Kevin Rose's 5 tech predictions for 2016

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entremet

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Kevin Rose founded Digg and is pretty connected in the tech space, so I always appreciate his analysis.

https://medium.com/@kevinrose/five-tech-predictions-for-2016-d1435d9423b4#.50geurvds

1. — Virtual Reality will turn out to be a dud. Great initial “wow” experience, but ultimately just a big chunk of tech that will collect dust in the corner. At some point (years out) the right mixture of power, size, price, and reality technology will combine into a device that will see mass adoption (likely first in AR not VR). This is a very big chicken and egg problem, and sadly you’re going to need a lot of eggs. Without ongoing titles (with a true order of magnitude improvement over standard reality) consumers will always take the path of least resistance, that is, just watching normal TV and/or playing standard video games. I see this very much like the Wii controller, innovative, sure, but in the drawer after the novelty wears off. I don’t believe the hype and avoid investments in the VR space.

2. — Cryptocurrency will continue to be used by a niche audience. It’s too technical and doesn’t offer any advantage to the average Joe. This reminds me when people told me the future of identity was getting consumers to type in their URL and password (OpenID)...
However, on the geeky side (not for consumers) I do believe there is a use case here for a micropayment system that incentives user actions.

3. — Apple Watch 2 will launch and have mediocre success. Yes, Apple fans (aka M.G. Siegler) will still buy one, but most consumers don’t need yet another device to charge nightly. Eventually they will realize the device they should have built would be more akin to a Fitbit with long battery life and a simple display. At this point they’ll either buy Fitbit or develop their own.

4. — Uber will compete with Yelp. Expect to see Uber recommend you places based on the destination you’ve selected.

5. — The Uber delivery and Slack APIs will mature, with that expect serious ($100M+) businesses to be built on the back of these platforms.

Medium is just the blogging platform he uses. It's not ad based currently, so I posted the whole entry.

I agree with his assessment on the Apple Watch 2. I'm a huge Apple fan, but don't know if people want another thing to charge daily.
 
1. — Virtual Reality will turn out to be a dud. Great initial “wow” experience, but ultimately just a big chunk of tech that will collect dust in the corner.

I think that VR will go the way of Kinect. HUGE initial interest that will give way to limited experiences and games that never connect with the audience.

I just don't see VR ever progressing past something like 3D in terms of the latest fad that everyone chases but never actually translates into mainstream success.
 
These actually all sound pretty reasonable. I think he's right about Uber, too - they seem to be ramping up their various services within that app like crazy.
 
I agree with pretty much all of that. But as someone who has no interest in VR and wants game development focused on traditional experiences (from the devs whose games I'm interested in) and doesn't wear an Apple Watch, I probably am a bit biased.
 
I think that VR will go the way of Kinect. HUGE initial interest that will give way to limited experiences and games that never connect with the audience.

I just don't see VR ever progressing past something like 3D in terms of the latest fad that everyone chases but never actually translates into mainstream success.
Basically, any tech that has me wearing sunglasses in my own home isn't something I'm spending any sizable amount of money on. So yeah, the comparison feels apt.
 
I think that VR will go the way of Kinect. HUGE initial interest that will give way to limited experiences and games that never connect with the audience.

I just don't see VR ever progressing past something like 3D in terms of the latest fad that everyone chases but never actually translates into mainstream success.

I think the fact that it's taking SO LONG to get into consumer hands is hurting it. If it had been out for purchase by regular folks within a year of the initial hype, we'd be seeing more excitement. As it stands now, this slow trickle isn't doing it any favors.
 
I agree with pretty much all of that. But as someone who has no interest in VR and wants game development focused on traditional experiences (from the devs whose games I'm interested in) and doesn't wear an Apple Watch, I probably am a bit biased.
Hmm. Why do you think you have no interest in VR?
I think that it could open up an entirely new space of innovative games.
 
I think these are all pretty dead on predictions, and I'd wager many people here will take exception to the VR being a dud prediction.

The VR one will be tough to quantify within 2016 because we're only going to see the first round of consumer products this year (Aside from the phone implementations like Cardboard and Samsung Gear VR). I don't think that VR is going to be anything other than a niche, enthusiast device for media consumption, similar to how drones are for hobbyists and photographers. But I don't think that we'll be able to draw that line in the sand 360 days from now.

