| Imho this is the foible of many technical people in that they want to advertise unique use cases. But the problem is: 1. The people who aren’t already engrossed in the field, don’t have a good view on how to bridge between their current world view and the new one. 2. The people who are already in the space don’t need to be sold on unique cases. Very few post-jobs-return Apple products show dramatic new use cases even if the product then goes on to enable it, and even if Apple themselves have clearly thought of it. Their marketing is: this is how you take what you’re already doing into this space. Unique VR experiences only matter to a fringe set of users. The every day mundane stuff is what matters to the rest. Take the ability to run iPad apps on it natively. VR enthusiasts will scoff at it. The real trick though is that it means you aren’t having to switch devices to do a mundane task, which means more time on each device. That’s what appeals to the bigger market, and has been proven time and time again , because it’s not making them do contortions to use it. Another issue is thinking that the demographic for sales has to be the demographic for ads.
People will reply and say: well the price isn’t for the lay person. To which I’d say, who cares? They’re not the early adopter but they’re still the demographic for who the people buying this will be developing apps and content for. |
I disagree with this. Why would someone buy a headset instead of use an ipad or desktop? If there is nothing unique to VR why should people put a heavy thing on their head for about the same experience?
>Take the ability to run iPad apps on it natively. VR enthusiasts will scoff at it
No, where have you seen this? Everyone likes the ability to run these apps, but my point is that these apps are not a draw. Most people find it more convenient to use these apps on their phones or tablets.
>To which I’d say, who cares?
Developers care. Most big developers don't care about devices unless they have a large amount of users. Their time is better spent on devices / platforms which have hundreds of millions of users.