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Meta's VR Game Development Hits the Brakes: Is "VR Unprofitable" or Is It "Poor Management"? Analyzing Meta's Decision

Meta's VR Game Development Hits the Brakes: Is "VR Unprofitable" or Is It "Poor Management"? Analyzing Meta's Decision

2026年01月16日 16:40

1) The Creators of "VR Killer Titles" Have Disappeared

Meta has initiated large-scale layoffs at Reality Labs, resulting in the closure of three VR game development studios under its umbrella. These studios were at the heart of the equation to boost hardware adoption by providing "blockbuster titles that can only be played here."


VR cannot sustain itself in the long term based solely on the novelty of the experience. Ultimately, users decide based on "what and how much they can play after purchasing." Therefore, the reorganization of in-house studios was perceived not as "peripheral cost-cutting" but as an event directly linked to the platform's appeal.


2) The "Three Strengths" Symbolized by the Three Closed Studios

Each of the three studios supported the value of Quest in different ways.

  • Twisted Pixel: Known for its strong creativity, it recently played a role in linking major IPs with VR experiences. It is the type of studio that can generate buzz and serve as an entry point for new audiences.

  • Sanzaru Games: Established "VR blockbusters" akin to action RPGs that can be played for extended periods, demonstrating that VR can compete with volume.

  • Armature Studio: Excelled in porting and optimizing classic titles for VR, creating an entry point for experiencing familiar titles in VR.


These three points are essential elements for VR to expand to the general public: entry (recognition), retention (long-term experience), and conversion (VR adaptation of existing IPs). The simultaneous weakening of these areas naturally leads to increased user anxiety.


3) Why This Happened Now: Meta's Resource Allocation Indicates the "Next Battlefield"

Reports commonly state that Meta is shifting its investment focus from the "metaverse" to "wearables." Reality Labs encompasses multiple domains, including VR/AR, but resources are being allocated to areas where success is more visible (such as AI and smart glasses)—a decision understandable from a management perspective.


However, the VR business structure is not one where "good games naturally lead to growth." The hurdles of wearing the device, motion sickness, play space, family environment, and the difficulty of developing a "habit of using VR daily" are significant. In a situation where the market size is not growing as expected, maintaining AAA-level in-house production is costly. As a result, there is a temptation to focus more on "distribution (stores, subsidies, timed exclusivity contracts)" rather than "retaining creators," as it is financially more predictable.


4) The Reality Facing Users: Supply Uncertainty and "Trust in Long-term Operation"

The most tangible pain from this news is the outlook for future supply lines and operations.


VR requires frequent updates, optimizations, and compatibility support. The hardware update cycle is fast, and OS or runtime updates can affect the experience. If studios are dismantled, not only will the number of upcoming major titles decrease, but it will also become difficult to predict how well existing works will continue to be supported.


Moreover, the psychological impact on developers is significant. When the future becomes uncertain after making significant investments in Quest, investment decisions tend to become more conservative. Since the VR market is not yet at a scale where "numbers can push through," a loss of trust can easily lead to a decrease in new titles.


5) Reactions on Social Media: Four Points of Discussion Where Anger and Resignation Coexist

Reactions on social media were not just simple outcries but also mixed with evaluations of the VR market structure and Meta's management. Broadly, the following four patterns stood out.


① "Are They Acquiring and Shutting Down?"—Distrust Toward Large Corporations

This is where emotions run highest. Doubts have erupted, such as "talented teams disappear due to 'internal circumstances'" and "the goal was acquisition, not nurturing." Especially those familiar with the history of studio reorganizations tend to feel a sense of "here we go again."


② "In the End, VR is Financially Challenging"—Voices Discussing the Market Size Barrier

On the other hand, many acknowledge the fun of VR while discussing the reality that "sales are hard to catch up." Experiences like recommending VR to others but not seeing it stick, reduced play frequency, and returning to flat games were shared as a calm resignation.


③ "It's Not VR That's Bad, It's the Management"—Criticism of Management

The argument that "VR has potential, but Meta's management is poor" is also strong. Community handling, long-term roadmaps, title operation continuity, and "how to nurture after creation" are points of criticism. Some see the studio closures as a symbol of the low overall score in these areas.


④ "Shifting to AI and Wearables is Rational"—Expectations for the Next Winning Strategy

The rational camp sees resource transfer as natural when judged by investment return. Even if VR continues, the main focus will shift elsewhere. Some voices accepted this pragmatically.


Additionally, there were posts from those involved or surrounding developers stating "looking for work" and "the team was great," with calls for support spreading. The community is not only angry but also actively working to create "the next place" in a realistic solidarity.


6) What Will Happen to Quest: Downsizing In-house Development and Betting on the "External Ecosystem"

The important question is not whether Meta has abandoned VR, but the potential change in "who will create VR games." If the focus shifts to an external partner-centric system, Meta needs to strengthen financial and distribution support to create an environment where third parties have a "reason to create."


Other reports suggest that some studios within Meta will continue to exist. Thus, it seems more realistic to view this as "controlling the quality and quantity of in-house production" rather than "stopping everything." However, what users seek more than the policy shift itself is the restoration of trust that "the purchased platform will grow over time."


Once the enthusiasm for VR cools, it is difficult to rekindle. Therefore, what Meta should demonstrate next may be less about "the next blockbuster" and more about "how to continue operation and supply."



Reference Article

Due to Meta's layoffs, three studios have been closed, resulting in significant reductions in the VR gaming sector.
Source: https://www.polygon.com/meta-layoffs-vr-game-studios-twisted-pixel-sanzaru-games/

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