Now, whether $100m businesses can be built on the Slack API is a tough call for me. I've developed integrations with the Slack API and I absolutely love Slack for working, but saying that there will be a $100million business launch solely off the Slack API in 2016 is too aggressive. That's effectively treating Slack like the Salesforce of business communication, which it isn't.
 
I think that VR will go the way of Kinect. HUGE initial interest that will give way to limited experiences and games that never connect with the audience.

I just don't see VR ever progressing past something like 3D in terms of the latest fad that everyone chases but never actually translates into mainstream success.

I can absolutely see how that's a very viable scenario and probably the most likely outcome, but I can also see VR getting a killer app that will make the thing a resounding success.

I think PlaystationVR has a higher chance of being that platform since you'll only need a PS4 to get it to work. The market on $2,000 computers to run VR properly will be very small in the foreseeable future.
 
VR looks a lot better than he makes it seem but it could still go the way he describes.

I completely agree with the rest, especially the note regarding the Apple Watch 2 and I say that as an Apple Watch owner.
 
Hmm. Why do you think you have no interest in VR?
I think that it could open up an entirely new space of innovative games.

Dizzy just thinking about it bro. And it's too insular an experience. I already have handheld games for gaming by myself. I don't think VR is the best with migraines either. :/
 
What services can be built on top of Uber? Pizza delivery etc I suppose?

You can really use your imagination to come up with a lot, but aside of services like bringing a good to the consumer (like pizza delivery), think about it like the reverse -- Uber bringing the consumer to a provider, say, for instance, Starbucks utilized the Uber API to know that you're being dropped off by Uber, and so when you're 2minutes away from your location, Starbucks gets a notification to prepare your drink... You walk in, pick it up, and are charged by a centralized payment API for both Uber and Starbucks.

Or, say OpenTable partners with Uber so that when you get in your ride, OpenTable knows that you're 18minutes away, so they consider you "at" the restaurant then and start your wait timer at that time, instead of starting it when you walk in the door and check in with the host or concierge. This sort of functionality has existed since as long as call ahead waiting has existed, but it's always relied on a fairly spurious self-reporting from the consumer... "Oh, yah, I'm 20 minutes away right now..." and then they show up in 45 minutes, so you could never have much faith on the system from a business or consumer perspective. Uber's delivery estimates are perpetual, continuously updated, and also usually very, very accurate within the minute, so it's predictable for both the consumer and business.

Whether a $100m business can be started solely on that, I don't know.
 
I think that VR will go the way of Kinect. HUGE initial interest that will give way to limited experiences and games that never connect with the audience.

I just don't see VR ever progressing past something like 3D in terms of the latest fad that everyone chases but never actually translates into mainstream success.

I have my reserves as well. I've posted about it before:

VR definitely has a TON of challenges, and it'll be interesting to see if it can overcome them. I posted this prior to Facebook purchasing Oculus, so my optimism has changed for the better, but I'm still reluctant to consider VR an automatic success:

The price of entry is going to be substantial, and as a byproduct of that barrier, the install base is going to be relatively slim. 3rd party developers always dictate the success, or lack thereof, of any piece of gaming hardware. In an industry that is anything but stable, publishers and developers have become less willing to take risks, and supporting VR in any meaningful way would be counter intuitive to that phenomenon. They're all about about the safe bet, and unfortunately for VR, the safe bet isn't developing games exclusively for an install base (owning a VR headset) of an install base (owning a Playstation 4 or Computer powerful enough to utilize VR) of an install base (gamers in general).

This is the fate of all peripheral add-ons. 3rd party developers are already reluctant to develop exclusively for a platform, due to the fact that it needlessly restricts the sales potential of their software. What makes people think they're going to be willing to inject considerable resources into an even smaller pot? Yes, they'll cover their bases to ensure that they don't completely miss the boat in the off chance that it ultimately does succeed, but this typically comes in the form of a publisher utilizing one of their lesser teams, or worse, simply tacking on VR support on an existing game that wasn't built from the ground up to utilize the technology.

It's kind of a vicious cycle. Peripherals require a constant stream of quality games to entice consumers, but publishers are unwilling to provide them until the install base is worth investing in. The Kinect had an install base exceeding 24 million, and 3rd party developers still failed to support it due to the fact that it made more sense to develop for the combined install base of 160+ million between the Xbox 360 and Playstation 3.

