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Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

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Re: Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

#11
post #6

I had one and I sold it. I'd be more interested to know how many are in active use and how many have been resold.

I one the other hand bought one before Christmas and love it. I got a Valve Index when it first released and while a fun gimmick, I don't think I've used it more than 20 hours. I have yet to play Half Life Alyx.

The Quest 3 on the other hand is so plug and play I put it on pretty much every evening after work, especially because I have grown to dislike sitting on my desk to play video games.

This generation of Quest might be the first device to reach critical mass I reckon. A lot of naysayers are a bit like those that believed videogames to be a fad in the 1980s. Yeah, it's nascent technology, but it is improving at breakneck pace. Even Apple is in the space now.

Re: Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

#12
Its odd to me, but I would describe VR as not addicting. Its a very fun experience when you are there, but I never really feel the pull to go back. Also, the amount of stuff you can do in VR is not much. People act like you can have a fake VR house and have apps on the wall in each room you walk through. Can't do that. I should be able to do scrolling RSS feeds on the walls of my room like a poster, but I can't do that yet. What about paper documents on the floor that you can point at and select and then MS Word opens? Any type of interaction like that is not there yet really.

Re: Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

#13
I think the main issue with VR is that it is fundamentally different from both gaming consoles and computers. I bought a meta quest 3 last year specifically to play table tennis, I play it every single day until my muscles are sore. The other apps and games, impressive as they may be, are just gimmicks. You get awed for the first few hours and put the device away never to be touched again.

I would say the biggest hurdle is actually motion sickness. Every game or app that allows your avatar to move through controller usage, rather than moving around your room (such as table tennis) can not be used for longer periods of time. My wife who is prone to motion sickness can not wear the device for more than 10 minutes. Myself, who had never had motion sickness before in my life, can handle a full hour before being overwhelmed.

Re: Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

#15
post #11
post #6

I had one and I sold it. I'd be more interested to know how many are in active use and how many have been resold.

I one the other hand bought one before Christmas and love it. I got a Valve Index when it first released and while a fun gimmick, I don't think I've used it more than 20 hours. I have yet to play Half Life Alyx. The Quest 3 on the other hand is so plug and play I put it on pretty much every evening after work, especially because I have grown to dislike sitting on my desk to play video games. This generation of Quest…

Every kid loved videogames. I see no such enthusiasm for VR. My experience mirrors that of many others here, and of those I handed the 3 VR headsets I bought over the years: interesting, but just interesting. One off experience.

Re: Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

#16

Headsets break any bit of social components from a shared screen. There is something to be said for 2-5 people sitting around and consuming the same content and (almost) the same view simultaneously. Maybe overtime we'll get used to it, and it will seem normal. For example, when the iphone was released, and the folks with iphones would stare at them in public and not talk to anyone. We would give friends a hard time…

I mean most videogames have dropped spit screen multiplayer from their featureset for years. Still a few holdouts I think.. mariocart/marioparty/smashbros I imagine .. though haven't tested all of those on the switch, i know kart at least still has ssmp and of course party.

So that couch co-op/battle situation is already rarer than it used to be, and the games that support it skew younger or are indy (lovers in a dangerous spacetime, etc)

Online multiplayer with each player having their own screen is much more popular these days it seems.

I certainly spent a lot of time playing couch co-op when I was a much younger man (nintendo64/playstation/saturn/xbox era and before .. let's here it for MULE on the c64) but that kind of gameplay seems to be fading with a few exceptions.

I have played some AR boardgame prototypes using the quest 3 and during the pandemic experimented with playing boardgames with friends in tabletop simulator, experimenting a few times with using my vr headset. They are still compelling situations.

In the case of the AR prototype, that was a shared space. Four of us in a room with our own quests but all observing a shared table that contained essentially a boardgame.

In the case of my pandemic online boardgaming, the presence of others is basically experienced the same as any multiplayer game where you might be on voice chat with the other players. VR or not.

I think the AR focus of the vision pro and the quest 3 might change this view you have a bit around many people in a room all with their 'own screen' but able to see 'through it' and put eyes on their opponents physical forms.

Re: Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

#19
post #15
post #11

Earlier quoted context omitted.

I one the other hand bought one before Christmas and love it. I got a Valve Index when it first released and while a fun gimmick, I don't think I've used it more than 20 hours. I have yet to play Half Life Alyx. The Quest 3 on the other hand is so plug and play I put it on pretty much every evening after work, especially because I have grown to dislike sitting on my desk to play video games. This generation of Quest…

Every kid loved videogames. I see no such enthusiasm for VR. My experience mirrors that of many others here, and of those I handed the 3 VR headsets I bought over the years: interesting, but just interesting. One off experience.

I was just house sitting for some friends who went out of town and my partner and I watched over their 3 boys. Good kids, but addicted to screens. None of them cared anything about VR. The youngest just watched the equivalent of tiktok on TV for hours on end, until we could pry him away to go for a bike ride outside with us. The two older ones just played games on their computers. I found this quite interesting cause the family has the money to pay for stuff like this, the kids just don't care about it.

For me, the only game I really enjoyed was beatsaber and I got to the point where I wasn't going to get any better and stopped. That's when I realized this thing isn't for me and sold it before it ended up collecting dust.

Re: Meta has sold nearly 20M Quest headsets, but retention struggles remain (2023)

#20
post #6

I had one and I sold it. I'd be more interested to know how many are in active use and how many have been resold.

Bought a Quest 2 in 2022, I got a lot of use out of it initially (mostly played Pavlov Shack, SUPERHOT VR, and community-made ports of classic FPS games), then fell off using it after ~8 months. When I built my new PC I had a blast with it again, I blitzed through Half-Life Alyx and was hopping on a community VRChat meetup every weekend... Then I fell off again.

Messing about in VR and shooting has to be the most fun I've had with vidya since I was a kid, but it's the dedication required which kills it for me. I have to be in the right mood to go into my cupboard, take it out the box, connect it to my PC, and play about for a few hours – when I come home from work if I want to shoot some baddies it's way easier to sit down at my desk to do it. And I don't end up drenched in sweat at my PC.

The last time I picked it up was back in November for a VRChat meetup. It's a shame really because playing VR games is such a joy, but it's marred with each little roadbump to get there.

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