Hey, Acquired listeners, Ben here. You'll notice for the first eight minutes or so of the episode, my audio quality isn't the greatest, but bear with us. It'll be crystal clear for most of the episode. Thanks. Is ocular and occluded from the same root? I don't know. I don't know either. Anyway, go with it. That feels right because I think that's our logo, right? It's an eye, yeah. Yeah, all right. I concede. I concede.
Welcome back to episode 35 of Acquired, the podcast about technology acquisitions and IPOs. I'm Ben Gilbert. I'm David Rosenthal. And we are your hosts.
Today's episode, we are covering the Facebook acquisition of Oculus, a much requested episode by a lot of our listeners in the Slack and one we've gotten a lot of email about. So we've now got enough distance from the acquisition that there's a lot more to come, but we feel comfortable covering it. No doubt about that. And we thought now would be a good time to do it, given...
some of the themes we talked about on the Snap IPO episode, that this would be a good counterpoint, a sort of different approach to a camera company. Indeed. So before we dive in, we have some incredible listeners that leave some great iTunes reviews. And sometimes they're even a little host-deprecating. But we love them all the same as long as they're five stars and they help us grow the show. So as we mentioned a couple episodes ago, if you leave one that we think is worth reading on the air...
We're going to go ahead and do just that. So one we've got from Daniel X is an emoji review, which is trophy, bag of money, unicorn, which I think is quite appropriate. And this one's a little, I had trouble parsing it at first, and then I was like, oh, I see what they're doing. The subject is, yep, yep,
And the description is, that's one of my favorite phrases Ben uses. Oh man, yeah. And super interesting are up there too. So now I'm going to be incredibly self-conscious every time I use those phrases. Thank you so much. We love you just the same, Ben. And the username on that one is active users. So thank you to all the active users out there that really appreciate my catchphrases.
That's great. All right. Moving on. I'm happy to leave that behind. But the point we're trying to make is leave us iTunes reviews. Helps us grow the show. We love it. And hopefully, if you're creative, then we get to share it with the rest of our audience. Speaking of the rest of our audience, we've got a Slack. So join us at acquired.fm. You can join the over 500 of us that are in talking about tech, M&A, and any news that comes up between episodes.
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Now, on to the episode. David, can you take us through the acquisition history and facts? I will, as always, Ben. So, we...
We pick up our story of Facebook's 2014 acquisition of Oculus, the virtual reality company in 2010 when a 17 year old homeschooled kid in Long Beach, California named Palmer Lucky was taking drugs.
He'd been homeschooled for his education up until then, and he was taking some classes at Cal State Long Beach. And he had a problem. And his problem was that he loved video games, and he loved them, PC games in particular. And he loved them so much that he had created this massive setup at home where he had six monitors, and he just wanted to get as immersed into the games he was playing as possible.
But even with all these monitors, it still wasn't good enough. He wanted to get like deeper into the game. He wanted like when I was writing this, I was thinking about the EA Sports tagline, you know, get in the area. It's in the game. Yeah.
I think I read somewhere he had like the largest collection of HMDs, head-mounted displays of currently existing or hacked together hardware in the world before he set out to build Oculus. Yes. So, well, his problem was he wanted to literally get into the game.
And so, you know, lots of kids, myself included, wanted to do that when I was 17. But Palmer actually did something about it. So he went over to USC and USC had this thing, has this thing called the Institute for Creative Technologies, which is a lab that was created there in 1999. And it was actually funded by the Department of Defense, right?
and the idea is that in LA they would combine sort of you know the resources of USC a major research university kind of all the special effects technology in Hollywood and the video game industry which is
has a huge base in LA. And they'd use it to build advanced training and simulation technologies. And what that meant in practice was virtual reality. Yeah, I mean, it feels like a great thesis to me. And it's funny thinking about funded by the Department of Defense. Boy, oh boy, have we seen that as a tech theme over and over again in a lot of these companies. Yeah, absolutely. Either the companies themselves or the research labs they come out of or even the history of Silicon Valley and the importance of technology
how the semiconductor came to be. Yeah. So Palmer, a 17 year old kid in Long Beach, he talks his way into getting a part time job at the ICT at USC. And he's working on a team that's that's trying to design cost effective virtual reality. But he still he still he wants to move faster. So in his parents garage, he starts hacking away with basically like components from smartphones and
trying to make the device that's really going to achieve his dreams, which is be able to play video games in virtual reality.
