"We’re doubling down on the VR developer ecosystem while shifting the focus of Worlds to be almost exclusively mobile. By breaking things down into two distinct platforms, we’ll be better able to clearly focus on each," Ryan wrote.
According to Ryan, 86% of time people spend in their VR headsets is spent with third-party apps, so it's not surprising that Meta would pull back from first-party VR. Last month, the company shuttered its three AAA VR game development companies, stopped updating its first-party subscription-based fitness app Supernatural, and laid off around 10% of its Reality Labs division. Ryan says Meta will continue supporting third-party VR developers and releasing hardware, promising the company has "robust roadmap of future VR headsets" tailored to "different audience segments" on tap, but offered no specific details as yet.
Meta's focus on mobile
A sad end for VR users of Worlds
There are around five billion smart phone users worldwide, all potential customers to Worlds, compared to an estimated 20-30 million Quest users, so the math definitely makes sense in terms of growing a platform and stock price, but it's sad for the (relatively few) people who have found a home on Horizon Worlds. They'll be able to use mobile platform, but it isn't the same: the sense of scale and engagement can't be replicated on a small, 2D screen. I recently spent a lot of time looking for life in the VR version of Worlds, and it's a unique place, an undiscovered country where strange little communities have taken up residence in a massive, deserted shopping mall. If you can, strap on a headset and poke around a little before the plug is pulled.
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