Content has almost always sold hardware in the video game industry. Look at all of the exclusive content for Nintendo consoles. Or how many people bought XBox's for the sole purpose of playing Halo. Sure, most VR hardware options may technically be peripherals for PCs, but at a cost of several hundred dollars or more, it isn't in the same category as PC mouses or joysticks. The way I see it, VR hardware is essentiall…
A few counter points: - hardware exclusives may be a better business model, but consumers (at least a vocal subset) clearly don't like them - Microsoft seems to be moving towards having all Xbox games run on pc so console exclusives may be on their last legs - the vr market is relatively tiny, so splitting it up with exclusives will make it harder for devs to justify making content - game margins are much higher than…
-I doubt that what Microsoft chooses to do with Xbox games in the future is due to regret or guilt about past decisions regarding exclusive content. Halo served them quite well at the height of the console wars.
-If I’m a dev making VR content and I am doing it to make a living, not just to make something cool to show my friends or as a fun project, my dream is that a VR hardware manufacturer pays a premium for exclusive rights. The hardware manufacturers can currently afford to pay more for exclusive content than they can hope to actually earn from the content, simply to drive hardware sales and platform adoption. I suspect it will be rough for developers, especially small teams, that are unable to negotiate exclusive deals. They will need to optimize and maintain their content for multiple platforms. And what can they hope to earn? -Exclusive content makes sense for many businesses. Doing it flawlessly, without causing potentially debilitating PR backlash is clearly easier said than done.