And at the same time, he's on the internet natively, as all kids are back then and these days. And he hangs out in forums online. And in particular, at this one forum called the Meant to be Seen 3D Discussion Forum, which is, I don't know if it was the largest, but it's certainly a very active internet forum dedicated to trying to create virtual reality devices at the time. Yeah, man, forums were like...
That's where everything happened back in the day. Totally. It's like, um, it's like back in, you know, the more things change, the more they stay the same, right? The original, like, you know, Netscape and, uh, um, you know, ARPANET days. Yeah. And I mean, anybody like, but pre-dating forums were, you know, mailing lists and use net and like, it's just a constant reinvention of the same thing. People see community. Internet's incredible for community revision, revision, revision. Yep.
And now we have virtual reality. So maybe the next great entrepreneurs will meet on an Oculus or on a Vive. So he's posting progress as he's building these prototypes in his garage on the meant-to-be-seen forums. And it turns out that there are, among the other posters on the forum or lurkers on the forum, is a guy named John Carmack.
And that name might ring some bells for some of our listeners. John is probably one of the most famous people in the video game world. He was the co-founder of id Software. And id created, and John in particular, pioneered a lot of the technology.
techniques. Quake, Doom, Wolfenstein 3D, you know, all of the first generation of first person shooter PC games. Yeah. And I think his, like one of his greatest contributions was the, uh,
the algorithms to do the shading of shadows so that things look appropriately far away and appropriately lit as you approach them or turn corners or the things we take incredibly for granted today but actually required a lot of complexity. Yeah, and I remember, gosh, I was probably in middle school when those games were coming out and they were so far advanced versus anything else on the PC at the time. PC or the NES. Yeah.
So Carmack is on the forums and he sees and he's on the forums because he is also interested in VR and he kind of shares Palmer's dream that playing video games in VR is going to be fun.
totally new paradigm and really, really compelling. And actually his CarMax dream, he had, uh, it had released doom three recently. Uh, he wanted to port doom three into VR. And so he sees, uh, he sees all the progress that Palmer's making and he reaches out to him.
And there's no, there's no great hardware out for VR, right? Like if anybody wanted to port to VR at this point, it's like, you know, highly specialized installations in science centers and stuff, right? Yeah. I mean, basically, you know, it's the kind of stuff that USC is doing at the ICT for the military. Um,
or science applications, you know, you're talking hundreds of thousands of dollars for a room scale installation, you know, nothing like, uh, what the rift becomes, which was, you could go on, on Oculus's website and order a development kit for $300.
Mm hmm.
And John Carmack goes to E3, which is the big one of the two big industry conferences for video games. The other one is GDC, which we're going to talk about in a minute. But John goes to E3 in 2012, which is in June. And he gives he gives a big talk and he talks about how excited he is about VR. And he shows he demonstrates that.
of Doom 3 that he's created that is running on the Rift. And the Rift is like a totally hacked, duct-taped together prototype that Palmer had sent him. It was actually duct-taped, right? Like, there's some... Yeah, it was actual. I read about a meeting with them where, like, he actually duct-taped the... the...
display to the head mounting piece yeah they're great videos online and of course you know after this all the tech and video game press covers this and um and then goes and tries tries it out and wears it like the unit is actually duct taped together
Yeah. And just like ridiculous watershed moment when when John Carmack is demoing on your hardware at E3, you know, it's this is pre Kickstarter. Is that right? Or is this so this is pre Kickstarter? There's not even a company yet. It's literally just Palmer working on this stuff. And and he's at this point, I believe, either 18 or 19 years old. Crazy.
