I despise ads in all forms, and the absolute worst offenders are ads built into a platform just like this. Windows 10 shouldn’t be advertising on my desktop, PlayStation/Xbox shouldn’t be advertising on my dashboard, cars shouldn’t be advertising on the controls/display, and Facebook shouldn’t be advertising in my virtual reality headset.
I understand the dislike of ads, but not so much the complaint. Companies are free to insert ads if they want to, and we're free to choose what media we consume. I hate ads and would be glad to see them outlawed like billboards in Vermont, but I don't stress about it. I accept it as a tradeoff for playing certain games, or I do ad-free things like reading old books or exercising.
Virtual reality ads make their way to Facebook's Oculus headsets
81–90 of 196 posts
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#82Earlier quoted context omitted.
>Take YouTube - a popular ad supported service with a premium tier. How many people are willing to pay to remove ads? Less than 1%. I think that's an inaccurate assessment of 'people who don't want to see ads', given that statistics put internet wide usage of ad-blockers at around 42%.[0]. Maybe it's just that no one wants to pay their captors for golden ear-muffs and blinders when they themselves are the ones respon…
> Maybe it's just that no one wants to pay their captors for golden ear-muffs and blinders when they themselves are the ones responsible for the poor user experience. I vehemently refuse to pay for YouTube Premium for that exact reason. I get ads that amount to something like "You know how we just stuff ads down your eyeballs constantly? You know how it's really annoying? For just X.99 a month, we'll no longer do tha…
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#83Earlier quoted context omitted.
What would you consider a fair price for a game? Are you talking about games in general or just games on Oculus?
I’m definitely a minority in this regard, but I completely support increasing the price of games across the board. Development is more expensive & involves more people now. The cost of games has been $60 for what, 15 years? One additional problem is that everybody wants to cash in on subscriptions and micro transactions for continuous money, even when you’ve already paid “full” price.
Not really. $60 is an introductory price, but most games at that price launch with at least one $80+ special edition and are supplemented with $40+ of post-launch content with much higher margins than the original game. And that's before considering some of the more contentious monetization practices like micro-transactions and "loot boxes". In many cases devs and publishers slash the initial price of a game shortly after launch (usually a year or two) to increase player counts, because more players generally means more sales of post-launch content.
And that's something else nobody ever seems to bring up when discussing the stagnant price of video games - the ever-increasing sales volumes. The cost of producing additional copies of a game is negligible, especially with the rise of digital distribution, so each copy sold after breaking even is pure profit. Since there is basically no production cost, developers (in theory, at least) dump part of their profit into the development of their next title. This allows them to stay competitive and results in skyrocketing budgets. The high budgets are a sign of a successful industry, not a struggling one.
Despite the increasing budgets and seemingly stagnant launch prices, video game developers are more profitable than ever. It's because they are selling more copies than ever and have figured out plenty of ways to bring in extra revenue after the initial sale. If you ask me, things should go the opposite direction. A huge selection of cheap, high-quality indie titles have affected the relative value of "AAA" titles, to the point where I rarely consider spending full price on a game launched at $60. Either way, the industry has recently been dipping its toes in the water with a new $70 shelf price. We'll see if it sticks.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#84I despise ads in all forms, and the absolute worst offenders are ads built into a platform just like this. Windows 10 shouldn’t be advertising on my desktop, PlayStation/Xbox shouldn’t be advertising on my dashboard, cars shouldn’t be advertising on the controls/display, and Facebook shouldn’t be advertising in my virtual reality headset.
FWIW, the ads are not on the platform level, but inside individual games and apps. For now. (I also despise ads)
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#85I despise ads in all forms, and the absolute worst offenders are ads built into a platform just like this. Windows 10 shouldn’t be advertising on my desktop, PlayStation/Xbox shouldn’t be advertising on my dashboard, cars shouldn’t be advertising on the controls/display, and Facebook shouldn’t be advertising in my virtual reality headset.
I understand the dislike of ads, but not so much the complaint. Companies are free to insert ads if they want to, and we're free to choose what media we consume. I hate ads and would be glad to see them outlawed like billboards in Vermont, but I don't stress about it. I accept it as a tradeoff for playing certain games, or I do ad-free things like reading old books or exercising.
I'd like to invite you to turn that around. The freedom that we all get to exercise cuts both ways, it is not exclusively for companies to be active and consumers to passively, quietly accept things they dislike.
Citizens are free to complain about ads if they want to, and companies are free to to respond to market pressure by relying on more or less advertisement.
As a company, you might dislike negative consumer feedback, but you should just accept it as a tradeoff for making certain unpopular business decisions, or you should offer ad-free platforms and avoid the problem entirely.
Complaints are not inherently bad. They're just an effective consumer practice.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#86> Facebook said it will use the test to explore ways to help developers earn revenue on the Oculus platform. How about by just selling games? I hate this mealy-mouthed way of deflecting that it’s not about Facebook’s revenue, but about “helping developers.”
Aren't Oculus games typically $20-50? The price points for games always seemed very high to me. In an ideal world they'd offer a "no ads, full price" version and a "discount with ads" version. My guess is we'll probably just be left with "full price with ads" as the only option.
How do you go into a shared VR environment and have ads appear for one user and not another?
I'm on-board with "just make everyone pay for apps" but it's very hard to decide what's going to be worth $30. My favorite VR game is free, but I went ahead and paid for the optional content (non functional) because I want to support the developers.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#87Earlier quoted context omitted.
I’m getting close to paying, YouTube has figured out some clever way to keep AdGuard on iOS from properly blocking ads and it’s super annoying. But I mean when it’s trivial for a technical user to download a few adblockers why pay, right?
That is one of the reasons I love using a real computer. I can install firefox with ublock origin and sponsorblock. Bomm. No more ads, no more tracking and no more in-video ads. I would only get the first by paying, and I have found videos without ads so more more relaxing.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#88Earlier quoted context omitted.
It’s not just you, but you are a tiny minority. You’ve expressed a sentiment that’s very popular on HN, but not among the general population. Take YouTube - a popular ad supported service with a premium tier. How many people are willing to pay to remove ads? Less than 1%. Even on HN I don’t think that number would be more than 10%.
>Take YouTube - a popular ad supported service with a premium tier. How many people are willing to pay to remove ads? Less than 1%. I think that's an inaccurate assessment of 'people who don't want to see ads', given that statistics put internet wide usage of ad-blockers at around 42%.[0]. Maybe it's just that no one wants to pay their captors for golden ear-muffs and blinders when they themselves are the ones respon…
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#89Oculus cannot be used without a Facebook account. Facebook is an advertising company. It's simple: if you don't want ads, delete your Facebook account, and don't ever buy Oculus. I got an HTC Vive Pro 2 three days ago, and it's sweet. No Facebook required.
This is one of the few ways to make big corporations actually listen.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#90Earlier quoted context omitted.
Calling VR insubstantial is absurd. Just because VR helmets won't be as popular as mobile phones doesn't make them so. It's like calling an Xbox insubstantial. What VR lacks in game variety, it makes up for in how unique the experience is. VR consoles will be able to get new games and apps, while "regular" consoles won't get more unique without releasing new models. Gaming in VR is also a lot more beginner friendly.…
> Console Controllers are not intuitive, whereas VR controls almost always are. Almost all console controllers follow a similar control scheme for decades (minus the front buttons like "share" or the touchpads). I don't see them as unintuitive.
I invite you to watch this extremely enlightening video: https://youtu.be/nyJUza39ELE (it's also a good channel in general)