Part One of “It’s the CONTENT, stupid” addressed the VR ecosystem’s current hardware-centric focus with the observation that nobody wants to “use VR”. People want to be entertained, to shop, to assemble their furniture, to find a good place for dinner, to talk to their family, to create things. The technology is a means to an end.
Despite a slew of VR activity across the board, there is still far more attention being paid to the bottles (hardware) than to the wine (content). Nevertheless, despite the general understanding that the wine is more precious than the bottles, no vintner is going to produce a wine that cannot be properly stored and transported. Similarly, VR content creators are dependent upon VR hardware for distribution and monetization, while VR hardware companies require an engaging stream of content for market actualization. The VR hardware/software/content equation is a true chicken/rooster/egg conundrum, with players in each sector creeping forward while calculating where to step and whose hand to hold.
There has indeed been a spike in content production, ranging from the efforts of major-player initiatives such as Google’s Spotlight Stories and Facebook’s Oculus Story Studio, through VC-funded startups such as Baobab Studios and Penrose Studios, to scrappy independent artists and eager students. No matter the size or strength of the team, all VR content creators eventually grapple with the same opportunities/challenges intrinsic to immersive media… (full post on AWN)