Peripherals of this sort require quality software built from the ground up to utilize the tech. Tacked on VR and throwaway games from lesser development teams is not going to push consumers to drop the kind of cash. There has to be original content that is unique to VR, and quality to boot. And there has to be a lot of it, considering the price of entry you're asking consumers to drop to opt into this style of gaming. Also, we need to differentiate the difference between success and long term success. Peripherals tend to overcome the former, but fall flat with the latter - due to the fact that the latter requires a constant injection of quality titles, which is difficult to do.

Also, one of 3D's biggest barriers was the fact that people had to wear something to achieve it. As people have said, if the mainstream are reluctant to wear a pair of glasses on their head, how are they going to feel about what basically amounts to a head mount?

"You won't understand until you try it." That's another HUGE issue. How do you advertise something that can't be explained without experiencing it? It's the same issue 3D has, and actually, more so. Unlike something like motion gaming, you can't present a 1:1 recreation of the experience to consumers. VR is a technology that is reliant on hands on experience to understand - as well as word of mouth, which makes marketing it on a large scale EXTREMELY difficult.

Having said that, I do own an Oculus Rift DK2, and I'm definitely a believer in the potential of VR. The experience is flat out amazing and I really hope that it's able to gain wide spread traction within all forms of media.

Another thing that may limit its success is the potential for a large part of the population being susceptible to motion sickness. I personally am, and it has rendered my Oculus Rift DK2 almost useless. I pretty much have overdose on dramamine for VR to manageable, and there's certain experiences that no amount of medicine or getting used to will help :(
 
VR isn't make or break next year though, and people need to think of it beyond the initial gaming applications.

It'll have a much larger impact down the road when we get to use it for general use, business, and educational purposes.

People just need to see beyond the initial offering. Facebook obviously has.
 
VR isn't going mainstream because its still foremost a gaming application, its also a solo one and at the entry point will be prohibitively expensive. Its mainstream momentum will live and die off what Facebook apps they can make that make it seem irresistible. Touring museums won't cut it. In any case, that shit won't be going anywhere until 2017 at the earliest.
 
I feel more or less the same about VR and wearables like the Apple Watch. Cool tech that needs to get less obtrusive and demanding before it will truly hit any type of huge mainstream success.


Uber is still a fucking awful name for a company too.
 
The killer app for VR is a certain type of porn and I don't know if the rest of the technology exists yet.
 
I agree with Rose about VR. They tried doing time and again and it fails every time.

VR was done like once before.

The tech is still in its infancy, and the next year is incredibly important but not really from a "does everyone buy one?" perspective. Modest numbers will encourage further development and keep it running along what will be a long process of refinement and innovation.
 
I can absolutely see how that's a very viable scenario and probably the most likely outcome, but I can also see VR getting a killer app that will make the thing a resounding success.

True, there could be a killer app that just brings the entire experience into focus for a larger audience but I think that VR basically flies in the face of what made the Wii the phenom it was, VR increases the insular nature of gaming.

While the Wii featured adverts that showed the 'TV POV' of the gaming experience as a family played the games together VR is a solitary pursuit that someone would have to shamefully slink off into another room to play. Someone can always sit on the couch and watch you play Black Ops 3 but what are they going to stare at while you're in VR? The feed on the TV? The back of your head as you wave your arms around?

I just can't envision any situation where VR really breaks into the mainstream without going into some alarmist Matrix esque future.

I think the fact that it's taking SO LONG to get into consumer hands is hurting it. If it had been out for purchase by regular folks within a year of the initial hype, we'd be seeing more excitement. As it stands now, this slow trickle isn't doing it any favors.

Agreed. Too many different headsets, too many competing brands. I have a feeling that unlike the 'HD disc' wars competitors won't yield to the more dominant brand/force but instead choose to nurture their own niche platform/market thus splintering the market even more.

Basically, any tech that has me wearing sunglasses in my own home isn't something I'm spending any sizable amount of money on. So yeah, the comparison feels apt.

Agreed. Me lying on my couch gaming or watching TV isn't an experience that needs enhancing beyond me going to get a cup of tea and some toast and I already have all the gadgets I need for that in my kitchen.
 
VR was done like once before.

The tech is still in its infancy, and the next year is incredibly important but not really from a "does everyone buy one?" perspective. Modest numbers will encourage further development and keep it running along what will be a long process of refinement and innovation.

