EVE: Valkyrie And Sparc Shutting Down Next Month

CCP Games’ EVE: Valkyrie, one of the first-ever multiplayer VR games, is shutting down next month along with Sparc.

Tweets from both games’ official accounts confirmed the news. Both Valkyrie, a space combat game, and Sparc, which offered Tron-style athletic future sports, will take their remaining servers offline on August 5. After that, the games will no longer be playable.

Valkyrie is of particular significance as one of the first-ever VR games to be announced, serving as a launch exclusive for the Oculus Rift before coming to the HTC Vive and PSVR headsets too. A spin-off of CCP’s popular EVE Online MMO, the game saw you jump into the cockpit of spacecraft and face off with opponents online.

In fact, it’s so old it was one of Upload’s first video reviews, too. Seriously, I can’t even remember who’s narrating this.

Though the news may seem sudden, the writing had long been on the wall for both projects. After previously committing to VR in a big way with new studios and projects, CCP exited the VR market in late 2017, closing those new departments. Valkyrie implemented flatscreen support to help sustain its numbers but its developer, CCP Newcastle, was sold off. Neither game ever ended up releasing on the Quest platform, where many struggling long-time VR developers have gone on to find success.

What are your thoughts on EVE: Valkyrie and Sparc shutting down? Let us know in the comments below!

[Update] ‘Sparc’ Servers Now Back Online Following 2 Weeks of Unplanned Downtime

Despite low concurrent user numbers, CCP’s ongoing support for its VR sports game Sparc (2017) has been mostly smooth sailing in the years following the studio’s 2017 decision to shelve VR. However after both its North American and European servers went dark late last month, Sparc’s future wasn’t exactly certain. Now, CCP has announced they’ve fixed the issue, and have finally revived servers after the game’s extended, unplanned downtime. 

Update (November 10th, 2020): CCP announced that Sparc is back in business starting today. The team managing the game further confirmed this with players on the game’s Discord.

“Wow its been so long its crazy, super happy though to finally tell you guys that both EU and US servers are online and accepting connections,” the studio’s marketing specialist ‘CCP Alpha’.

The article detailing the game’s extended downtime follows below:

Original Article (November 5th, 2020): Sparc is like a sci-fi version of racquetball-meets-fencing, offering fast-paced 1v1 matches in a futuristic court. Created by the same studio behind MMORPG EVE: Online, it was well positioned to become an early VR esports success, but faltered due to low concurrent player numbers—a problem that still plagues more recent multiplayer VR games.

Despite stepping away from VR, Sparc wasn’t completely forsaken by CCP though; its only substantive update, arriving in mid-2019, brought in a few long-time user requests, including quick play and both custom and ranked matches. The game has also benefitted from free weekends on Steam in effort to usher in new players. Still, it clearly didn’t do enough to keep large numbers of players coming back for more.

The question arises why CCP hasn’t simply pulled the plug on the ailing multiplayer, especially since its servers have been shut off multiple times last month, with the most recent extended shutdown happening on the NA servers starting on October 24th. Four days later, the EU servers went dark, indefinitely putting a complete halt to the game’s main draw.

And while there’s still no clear answer why Sparc hasn’t given in to ‘the long sleep’ like PSVR exclusives RIGS or Starblood Arena, it has managed to attract a dedicated group of hardcore players who are still fighting for the game—something that’s taken on more importance as a social outlet during the COVID-19 pandemic.

One of those hardcore players, who goes by the Twitter handle ‘Dr. Oolong’, sums up the community’s feelings about sporadically losing access to the game. We’ve strung a few tweets together and edited for continuity. You can catch the full Twitter thread here.

For a game that has no built in friend system, and has cross play between PSVR, Oculus, and Steam, the fact that you can log on and recognize players (and have them recognize you) speaks volumes about the game’s community, especially during COVID.

So, when the servers unexpectedly went down around the 5th of October, people flocked to the official discord and unofficial Facebook pages to figure out what was up. For many of those people, they feared losing a social outlet as well as the game.

I started playing the game almost a year ago. In the past year, the community has become really interconnected. Players develop reputations. You recognize people, you keep up with them. You get to know a tiny bit about their life outside the game. If the game dies, that dies too.

