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Why Oculus is releasing fewer but bigger titles in 2018

Oculus is taking a different approach to their game releases this year. According to Jason Rubin, Vice President of Content, Oculus will release fewer but larger titles in 2018. This will enable them to improve the quality of their games and provide a more immersive experience for the end user.

This article will explore the reason behind this shift and the impact it might have.

Oculus will release fewer but bigger titles in 2018, says Jason Rubin, VP of Content

Oculus’s mission is to create the best experience for people within virtual reality (VR). To achieve this, they have focused on developing and releasing fewer but bigger titles in 2018. Jason Rubin, VP of Content at Oculus, stated: “We believe those types of titles are necessary for people to understand what we’re all about and how great it can be. That’s why we’re spending more on development and only releasing fewer but larger games this year.”

The idea behind this strategy is that creating smaller and more concise titles will allow Oculus to focus more resources into perfecting the content. Oculus understands that an immersive virtual reality experience needs intense attention to detail to meet consumers’ expectations–which can only be achieved with strong financial resources. With this approach, Oculus hopes that fewer, well-crafted titles will re-energize the VR market–creating amazing experiences for people within virtual reality.

We look forward to seeing what kind of innovative content comes from Oculus in 2018!

Oculus’s Strategy

According to Jason Rubin, VP of Content at Oculus, the well-known virtual reality company, has announced its plan to release fewer but bigger titles in 2018. This is a major shift from the company’s previous strategy of releasing many smaller titles.

This article will discuss why Oculus chose this route and explore its potential advantages.

Focus on fewer but bigger titles

According to Jason Rubin, VP of Content, Oculus began 2018 with a focus on releasing fewer but bigger titles. In addition, the company is working with developers and partners to bring larger, more robust content to consumers.

“We realise that the key to any successful gaming platform is delivering great titles and customer experiences,” Rubin said. “By working even closer with our partners, we can focus on delivering more complete gaming experiences by investing in fewer but bigger titles.”

The strategy is designed to better support development teams in producing high-quality content while making it easier for consumers to discover Oculus-powered games on the Rift platform. This includes expanding the mix of licensed VR titles available and making sure those games better leverage Oculus-exclusive features like Touch controllers and Room Scale tracking.

In addition, the company will be offering more collaboration opportunities between developers by enabling them to share technology such as tools and visual assets between projects and platforms. This will help make it easier for developers to collaborate and create high-quality content faster than ever.

The Oculus team believes this strategy of focusing on fewer but bigger games will lead to higher quality experiences and increased engagement when gaming on the Rift platform.

Quality over quantity

In its quest to become the premier destination for high-quality virtual reality experiences, Oculus has adopted a “quality over quantity” strategy for their 2018 lineup. According to Jason Rubin, Vice President of Content at Oculus, the company is focusing on making fewer but bigger titles because these are believed to be the best way to ensure that consumers experience top quality VR experiences.

In an interview with Polygon, Rubin explained why this strategy was adopted: “We don’t need to just fill space. Instead, we want to create an environment where people can go and not only view great content and do cool things, but also touch up their friends and form meaningful connections.” To this end, Oculus is releasing seven big titles this year instead of thirty—a noticeable drop from the fifteen titles released in 2017.

It’s clear that part of Oculus’s goal is harnessing consumer loyalty by ensuring they have exclusive access to some of these highly anticipated titles and providing a steady stream of “tentpole” releases that drive mass market appeal and build trust in VR technology. With a clear focus on developing quality over quantity, we can expect some remarkable releases from Oculus in 2018!

Benefits of Fewer But Bigger Titles

Recently, Oculus’s VP of Content Jason Rubin announced that Oculus will release fewer games but bigger titles in 2018. This move is expected to bring a few benefits for the company.

This article will delve into the details and discuss why releasing fewer but bigger titles benefits Oculus.

More time to develop higher quality titles

The consolidation of effort from Oculus releasing fewer, but bigger titles in 2018 allows the development teams to spend more time fine-tuning the product, perfecting their craft and delivering higher quality titles that gamers can truly appreciate.

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The recent announcement from Oculus by Jason Rubin, VP of Content at the company, makes this clear. Instead of spending resources on many titles, Oculus focuses on fewer but larger projects for 2018.

This decision allows developers to focus on single titles for longer and craft them into AAA experiences worthy of the platform. Instead of quickly moving onto the next project with a short development cycle, developers can now spend more time polishing up their projects and releasing higher quality titles that feel like they belong in a virtual reality environment. In addition, by taking their time and perfecting each title produced this year, Oculus will become even more competitive in 2018 by competing with other virtual reality platforms such as PlayStation VR and HTC Vive.

With less pressure to provide 10+ titles at once, Oculus developers can refine every aspect of their games with greater detail and accuracy than ever before – resulting in better overall experiences for gaming enthusiasts worldwide.

Easier to track and measure success

Creating fewer but bigger titles can help you easily track and measure the organisation’s success by focusing on one or two major goals and objectives. This is beneficial because it allows you to streamline your efforts and focus more resources on achieving those goals and objectives. This also increases accountability within the organisation since everyone knows the key goals for which they are responsible.