I don't know. Im pretty sure I watched an episode of Bad Influence in my youth (old children's video game show in the UK) where Andy Crane and Violet Berlin told me excitedly the Virtual Reality headset they were demoing was going to explode soon.

This was 20 years ago
 
VR has too big a barrier of entry, and is too restrictive to compel the masses in any significant way, at least this year. I agree entirely that AR has the actual opportunity.
 
I don't know. Im pretty sure I watched an episode of Bad Influence in my youth (old children's video game show in the UK) where Andy Crane and Violet Berlin told me excitedly the Virtual Reality headset they were demoing was going to explode soon.

This was 20 years ago

Yeah that was the approximate once before. It's been dead for a long time because the first examples were awful.
 
VR was done like once before.

The tech is still in its infancy, and the next year is incredibly important but not really from a "does everyone buy one?" perspective. Modest numbers will encourage further development and keep it running along what will be a long process of refinement and innovation.

The only other time when I can think of VR being a big thing was the early 90s when those original units in malls were available to try. I don't recall a situation when these types of devices were being sold through to home users.

This feels like brad new territory.

Retro-VR.png
 
Dizzy just thinking about it bro. And it's too insular an experience. I already have handheld games for gaming by myself. I don't think VR is the best with migraines either. :/
Hmm, I understand. It may just not be for you, bro. :(

I still think it'll create it's own little niche category.
 
VR has too big a barrier of entry, and is too restrictive to compel the masses in any significant way, at least this year. I agree entirely that AR has the actual opportunity.

My (anecdotal) evidence has shown me otherwise. Even just using the Google Cardboard my non-gamer friends/family were very compelled and highly interested after trying it for the first time.

I've heard similar stories. I'm a believer in VR.
 
My (anecdotal) evidence has shown me otherwise. Even just using the Google Cardboard my non-gamer friends/family were very compelled and highly interested after trying it for the first time.

I've heard similar stories. I'm a believer in VR.

I have had similar experiences too but I doubt any of those people will be the first in line for one. Though I do think the enthusiast crowd can keep this stuff afloat until the price drops for the masses if the software and porn is there.
 
My (anecdotal) evidence has shown me otherwise. Even just using the Google Cardboard my non-gamer friends/family were very compelled and highly interested after trying it for the first time.

I've heard similar stories. I'm a believer in VR.

Consider the barrier of entry for the occulus or the psvr, it's pretty high. Not just financially, but technically - especially the occulus.

I built a rig with VR in mind, and I'm ready for it, but that's not going to be the case even for most VR enthusiasts. Maybe in enough time, the tech will mature with a strong enough platform to break into the mainstream, but I don't think the cardboard's of the world are going to be anything more than cool party favours (my cardboard is on the way, so maybe I need to try it out first), and it will take some time to get anywhere near mass market.

AR I see getting there first, just because of its more functional scope. The tech is further out, but I'd still bet on it. In fact I'd say this year is the year everyone starts to agree with me on that :p
 
VR will have slow adoption but that won't mean it is a dud. It's here to stay and will be prevalent in the near future.

Think color TV.
 
Consider the barrier of entry for the occulus or the psvr, it's pretty high. Not just financially, but technically - especially the occulus.

I built a rig with VR in mind, and I'm ready for it, but that's not going to be the case even for most VR enthusiasts. Maybe in enough time, the tech will mature with a strong enough platform to break into the mainstream, but I don't think the cardboard's of the world are going to be anything more than cool party favours (my cardboard is on the way, so maybe I need to try it out first), and it will take some time to get anywhere near mass market.

AR I see getting there first, just because of its more functional scope. The tech is further out, but I'd still bet on it. In fact I'd say this year is the year everyone starts to agree with me on that :p

It makes me wonder if these cellphone VR devices are they way things could end up going for the mass market. The barrier to entry is relatively small (around $99 for a good unit) and almost everyone already owns the device. No wonder Google is playing in that space.

The PSVR barrier is not too bad as that is mainly a price concern. The hardware itself is fairly plug and play.

The PC market is all enthusiast with a high barrier too entry both technically and financially.
 
Indeed - Ahh the 90's. Full of hopes and dreams :)

Dreamcast 2 integration, believe!

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Id love to know how much that headset weighed, it looks like a tank
It did weight like a tank.

But what really made it stupid as all fuck was the odious lag. That was just brutal.
 
Yeah VR will have a healthy hobbyist niche, but until it becomes plug and play it won't reach any mainstream saturation.
 
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