The team maintaining Sparc says they’re currently working on a fix, with the first acknowledgement going out October 28th when the EU servers went down. A second acknowledgement was sent out yesterday:

On the game’s Discord server (invite link), the team reports that servers are running fine, however they are somehow incapable of “communicating with the outside world.”

And yet, Sparc is still actively on sale across Steam, the Oculus Store for Rift, and the PlayStation Store for PSVR. It’s also currently being featured in a PlayStation Store sale going through the 21st of November, which puts the game to only $10—an alluring price for a game that promises cross-platform multiplayer.

We’ve contacted the Sparc team for an update on its server fix, and will report back when/if we have confirmation. In the meantime, we’d suggest holding off on buying Sparc, because let’s face it: an online game without servers is like owning a Quest 2 without a Facebook account. Pretty much useless.

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Return of CCP Games? – Championship Update

CCP Games, the video game Vikings who brought us EVE Online, made a surprise return to VR after almost 2 years last month, with a smashing ‘Championship Update’ for its competitive virtual reality (VR) sport, Sparc


Sparc, released in 2017, is a fast-paced VR experience where players try to hurl their orb at their opponent to score points, whilst avoiding being hit themselves. Players can throw, dodge, block and deflect in this videogame. If I were to describe this sport, I’d say it’s a somewhat futuristic version of dodgeball. Based on what I’ve seen and the responses from players, I’d also say it’s not too farfetched to entertain the idea of making this a future Olympic sport. 

So the sudden update, what does this mean for CCP? Are they back into VR development? Well, let’s look at this from a commercial mindset. One feature from the update includes Ranked Mode, which enables players to compete, cross-platform, against players of a similar level. Based on a player’s record, players are positioned in one of five tiers (Bronze to Legend) and are ranked in a leaderboard fashion against others. 

With the rise of esports (expected to exceed $1 billion in 2019), twitch streaming, and the recent outburst by Palmer Luckey (co-founder of Oculus) on Rift CV1 and GearVR, selling over 10 million units, I think it’s safe to say that there is a sizable market for CCP to comeback. From my experience working with gaming studios, especially in-app, I’ve learned that the return on investment or potential return is what dictates a project’s priority. 


As the technology of VR hardware advances and the cost of production goes down, the demand from consumers for lower costing headsets will increase. When this happens, as we have seen happen with smartphones, the VR industry will reach a boom.

By riding the wave of competitive gaming and leveraging cross-platform functionalities, CCP is able to reach a much wider audience than back in 2017. I’d say now is just the right time to establish themselves as a major publisher in the VR space, just in time for the inevitable boom. I believe in the upcoming months we’ll be hearing a lot more from Sparc and CCP.

For those interested, Sparc is available for PlayStation VR, Oculus Rift and HTC Vive, offering PvP cross-platform action.

CCP Remains ‘Bullish’ On The Future Of VR As Market Hasn’t Reached ‘Maturity’

CCP Games, developers of epic space MMO EVE Online and VR games like EVE: Valkyrie and Sparc, aren’t as into VR as they once were but it’s not being written off entirely.

Back in late 2017 CCP Games publicly announced they’re withdrawal from heavy involvement in VR projects. After releasing EVE: Valkyrie alongside the Oculus Rift, porting the game to Steam VR headsets, PSVR, and even releasing it outside of VR, wave-shooter spin-offs in the Gunjack sub-franchise, and then releasing Sparc, the numbers just weren’t there for it to be a sustainable business focus.

Following the closure of CCP Atlanta, in an interview CCP Games CEO cited low install base as the main current bottleneck.

Surprisingly, earlier this week, CCP Games released the first update to Sparc in quite some time adding in new games and spectator options — which is extra surprising when you consider its complete lack of single player content. The entire game is dependent on the small userbase the company cited as their reason for pulling back to begin with.

After hearing the news we reached out to CCP Games for comment and a company representative had the following to say:

“We’re continuing to invest the revenue we receive for Sparc back into the game so as to support its dedicated and passionate playerbase. Moreover, CCP remains bullish about the future potential of VR and its long-term appeal as the VR market still has some way to go before it reaches maturity. VR is, fundamentally, a brand-new medium and we’re still in the early stages of its life.”

It’s a good sign for fans of CCP Games and at least means their existing projects aren’t being totally abandoned, which does happen often in the VR market. Let us know what you think of this statement and news down in the comments below!

