imma be completely honest, i just checked out the watchertv website and i can absolutely see why they were so excited for it - without context, it looks so cool and i would be SO proud of them cos that's huge you know? and i can absolutely see how this has been something they've been aiming for (i remember both ryan & shane talking about how it's been their dream to create high-quality, tv-level productions at various points in time).
but as many have said, a huge issue was perhaps in the execution. assuming this was a set-in-stone end goal for them, much could still have been done to transition the audience gradually to this new platform. ofc, i acknowledge that hindsight is 20/20 but, well. i have to admit that some aspects of how this was executed were indeed quite tone-deaf.
THAT BEING SAID, while i absolutely understand that this tone-deafness could have been extremely hurtful, using this situation as an opportunity to be racist, to attack steven's religion, or to harrass their partners on their socials is completely out of line. this whole fiasco has revealed a startling & upsetting amount of toxicity that is colouring the entire fandom in a really bad light.
also, while i understand that steven being the sole CEO position does make him more responsible over such business decisions, i truly do not think that the "steven is the only villian, he's threatening R&S with a gun" narrative is warranted. as mentioned above, R&S have both expressed their dreams of making high-quality productions (nothing wrong with that btw) and they're also both still the co-founders & main faces of the platform. there's a much higher likelihood that they were both on board with this, and pinning all the blame on steven like this to protect and coddle your 'faves' is frankly a little embarrassing.
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🇺🇲 Let's explore the captivating rise and fall of Virtuality Group, a pioneering force in virtual reality gaming that made a lasting impact on the industry!
📑 Virtuality Group was originally founded in October 1987 as "W Industries", named after Dr. Jonathan D Waldern, and later rebranded as Virtuality in 1993. The company quickly became a trailblazer in VR technology, crafting immersive gaming experiences that ignited the imaginations of players worldwide. Their innovative arcade systems offered unprecedented levels of interactivity and immersion.
🚀 Virtuality's timing was impeccable, coinciding with a surge in public interest in virtual reality technology in the early 1990s, fueled in part by the film "Lawnmower Man." Recognizing gaming as the primary market for VR devices, Virtuality released the 1000CS arcade variant of the 1000SU in 1991, leveraging the "cyberspace" branding that resonated with the era's VR buzz.
💰 Virtuality's groundbreaking VR systems found diverse applications, from networked telepresence experiments at British Telecom Research Laboratories to corporate use by companies like Ford, IBM, Mitsubishi, and Olin.
🎮 The mid-1990s marked a pivotal moment for Virtuality Group with collaborations alongside gaming giants Sega and Atari, resulting in groundbreaking products such as Sega's VR-1 motion simulator and Atari's Jaguar VR headset. These partnerships underscored VR's potential for mainstream gaming audiences.
💔 Despite early success, Virtuality Group encountered significant challenges that led to their bankruptcy. Factors like high production costs, limited consumer adoption of VR technology, and fierce competition in the gaming market contributed to their decline. The shift towards home gaming systems accelerated the decline of arcade sales, and Virtuality's attempts to penetrate the home VR market fell short, ultimately leading to bankruptcy in 1997.
🌐 Virtuality Group's legacy endures as a testament to the early days of VR gaming, highlighting the risks and rewards of innovation in the tech industry. Their collaborations with Sega and Atari continue to inspire advancements in VR technology today.
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