"It's very simple from my standpoint,"
"Two things have to happen."
"We have a good system,"
"People enjoy the Morpheus demo, but it's not enough. It's coming close, but there isn't enough in terms of creating real experiences with a sense of presence."
"You really need to be able to feel that you are standing on the edge of a cliff. Tech-wise, there are a few things we want to include to really nail it from a hardware and system software standpoint."
"There are various developers creating VR content,"
"They have been making lots of different types of experiences in VR. And some work really well, others are more difficult. So that learning has to be shared with all the developers in terms of guidelines."
"In terms of game design you experience today (on Project Morpheus), it's more like designing location-based entertainment than games, like a theme park. So, it requires lots of new ways of thinking from both tech and design standpoint. So, until this happens, until we have enough developers very comfortable producing great experiences, we shouldn't bring this to the market."
"Because we need people to know that for the first time VR is possible at a consumer level,"
"And it's so amazing that we know about it, we're so excited, but you really have to experience it to believe it. So we have to take every opportunity to propagate it and let people notice."
"We are basically offering similar experiences and we have the same interest to get people excited and to believe in VR,"
"So that's really important for us."
"We have a long list of waiting developers,"
"What we say to them is, ‘We're going on a journey, there's no release date,'"
"So the caveat's around. We don't know what the price point is going to be. We don't know if we're going to bundle any content with it. We know none of that. So we're going on a journey and you're free to go on that journey with that information. And because many have been doing parallel VR work they say, ‘Hey, I want to try that. I want to see how that works.' "
"But we're definitely rolling out the dev kits and people have been trying some cool stuff out,"
"So as we demo it to more and more publishers and developers, they get interested and so do the studio heads when they start playing around with it,"
"I was literally at an event and I was chatting with some of the senior staff and they were asking ‘What could we do with this?' I was like, ‘Let's get together and do a brainstorming session.' Because you have to think about how do you build something from the ground up for it."
"It's not much more work then goes into making a game 3D stereoscopic,"
"The idea is very similar: you create two images to fall on each eye, so it's pretty straightforward. Maybe a couple weeks to get it running and viewing in the Morpheus, however, you immediately realize the game design for console, or TV doesn't work. It just breaks, it's not a great experience."
"You have to spend lots of time thinking and redesigning your game, or, better yet, start from scratch on VR,"
"It's basically the same as porting from PC to PS4,"
"Once it's on PS4 and they already have stereoscopic stuff that they've dealt with Oculus, it's easy as porting to the platform,"
"But Oculus also works on PC, so you can have a PC dev environment and Morpheus, so you can technically just redeploy that."
"Those things, the developer has to understand and work with,"
"There might be some things the Oculus guys add to their experience that we may not have that I'm not aware of."
"I just love in general the whole spirit of treating it like independent game development,"
"We have this piece of hardware that is not fully done or named and we don't have a release date, but we're trying it out, getting people's feedback on it."
"I've been inspired because most times you see all these companies competing around technology and being super proprietary, but the conversations we've been having with Valve and Oculus around all the VR stuff, it just feels like a bunch of indie devs getting together and jamming on stuff,"
"So it's been neat to see that collaboration. There isn't all these walls of, ‘You can't talk to them.' It's all about how do we solve these problems together because we think the vision is there's going to be an industry here. So all of us are working together to find great content."