated into the Facebook authentication services.  Facebook, like Google and Apple, has made their authentication system available to other services.  And I actually us Google for a few things, as I have 2FA setup on my main Google account.

But would I use Facebook?  With the way that the company has shown itself to be over the last few years?  Maybe not.

I wouldn’t avoid getting an Oculus VR headset because of this, but I also wouldn’t put it on the list of things in favor of getting one either.

Other coverage:

SuperData Charts Gaming Revenue Highs as We All Stay Home

SuperData Research has their monthly chart out for March 2020.  The results and accompanying data are not all that surprising.  With people all over the world stuck at home digital purchases peaked according to the company.

  • Spending on digital games reached $10.0B in March, the highest monthly total ever. Individuals are turning to games as a reliable entertainment option during the COVID-19 crisis and are using online multiplayer to keep in touch with others. Total digital revenue was up 11% year-over-year from March 2019 ($9.0B).

The charts reflect what was most popular last month.

SuperData Research Top 10 – March 2020

On the PC end of the chart the usual top four held on to the summit for yet another month, though League of Legends fell back to second place behind Dungeon Fighter Online.

The first new entry on the list is Doom Eternal, which has gotten a lot of buzz on both PC and console.  CS:GO, which comes and goes from the bottom of the list saw a nice jump as did Borderlands 3, which made the list when it launched, subsequently falling off as many buy to play titles do.

Half-Life: Alyx came in at number eight, which might seem low for something in the Half-Life series, but as a VR title making the cut is impressive.  VR remains a niche element in the market.

And at the bottom of the list are World of Warcraft and World of Tanks.  Both titles have seen more players.  We’ll see if things like WoT‘s 10 year anniversary celebration and WoW‘s throwing a 100% xp bonus at players will boost their standings for April.

On the console column, surprising nobody, Animal Crossing: New Horizons stands at the top.  I would be hard pressed to find a general news outlet that hasn’t reported on it and my Twitter feed was probably 20% mentions of the game the week it launched.  Even SuperData gives it a special mention:

  • Animal Crossing: New Horizons sold more digital units in a single month (5.0M) than any console game in history. The Nintendo-published title broke the console record for monthly digital game sales previously held by Call of Duty: Black Ops IIII. Animal Crossing: New Horizons also roughly matched the first-month digital sales of Super Smash Bros. Ultimate and Pokémon Sword and Shield put together. The game’s combination of social features and a relaxing setting likely appealed to individuals stuck at home. Closures of brick and mortar stores also meant that a higher share of consumers purchased the game digitally compared to past Switch titles.

After Animal Crossing, FIFA 20 continued its run near the top of the list, followed by MLB: The Show 20, which is filling in the gap for baseball fans bereft of a season so far in 2020.  If you can’t have a real season you can run your own, something that people have been doing with a variety of baseball titles.  Out of the Park 21 on PC is popular with the hardcore fans doing that sort of thing.

And at the mobile end of the chart Honour of Kings continued on at the top. (It is one of the most popular games in China and is popular on the streaming front there as well.)  Most of the list carried over from last month, Roblox and Mafia City being the only two titles not on the February chart.  My benchmarks for the list, Candy Crush Saga and Pokemon Go were in third and fifth place respectively.

This is where I usually compare the SuperData charts to what NPD has listed for the month, as NPD includes physical retail sales.  However, NPD hasn’t posted their numbers for March to their site yet, so I will have to give that a pass for now.  I’ll put them in if they do get posted, but right now they still have February listed.  Retail might be causing them problems I suppose.

Instead I will jump to the usual close, which is the bullet points included with the SuperData chart, minus the one I injected in the post above:

  • Premium console and premium PC earnings jumped as lockdowns took effect. Premium console revenue rose 64% from February to March ($883M to $1.5B) and premium PC revenue rose 56% during the same period ($363M to $567M). These game types tend to be most popular in North America and Europe, where COVID-19 prevention measures expanded dramatically in March.
  • Gamers continued to play and spend on mobile titles even as they stayed home. Mobile games revenue was up 15% year-over-year and reached $5.7B during March. Earnings for a number of major mobile titles also grew during the month. For example, Pokémon GO revenue rose to $111M in March (up 18% month-over-month) after publisher Niantic made tweaks to the game to make it easier to play without physically moving.
  • The addition of Warzone to Call of Duty: Modern Warfare resulted in monthly active user numbers for the title jumping 159% month-over-month to reach an all-time high of 62.7M. While most modes in Modern Warfare require an upfront purchase of the game, Warzone, a battle royale mode in the style of games like Fortnite and Apex Legends, is free-to-play.
  • Doom Eternal from id Software sold 3.0M digital units in March, more than three times what Doom sold (957K) during its launch in May 2016. The latest entry in the seminal franchise benefited from strong reviews and the positive reception of its predecessor. However, as a primarily single-player game, Doom Eternal will likely have a shorter revenue tail than other multiplayer shooters that monetize through the regular sale of in-game content.
  • Half-Life: Alyx performed modestly by the standards of AAA games but was a blockbuster by the standards of virtual reality (VR) exclusive titles. A total of 860K gamers played the PC VR title in March. The game had a limited addressable audience, as there was an install base of fewer than 4M PC-compatible VR headsets at the end of 2019. Direct purchases of Half-Life: Alyx generated $40.7M in revenue, and hundreds of thousands of free copies of the game were also bundled with devices like the Valve Index headset to boost interest in VR.