Having fewer but bigger titles also encourages effective communication between departments, since everyone understands how their task or goal fits into a larger organisational mission. Additionally, having a limited number of titles helps ensure that all team members work in synergy towards a common goal, increasing morale and efficiency within the organisation. Finally, this reduction in the number of titles makes it easier for organisations to prioritise resources by allocating them according to the labels or divisions with greatest importance.

More time to market titles

Oculus is coming into 2018 with a new strategy focusing on fewer, bigger titles. This shift will allow Oculus to put more time and energy into each release, which can result in higher quality products. Jason Rubin, VP of Content at Oculus, says, “We’re shifting our focus towards fewer, higher-quality experiences—games that can change the way you think about VR.” With this new strategy, developers can spend more time on every aspect of their releases–from the creative vision to the platform stability and customer support–ensuring a better player experience overall.

In addition to creating richer and more immersive experiences, focusing on larger titles also allows Oculus to save time and money for marketing campaigns.

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By investing all its resources into one or two highly anticipated releases throughout the year instead of several smaller ones, Oculus can create campaigns specifically tailored for these titles. This allows them to ensure their advertising captures larger target markets while spending less overall than they would if multiple campaigns ran simultaneously for several different titles throughout the year.

By devoting more resources into fewer but bigger titles at once instead of numerous smaller ones scattered throughout the year Oculus hopes it will lead them towards more successful projects in 2018 and beyond.

Jason Rubin’s Comments

At the Oculus Connect 4 keynote in San Jose, California, Jason Rubin VP of Content at Oculus stated that the company will release fewer but bigger titles in 2018.

Rubin’s comments come after the success of their first premium title, Robo Recall, released earlier this year. So let’s take a closer look at Rubin’s recent comments.

Oculus’s commitment to creating the best VR experience

Regarding virtual reality, Oculus is committed to creating the best immersive experience for gamers and consumers. At Oculus Connect 5, Jason Rubin, VP of Content at Oculus, gave a speech that provided insights into why Oculus will release fewer but bigger titles in 2018.

Rubin highlighted the importance of quality over quantity, citing the improved visuals and sound effects on top selling games like Star Wars: Vader Immortal as evidence that faithfully recreating the source material was a top priority. He stressed that gaming experiences are “measured by enjoyment rather than content density” and “quality should be measured against its ability to draw people in and keep them in.” To accomplish this goal, Rubin said that Oculus has focused strongly on immersion through premium games with clean visuals and realistic environments and developing technology specifically for VR—like six degrees of freedom tracking—to give gamers an extra layer of realism within their experience.

It seems clear that Oculus is continuing to prioritise creating the highest-quality virtual reality gaming experiences for their customers with their upcoming smaller titles. One thing is certain: when creating great immersive experiences with thoughtful attention paid to graphics and immersion, we trust Oculus will excel at delivering just what gamers want.

Why Oculus is focusing on fewer but bigger titles

In a recent interview at Upload VR, Jason Rubin, VP of Content at Oculus discussed why Oculus is releasing fewer but bigger titles in 2018. According to Rubin, the approach ensures that “Oculus titles can stand alongside the absolute best that any console offers.”

Rubin explained that the traditional way to launch a product is investing in one or two big titles and then releasing many smaller ones quickly to make up for any possible lost revenue. However, with Oculus making its software rather than relying on third party developers, they decided it made more sense to look long-term and focus on creating a few solid experiences rather than many small ones. He believes this will ultimately pay off by increasing long term engagement with serious gamers and casual users.

Since Facebook’s 2017 acquisition of Oculus VR, their way of thinking has shifted from ‘quick release’ mentality to the current ‘fewer but bigger titles’ approach. Rubin added that this new investment model allows them to produce games that are enjoyable and truly viable as stand-alone experiences for multiple years after launch – something unique in the virtual reality industry. The ultimate goal is to build content that he hopes players will be talking about for many years after its release – a difficult yet achievable goal in this competitive market.

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Benefits of this strategy

According to Jason Rubin, VP of Content at Oculus, the company will focus on fewer but bigger titles in 2018, commenting that “we did a lot of experimentation last year and now we’ll begin to focus on high-end software and more developer-publisher supported titles.” This approach is intended to maximise the overall quality of the Oculus ecosystem.

Adopting this strategy will yield key benefits for Oculus and its users. First, it gives developers more time to perfect their games before release. With more time and dedicated resources, developers would have fewer bugs to deal with after launch. Additionally, with fewer titles being released each year, users can expect higher overall production values and better gameplay experiences in each title they purchase. Users would benefit significantly from high-quality games with fewer monetization tricks or technical bugs that interrupt or damage gameplay experience.

Furthermore, in addition to better gameplay experiences, users may also see larger feature lists with greater depth than in smaller titles released by Oculus in past years.

tags = Oculus, Jason Rubin, VP of Content, virtual reality, content, Lone Echo . oculus rubin facebook meta vrrodriguezcnbc, 3DoF mobile games, Rift and GearVR.

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