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Sparc Was Revived By CCP Games Today With Big New Update

Seemingly out of nowhere CCP Games dropped a major update to Sparc with new game modes and spectating options.

Sparc is one of those VR games that just felt special when you played it. The smoothness of the visuals, excellent animations, fantastic Tron-inspired mechanics and stylings, and everything else just coalesced into a supremely polished package. But unfortunately it suffered from a lack of features and a tiny VR playerbase when it first launched. Despite it all, dedicated fans have kept it on life support even after CCP Games reigned in their focus on VR development nearly two years ago.

Today, that might start to change again. Out of nowhere Sparc’s Championship Update is bringing a slew of new features to a presumed dead game, including:

  • New Online Modes: Quick Play, Custom Games, and Ranked matches,
  • Ranked Matches are wave-based to keep games flowing using a player’s recent records to pit them against a worthy opponent and is split into 5 tiers. Players remain unranked until completing 10 Ranked games,
  • Ranked Leaderboard,
  • New Spectating Tools with different camera locations or even allowing free-fly view around the arena. Players can now see how many spectators they have and voice communication for spectators has been disabled.

To this day Sparc is still one of my go-to VR games when I have friends over that aren’t accustomed to the medium. Putting someone in my Rift and then playing against them on a PSVR is a great way to show the potential of VR gaming in a way that’s easy to understand and get into.

There’s no word at this time, but a Quest version would be superb. It would fit the wireless standalone format superbly well.

Let us know what you think of this sudden revival down in the comments below! You can buy Sparc on Oculus Home for Rift, on Steam for all PC VR headsets, or on PSN for PSVR. There is full cross-play between all devices.

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CCP Returns to VR With Championship Update for Sparc

It was a sad day in 2017 when one of virtual reality’s (VR) most prominent early supporters, CCP Games, which created titles like EVE: Valkyrie and Gunjack, decided to close studios and move away from VR development. In what could be the first sign of a return almost two years later, the studio has announced the first major update for PvP multiplayer Sparc, extending and enhancing its online features.


Dubbed the ‘Championship Update’, the release adds new cross-platform modes, including Ranked and Custom games, as well as an improved Spectator Mode. Get into the action fast with the Quick Play mode, or setup Custom Games to create a mixture of modes.

Or then there’s the all-new Ranked Mode. This offers players their toughest challenge yet, giving them a shot at competing for a spot at the top of the Leaderboard and a place in Sparc ’s Legend tier, reserved for the top 10 ranked players in the world. Players need to complete 10 matches first to gain a ranking, with their record determining a Legend, Diamond, Gold, Silver or Bronze tier ranking.

In between the action, players could always spectate, scouting opponents and watching custom games. The update improves this feature, allowing spectators to join as a “headless” observer. Invisible to both players and other spectators, as a “headless” observer players can cycle through multiple camera locations to view the action or free-fly using their controllers to propel themselves around the arena.


Sparc was always designed as a competitive eSport but interest has likely wained for the title in the last year of so thanks to CCP Games’ previous announcement. With this new update, however, this may spark some excitement for the experience, which is still a premium quality videogame.

A skill-based, physical sport, Sparc challenges two players to throw disk-based projectiles at each other inside a virtual arena, all the while defending themselves by dodging, blocking, or deflecting incoming attacks from their opponent.  Sparc supports HTC Vive, Oculus Rift, Valve Index and PlayStation VR headsets, retailing for £14.99 GBP on Oculus Store and £16.99 on Steam. For any further updates from CCP Games, keep reading VRFocus.

CCP Games Releases First Major Update to ‘SPARC’ Despite 2017 VR Pullback

In late 2017, CCP Games shuttered their VR-producing studios, shifting their focus to PC and mobile games after selling off the Newcastle branch behind EVE: Valkryie (2016) and closing down the Atlanta-based branch behind SPARC (2017). Although CCP made a commitment to keep servers from going dark, it comes as great surprise that the studio has actually pushed out a significant update to the futuristic VR sports game.

The update, called the ‘Championship Update’, is said to include new cross-platform modes, including Custom and Ranked matches, and an improved Spectator Mode. In a press statement, CCP calls it Sparc’s “first major update.”