Decentraland and the Fusion of Trends

I had to get in the car for a short drive last night, so I flipped on the radio to listen to along the way.  It was set to our local PBS station, KQED, and since it was between 9 and 10pm, the BBC News Service feed was playing.

I wasn’t really listening to what was being said until I was out of the driveway and headed down the street.  Then some very familiar words started flowing through my brain in charming English accents with precise BBC pronunciation.  It was something about a virtual world and selling virtual plots of land and maybe businesses setting up shop and people visiting friends and having a virtual cup of tea and all the nonsense that was being passed around about virtual worlds more than a decade back.

My first thought was that they were playing an old track, some sort of “Remember when this was a thing?” segment featuring Second Life and how people were buying into that.  I mean Reuters and CNN had “offices” there and people who got rich on speculation were making it to the covers of magazines.

But the whole thing sounded more recent.  They were talking about the funding by selling plots in the Genesis content section of this world.  We’ve certainly seen virtual real estate sold before.  Then there was mention of the in game currency, called MANA, which you had to buy in order to get any of the plots.  But we’ve been down that path before.

And then the surprising-yet-unsurprising twist hit, MANA was a cryptocurrency and used blockchain technology and I said aloud, “Nailed it!”

But it isn’t just the currency that uses blockchain, it is the whole world and all your virtual land deeds and whatever.  I was back in the driveway before I was the story was through… honestly, I was only driving out to get a PokeStop because it was day seven of my streak and I wanted the big payout… so I sat in the driveway until they finally said the name of the place.  Just to hit on the block chain theme in a big way it is called Decentraland.

Buzz words sell things

So I went back in the house and started looking the whole thing up.

It doesn’t have a Wikipedia entry yet, which I am sad to say is my current method of assessing notability.  If you aren’t there yet how can you make any claim to fame?  But it does have its own web site and blog with an introduction to things and a FAQ.

Naturally, because it is 2018 and this is how things are, even though the developers are selling plots of land via their cryptocurrency, you cannot log in and visit your purchase yet, so add crowdfunding to the list of trends it is riding on.

Not that there isn’t a lot going on with Decentraland.  Browsing through their site and reading articles about non-fungible tokens and what not indicates that much thought is going into the technology being used.  However, technology isn’t a product and I didn’t see a thing that made me think that they had anything beyond the most basic ideas as to what people would eventually do with the place.

That is likely my native skepticism kicking in I am sure.  As I said, I’ve heard a lot of their pitch before, and the fact that blockchain technology is part of the equation doesn’t sell me.  But we shall see.  I mostly wanted to write this to mark the point in time so I would come back and visit it again in a year and in five years and so on to see what develops.

Are you interested in some blockchain secured virtual real estate?

VR Development Dead and Layoffs at CCP

One of those “note the time and date” posts, Massively OP reported earlier today that CCP was backing away from development of Virtual Reality games, closing their Atlanta office and selling off the studio in Newcastle responsible for now VR-optional Oculus Rift launch title EVE: Valkyrie.  This will mean a job loss for as many as 100 CCP employees world wide, including 30 in Iceland.

EVE: Valkyrie in stasis

CCP says that they will continue to support their VR products but will no longer be investing time into new development for EVE: Valkyrie, EVE Gunjack, or the recently launched Sparc.  That sounds nice, but once you cut the development team restarting on a VR project won’t be easy.

Hello VR captain’s quarters?

In addition to a renewed focus on EVE Online… because what else is making them any money… CCP will continue with development of the shooter known as Project Nova as well as the EVE Universe themed mobile game Project Aurora, which was demoed at EVE Vegas earlier this month.

CCP Falcon had the following to say on Reddit:

With regards to EVE, it’s kind of bittersweet that this puts us in a more solid position going forward, as a lot more focus is back on EVE Online, its services and all the technology and support around it.

The EVE Online development team was not impacted at all by these changes, and remains the same size, working toward the same goals and features that have already been announced.

While that may be so, one of the losses with the Atlanta office is CCP Manifest who was the PR and social media lead who paid a lot of attention to the EVE Online community.  Likewise CCP Logibro who minded the fansites and worked with the CSM appears to be on the list.   They will be missed.

We shall see what this means in the longer term.  EVE Online remains the only money making video game for the company.

Other coverage:

Friday Bullet Points – Names and Prices and Gambling

It is Friday and, while I have posts that I could put up today, I wanted to cover a few small items that popped up this week, if only to write them down for discussion later.  As usual, just marking the dates with a bullet point post.

King of the Kill Dethroned

In a surprise move… to me at least… Daybreak announced that their battle royale game H1Z1: King of the Kill, already under pressure from hot new contenders like PlayerUnknown’s Battleground and Fortnite, decided that one of the things it needed to do was simplify the games name.

So they cut one side of the colon.  The side with what I sort of considered the actual name.

