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Insert Quarter: Does the Oculus Rift’s $600 Price Tag Make it a Platform?
Insert Quarter is our showcase for some of the best and most interesting writing about video games on the Internet.
The general public was understandably blindsided when Oculus announced earlier this week that its Oculus Rift virtual reality headset would be priced at $600. That kind of financial outlay is usually reserved for a brand new game console or the latest and greatest iPhone.
GamesIndustry.biz’s Rob Fahey believes that this extravagant price tag repositions the Rift as a “platform” that must be supported instead of a “gadget” to be tried. Oculus will need to join the ranks of Sony, Microsoft, and Nintendo to ensure the Rift has enough content to support a growing audience of gamers:
That brings us back to Oculus Rift and its $600 price point (which is $600 minimum – expect it to be significantly higher in other territories). Six hundreds bucks is a platform, in the eyes of the vast, vast majority of consumers. $300 may, for a fairly broad swathe of consumers with decent disposable income, be worth a punt just to “see what it’s like”, to own the latest thing, to show off to friends; $600 needs to justify its existence in far broader terms. Oculus Rift’s pricing pushes it squarely into the position of being a platform, and it must present and justify itself in those terms. In short, now that the price is on the table, Oculus has to prove itself on a harsh frontier that has often sunk even the toughest and most deep-pocketed of challengers; it has to deliver software, software and more software.
The full article is available for your perusal at GamesIndustry.biz.
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