Here’s a quick breakdown of the updates landing today on all supported platforms:

  • Quick Play – This is the fastest way to get into the action with other players. Select the desired game mode (Basic or Advanced) and join through Quick Play, Public Custom Game or Create Your Own Game (to which other Quick Play players can join).
  • Custom Games – Browse a list of available games or choose to create a custom game with the desired game mode and privacy settings. Optional password settings are provided for both players and spectators.
  • Ranked – Compete in a cross-platform competitive mode using the Advanced rules. Players remain unranked until they have completed their first 10 matches, after which their recent record determines their tier (Legend, Diamond, Gold, Silver, Bronze) and position (1-100) within that tier.

Spectating tools have also changed somewhat. Custom games can be joined as a headless spectator that won’t occupy a player slot; the spectator is invisible to both players and other spectators. Players can also cycle through preset camera locations to view the action or free-fly using their controllers to propel themselves around the arena.

Sparc is available for $20 on Steam (Rift, Vive, Index), the Oculus Store (Rift), and the PlayStation Store (PSVR).

The studio hasn’t made any indication whether today’s update signals a move back towards active VR development, although it’s clear the studio has had enough success with Sparc to merit the manhours needed to push out today’s update. We’ve asked CCP for comment and will update when/if we hear back.

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Excerpt: Four Stories From Blake Harris Book The History Of The Future

Excerpt: Four Stories From Blake Harris Book The History Of The Future

The new book The History Of The Future is out today in hardcover, ebook and audiobook. The narrative written by Console Wars author Blake Harris charts the 2012 founding of Oculus. Along the way there is an accounting of the $3 billion acquisition by Facebook and $500 million jury decision. The story ends after the 2017 exit of Oculus co-founder Palmer Luckey.

Along the way is Chapter 23, titled NINE STORIES. The chapter focuses on developers in April 2013 receiving the first Rift development kit — known as DK1. 56,334 of the headsets would eventually ship out to 114 countries. The nine stories provide an intimate look into how some lives changed with the arrival of that VR headset.

Last week, we published a remarkable email referenced in the book originally sent by John Carmack in 2015 to Oculus leaders. The document assesses the group’s strengths and weaknesses with extraordinary detail. This week, we are printing excerpts from Chapter 23.

Below are the first four of the nine stories. Check back tomorrow when we excerpt the remaining five stories from Chapter 23 of The History Of The Future.


April 2013

“Check this out,” Luckey said, showing Dycus an eBay web page littered with results.

Skimming the items, Dycus couldn’t help but grin: Oculus’s $300 devkits were in such high demand that some were going for over a thousand bucks.

By this point, the first week of April, it was now clear that the launch of DK1 had been an unmitigated success. Secondhand units were selling for three times their price; tech journalists were publishing glowing reviews; and Luckey’s in-box was flooded with affection and admiration—comments like this one, from a Korean fan, proclaiming that Luckey was “going to be a historic human in 21c.” But as cool as all that was, none of it compared to the fact that developers all over the world were starting to receive their devkits in the mail; and over the next few months, these devs would get to work and begin building incredible things . . .


Santa Monica, California

In seventh grade, Justin Moravetz and his classmates were asked to give a presentation about “The Future.” So Moravetz decided to talk about the technology that excited him most—virtual reality!—and even cobbled together a makeshift headset using a VGA monitor and two Game Boy Screen Magnifiers. For the next two decades, he waited for VR to finally arrive in all that glory he had imagined as a boy. But year after year yielded disappointment after disappointment.

From Forte’s VFX1 to eMagin’s latest Z800 3-DVisor, Justin Moravetz had seen it all. From his experience as a 3-D animator at Sony Computer Entertainment, Moravetz had insight into what a powerhouse was doing with virtual reality. And, well, it wasn’t much. He came to believe that the only way virtual reality could ever really take of would be for a small, scrappy outside force to come in—resurrect the technology from the ashes of its failures—and force big companies (like the one he worked for) to jump into the fray.

Would this ever happen? Moravetz did not know. But he felt hope—glorious, long-lost hope—as he tore open the package containing his devkit and read the welcome letter inside.

Unlike almost every other developer, Moravetz had already come up with an idea. In fact, using Unity, he had already spent the past six months creating various levels for a retro-inspired, Arkanoid-style brick-breaking game he called Proton Pulse.

It was challenging to make an Oculus-ready game without an actual Oculus headset, but Moravetz’s lifelong passion for VR coupled with his animation expertise gave him the ability to develop something that he thought would be viable.