The game is now simply called H1Z1.

H1Z1 – October 2017 logo

Back where we started in 2015 when there was only one game with two modes and a single name.   Only the other mode is now Just Survive.

H1Z1 2015 Logo

Daybreak gives a several dubious sounding reasons for the change, ending on what was likely the real answer”

…having the word ‘Kill’ in the name of the game can be limiting with some global audiences…

I have to admit that I cannot, off the cuff, come up with a widely successful game with “Kill” in its name.  Maybe they’re right.

Of course, none of that changes the fact that the two titles mentioned above are eat H1Z1’s lunch, that the game is still in Early Access after saying it would be released last year, and the planned console port is still just a wink and a promise.

Oculus Price Cut

Facebook announced a price cut for the Oculus Rift.  The unit, which started off at $599 back in the day, will now be $399 and include the Touch controllers as well, at one time additional cost items.

That is a better price, though I am still in the boat of having to upgrade my PC first to be able to support their VR implementation.  I am at the very minimum spec for the Oculus Rift, and we now how well minimum specs work out.  And there still isn’t a must-have game or app out there to push me forward.

Facebook also announced the Oculus Go, priced at $199, but then didn’t say much about what the hell it actually was.  According to the Game Informer post linked above, the Go unit is stand alone and comes with one controller and a lot of promises.  So I am not sure what that even means.  Can I watch movies on it?

Empires of Kunark Still Half Price

Back to Daybreak, where the Norrath titles are in the middle of their annual expansion run up.  I’ll probably compare and contrast the pre-order offers at a later date.

But as part of that both EverQuest and EverQuest II put last year’s expansion up for sale at half off the original price for a limited time.

Empires of Kunark – Half Price through Tuesday

If you wanted to get all of the goodies that came with the more expensive packages… well… they are less expensive now, though you don’t get any price credit for having bought the base package it seems.

Half Price Pricing, Buy or Upgrade

As usual, being a subscriber gets you an additional ten percent discount.

Lockboxes and Gambling

This has been going around due to a petition to the UK government to declare lockboxes a form of gambling.  This seems silly to me as lockboxes do not meet the required win/lose scenario of gambling.  You always get a prize.  That it is not the prize you wanted is irrelevant and you don’t get to claim that virtual good have no value if you only mean the ones you don’t like.

Anyway, fellow bloggers have weighed in on this:

The above doesn’t mean I like lockboxes, and I certainly don’t spend my money on them.  I think they are a predatory device that plays to the same weaknesses that gambling does.  They just aren’t gambling any more than Pokemon cards or the gumball machine at the grocery store.  Chance alone does not make something gambling.

Meanwhile devs offer responses as to why they use lockboxes.  Spoiler: They have families to feed, so are apparently absolved of any moral issues.

Meanwhile, Activision has patented a system to punish you for not paying to win, which can include buying lockboxes, so welcome to reality.  Good luck playing for sympathy with that on your side.

Warzone and EVE Valkyrie sans VR

The free Warzone expansion to EVE: Valkyrie adapts the high-immersion experience of virtual reality to computer and TV screens. Valkyrie pilots can now fly and fight together with or without a VR headset.

EVE: Valkyrie site

Today is the day that CCP launches their Warzone expansion for EVE Valkyrie.  Owners of CCP’s VR title get some new content for free, expanding the options of a game that has been criticized for being limited in depth.

The point of the Warzone Extraction event in EVE Online has ostensible been to draw attention to this new addition to EVE Valkyrie, though I am not sure it has done much in that regard.

Launching Today

And while I am sure that more content good news for people who already have the game, the big news here is the expansion of the target audience beyond those who have ponied up a few hundred dollars for a VR headset.  This is why CCP wants to make EVE players aware of this update.

Warzone, now without the VR requirement

I suppose it is easy enough to explain why CCP went this route; removing the VR requirement increases their potential audience manifold, starting with a few hundred thousand current and former EVE Online players they can market to directly… if they can figure that out.

I am not sure what the system requirements are yet.  The entry over at Steam still matches the Oculus Rift system requirements, of which my rig is just shy.  I have the processor indicated but need a video card upgrade.  I suspect that the requirements for running without VR should be less, but I do not know for sure. [Update: INN has the non-VR requirements and they are reduced.]

But is there also a message about the current state of VR in this move to support a non-VR option?  I see lots of rosy predictions for the future growth of VR and if you Google you can find numbers that show that over 100 million VR headsets had shipped by the end of 2016.  But if you dig in you find out that almost all of those were Google Cardboard and it seems much less impressive.  And there is no “killer app” yet to move the more expensive headsets more quickly.

Anyway, EVE Valkyrie is now VR optional.

I will be interested to hear how it plays without VR.  I should still have a special item waiting for me in the game courtesy of the EVE Online Second Decade Collector’s Edition I got back in 2013.

Templar Fighter could be mine… is that even a thing in the game?

Of course, I’m not sure how to collect it.  It is attached to the somewhat maligned CCP Mystery Code from the collector’s edition.  I am sure the card is somewhere in my office at home, but I couldn’t tell you where.  Until I find it I suppose I can watch the launch trailer.