Meta’s Oculus Publishing Head Disproves Misconceptions Regarding VR Profitability at GDC

Meta's Oculus Publishing Head Disproves Misconceptions Regarding VR Profitability at GDC

Meta’s Oculus Publishing Head Disproves Misconceptions Regarding VR Profitability at GDC


# Chris Pruett’s GDC 2025 Panel: How Struggling VR Developers Can Pivot and the Future of Quest 4

During the **Game Developer Conference (GDC) 2025**, Chris Pruett, Meta’s **Director of Games and head of Oculus Publishing**, tackled the increasing worries of VR developers about **declining sales, Meta’s changing store policies, and the evolving VR audience**. His presentation offered insights into **how developers can adjust to the transforming VR environment**, shared **internal sales statistics**, and hinted at **the next significant audience for the forthcoming Meta Quest 4**.

## **The Evolving VR Market and Developer Issues**

Numerous VR developers have voiced concerns over **Meta’s recent shift in focus**, particularly the **increased attention on Horizon Worlds and free-to-play content**. Some developers even hosted a separate panel at GDC 2025 titled **”Addressing VR Gaming’s Visibility Crisis”**, where they criticized Meta’s **store modifications** for complicating the visibility and profitability of premium VR games.

Pruett acknowledged these issues, stating:

> “Several developers have expressed that their revenue is declining, they are anxious about their reach, and that the modifications we are implementing on our platform are affecting their businesses.”

Nevertheless, he also sought to **dispel some prevalent misconceptions** regarding the decline in VR game sales and proposed **strategies for developers to thrive in the changing market**.

## **Oculus Publishing: Continuing to Support Developers**

Despite fears that Meta is moving away from **conventional VR game development**, Pruett reassured developers that **Oculus Publishing remains an essential aspect of Meta’s plan**.

– In **2024, Oculus Publishing financed 100 new games**.
– Currently, there are **200 titles in active development** through the initiative.
– Meta is also backing **21 developers via the Ignition program**, established in 2024 to aid developers impacted by layoffs in the industry.

However, Pruett did note that **Meta is searching for a “very different” kind of content** in the future, focusing on **new audiences** rather than solely traditional VR gamers.

## **Why the Quest Store Is No Longer a Sales Driver**

One of the most significant insights from Pruett’s discussion was that **the Quest Store is no longer the main route for users to discover and acquire games**.

### **Key Insights from Meta’s Internal Data:**
1. **Most users purchase several games upon unboxing their headset** but seldom revisit the Quest Store to search for new titles.
2. **External advertising (like social media and influencer marketing) is now the leading driver of game sales**.
3. **Teens are the most active users of Quest**, yet they are also **more budget-conscious** and depend on **streamers and friends for game suggestions**.
4. **Paid applications still account for the majority of revenue on the Quest platform**, despite the rise of **free-to-play games with in-app purchases (F2P IAPs)**.

Pruett contended that **store visibility no longer plays a significant part in a game’s success**, except during peak shopping seasons like **Black Friday and Christmas**.

## **How Developers Can Adjust and Thrive**

Since **Quest Store visibility is no longer a dependable method to boost sales**, Pruett encouraged developers to **concentrate on alternative marketing tactics**:

### **1. Utilize Social Media and Influencers**
– Many of the **top VR successes in 2024** gained traction by **going viral on TikTok, Instagram, or YouTube**.
– Developers should **actively collaborate with influencers and content creators** to promote their games.

### **2. Cultivate Strong Community Engagement**
– Games like **Gorilla Tag and Animal Company** have flourished by **building dedicated communities on Discord and other social platforms**.
– Developers should **encourage active player communities** to maintain user engagement and foster word-of-mouth marketing.

### **3. Adapt to the Evolving Audience**
– The **teen audience leads the Quest platform**, but **Meta foresees that “mainstream adults” will be the next significant demographic**.
– Developers should **begin crafting content that appeals to casual, non-gamer audiences** who may engage with VR for **entertainment beyond gaming**.

## **The Future of Meta Quest 4: A New Audience Emerges**

Pruett’s discussion also suggested **Meta’s vision for the Quest 4**, anticipated to roll out in **2026**. According to Meta’s internal findings, **a new demographic is surfacing in VR: “mainstream adults”**.

### **Who Are the “Mainstream Adults”?**
– Typically **30-something fathers** who perceive **VR as a premium entertainment device** rather than merely a gaming platform.
– More inclined towards **watching movies, streaming content, and casual experiences** rather than engaging in hardcore gaming.