Now, after six months’ worth of nights and weekends spent developing this game, he was about to find out how viable it would really be.


Qualicum Beach, Canada

Within moments of putting on DK1 for the first time, Denny Unger started crying. He couldn’t help it. Ever since trying a Virtuality VR system at Edmonton’s Klondike Days expo in 1992, he had been infatuated with virtual reality. It wasn’t that the Virtuality demo had been especially good (he left the demo sick to his stomach) but because, he assumed, that if VR hardware progressed on the same trajectory as, say, video game consoles, then it would only be a few years until virtual reality started to take of.

That, of course, didn’t happen. But eventually, Unger found solace in a community of fellow VR diehards called MTBS3D. It was there he met Palmer Luckey who—as Unger would fondly recall years later—“had kind of cracked the code of how we could do this affordably using current technology.” So when Luckey announced that he was planning to sell an open-source HMD kit on Kickstarter, Unger was so excited that he volunteered to design the logo for this little venture called “Oculus.”

At the time, Unger had no expectation that VR would become interesting to anyone outside the hundred or so hobbyists who frequented the forums on MTBS3D. But his perspective began to change after John Carmack wound up demoing Luckey’s prototype later that year at E3. Oh shit, Unger thought. There’s a big opportunity here that no one understands yet! In late 2012, Unger quit his job (designing tabletop games) and recruited a few tech-savvy friends (Christopher Roe, Matthew Lyon, Paul White, Dan Taylor and Joel Green) to start a studio (Cloudhead Games) focused on creating “deeply immersive” gaming experiences.

“We’ve got this golden opportunity to really do something special,” Unger told the team during one of their early meetings in his garage-turned-game-studio. What he had in mind was a game that combined the adventurous spirit of films like The Goonies and Indiana Jones with the hidden challenges and mystery-island feel of his all-time favorite
puzzle game: Myst. To help finance this built-for-VR puzzle/adventure game—The Gallery: Six Elements, they called it—the Cloudhead Games team launched a Kickstarter campaign in late March 2013. And that campaign had all but hit its goal by the time Denny Unger received his devkit in the mail.

There was a lot riding on the Tuscany demo he was about to try. Which is why, within moments of putting on DK1 for the first time, Denny Unger started crying. Tears of joy—of pure, unadulterated, dream-come-true joy. Because this moment felt like every Christmas ever; because even though he knew he was still in Canada, he felt like he was all the way in Italy; because if this was just first-generation hardware, could you imagine what the future would bring? It was all so wonderful and overwhelming. But before allowing himself to fully imagine those possibilities—for himself, for Cloudhead Games, for the future of human interaction—Unger had the urge to email an old friend. “Thanks for bringing us the future,” he wrote.


Boston, MA

“I think that this is the beginning of a forty-year-industry,” Devin Reimer, the CTO of Owlchemy Labs, told Owlchemy founder and CEO Alex Schwartz. This was months earlier, right after Oculus’s Kickstarter had launched. Reimer—being a big fan of John Carmack—had been following the lead-up to the launch, and somewhere between E3 and QuakeCon, he had become convinced that VR was about to upend the gaming industry. “I think that this is the beginning of a forty-year-industry. And I think we should do something here.”

At the time, Schwartz didn’t know much about VR—Owlchemy’s focus, after all, was mobile gaming—but he trusted Reimer’s instinct and agreed they should order a devkit. Then the two of them got back to work and didn’t discuss VR again until a devkit showed up at their office.

Intrigued by the headset and impressed with Oculus’s SDK, Schwartz and Reimer decided to take of a month from their current obligations and create a VR version of a base-jumping game they had published in 2011 called AaaaaAAaaaAAAaaAAAAaAAAAA!!! For The Awesome.

Since Aaaaa!!! had originally been built using Unity, it only took two days to get their port working. But then it took the rest of the month to get it working in a way that was fun and functional and could be played end to end without taking of the headset.

During this time, the Owlchemy team learned many things. Things like: the camera angle is sacred, controllers (not keyboards) are essential, and motion sickness—believe it or not—is addressable. Though perhaps the biggest lesson they learned was that if you tell anyone—friends, family members, fellow developers; anyone—that you’re thinking about “betting the future of the company on VR,” every single one of them will inevitably say the same thing: YOU’RE CRAZY.

4. CCP

Reykjavík, Iceland

“I know it’s a bit crazy . . .” wrote Sigurður “Siggi” Gunnarsson, a senior web developer at CCP Games, in a late 2012 company-wide email that he hoped might lead to the creation of a VR team. It didn’t need to be a big team—even just a few would signify a great start. “I know it’s a bit crazy to spend your free time doing something you spend your working hours on, but the goal here is not to create a commercial success, but to have fun, learn new things, and try out new ideas.”

Shortly after this call to arms, a small crew of collaborators came together. In addition to Gunnarsson, there was graphic artist Andrew Robinson, software engineer David Gundry, and a pair of QA (quality assurance) analysts: Ian Shiels and Louisa Clarke. On paper and in person, this small skunkworks team had little in common. Except for two things: they all had relatively low-level roles working on CCP’s hit space adventure MMORPG EVE Online; and they all had been fascinated by VR for many, many years.

“For me, it started in college,” Gunnarsson recounted to the team over beers, as they met at a local bar to discuss potential game ideas. “Games like D&D and Shadowrun. I was always just imagining how would it be if you could make a computer game in the future where you and your friends could go into VR and just go somewhere else and work together as a group.”

The crew really liked that idea—of group play; of something social; of creating a VR game that thrust multiple people into the same shared experience. But what should that experience be? A roller-coaster ride? A rocket race through space? Maybe a wormhole battle? Wait, what the hell was a wormhole battle?

Andrew Robinson took notes on a bar napkin and drew little sketches of these ideas. Just scribbling, just screwing around, until Louisa Clarke threw out a concept that sounded like a game that they all suddenly very much wanted to play.

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CCP Games: CEO spricht über Ausstiegsgründe aus der VR-Industrie

Entwicklerstudio CCP Games (unter anderem bekannt für EVE: Online) galt lange Zeit als Verfechter der VR-Industrie, bis das Unternehmen 2017 unterwartet aus der Branche austrat. Heute fokussieren sich die Entwickler/-innen auf traditionelles PC-Gaming, erst kürzlich wurde das Unternehmen von Pearl Abyss (bekannt für Black Desert Online) übernommen. In einem Interview mit Destructoid sprach Veigar Pétursson, CEO von CCP Games, nun über die Gründe für den Ausstieg und den damaligen Stand der Branche.

CCP Games – Interview mit Veigar Pétursson über Ausstieg aus der VR-Industrie

Mit EVE: Online veröffentlichte CCP Games einen beeindruckenden VR-Titel für Oculus Rift, HTC Vive und PlayStation VR (PSVR), der sich bis heute eine treue Fanbase erhalten hat. Auch neben dem Sci-Fi-Multiplayer-Spiel brachte das Studio mit Sparc sowie weiteren Titeln diverse Genres auf den Markt.


Dennoch gab das Studio letztes Jahr überraschenderweise den Rücktritt aus der VR-Gaming-Szene bekannt und schloss zeitgleich seine Abteilungen in Atlanta sowie in UK:

“Wir haben einfach erwartet, dass VR doppelt oder dreifach so groß sein wird, als es damals war. Punkt. Darauf kann man einfach kein erfolgreiches Unternehmen aufbauen.”

Dennoch glaubt er weiterhin an die VR-Industrie und sieht besonders in der kommenden Oculus Quest ein mögliches Zugpferd für die Szene. Doch selbst wenn VR Mainstream wird, möchte CCP Games nicht sofort wieder in den VR-Markt einsteigen:

“Wenn es wirklich funktioniert, könnten wir wieder einsteigen. Wichtig dafür ist eine Analyse über die aktiven VR-Spielerzahlen. Eine Menge Leute haben VR-Brillen gekauft, um sie einfach nur auszuprobieren. Davon sind viele nicht aktiv, wie wir dank Datenanalyse herausgefunden haben.”

Trotz der harten Jahre als VR-Devs bereut Pètursson diese Zeit nicht, sondern blickt positiv in die Zukunft:

Ich glaube auch weiterhin langfristig an die Zukunft und das Potenzial der VR.”

(Quelle: Destructoid)

Der Beitrag CCP Games: CEO spricht über Ausstiegsgründe aus der VR-Industrie zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!