Totally crazy. So E3 2012 is the big moment for what would the artist that would become known as Oculus and a few other folks, you know, in addition to the entire video game industry sort of take notice. And two of the folks who reach out to Palmer when they hear the story about this are two guys named Brendan Aribe and Michael Antonov, who also were in the L.A. area.
They had been co-founders of a company called Scaleform, which was a sort of video game UI technology company that Adobe had acquired several years earlier. They'd worked at Adobe for a while and then Brendan actually had left and he joined a company called Gaikai, which folks in the video game industry might remember.
was a streaming video game company that Sony acquired a couple years earlier. And the idea being, and actually a lot of consoles use this today, that rather than buying a game on a physical media or downloading it, you can play a game just by streaming it over the internet. Oh, yeah. I remember...
I mean, I remember Microsoft showing off some tech like this too, where the whole idea was that you're done with downloading the bits to your device. And in fact, this is actually a Windows phone demo. The device is hardware constrained, but we have all this amazing cloud computing, and we're going to, in a low latency way, stream your interactions back up to the cloud. The game computation is going to happen in the cloud, and then stream it back down to your device, and it'll feel native.
I feel like I've seen a lot of those demos and the trend seems to be toward powerful clients still. Like we haven't gone to this where gaming is happening. It's never totally worked. Right. Yeah. I mean, the dream is really cool. Right. That like on any, uh,
on any client as long as you have a fast enough internet connection you don't actually have to do all the hard rendering on the on the client it can all be done in the cloud and just streamed as video but it's never quite lived up to the promise yeah and i think this is kind of a tech trend for me later but i think to quickly derail into it it's uh we continue to pursue this dual track of
pushing the envelope on desktop grade or even, yeah, let's call it desktop grade gamer PCs. So you see the Oculus hooked up to really, you know, really crazy towers. And then simultaneously, what we were trying to do in a low power way on phones, like phones keep getting more powerful. And the processors and phones keep getting better at originally, you know, apps and then casual games and now a little bit more serious games on mobile. And we're
We're definitely seeing the trend of, you know, anyone who is interested in pushing all the intense compute up to the cloud for games that are played on mobile. Well, mobile got good enough to largely just play them themselves. And then the ones that require better experiences, the intense sort of R&D push the envelope of what can be done is really still being done on towers. And that's not, you know, that's not going away anytime soon. Yep. And especially in VR. Yep.
You need one of the things limiting the market right now, which we'll get into, is you need a super powerful PC to make this stuff work, which not that many people have anymore. Yeah, I remember we're interrupting a lot. But as a quick aside for listeners, I remember going into David's office like a few years ago at Madrona and he's like putting together this like crazy tower to hook up his his dev kit Oculus to and telling me about how like
VR is here. Like we're looking seriously at this now. Like it's the future. Like people are maybe not consumer adoption right away. And I remember thinking like maybe not consumer adoption right away. Like nobody has a tower. Nobody's gonna buy a $4,000 gaming rig. And like, that's still kind of the state of good VR right now. Yeah. I mean, we're going to get into it, but we still have that at Madrona. It's a, the thing weighs about 50 pounds. It's huge. Yeah.
But anyway, so, so Brendan and Michael coming from scale format and Brendan then immediately from guy, guy, they reach out to, they're really excited about this. Um, you know, they're game guys and business guys in, in the game industry, reach out to Palmer and basically convince him that there's a big company to be started here and that they want to start the company together. So the three of them get together with a few other folks who are the initial engineers. Uh, Brendan's the CEO of the company. They,
They found the company kind of in June, July 2012. And then immediately afterwards, they launched the Kickstarter in August 2012, which Palmer had been planning to do beforehand and right after E3, but got delayed as they were starting the company. And the Kickstarter...
becomes hugely successful and i actually went and re-watched it right before we recorded this and like it is um it's great to watch but so funny knowing the history of what happens immediately thereafter so carmack is is featured heavily in in the video as are folks from valve including gabe newell uh the the founder of valve go watch the video we'll link to it in the show notes
he gives a kind of glowing discussion of Palmer and the future of VR. And he says, quote, we strongly encourage you to support this Kickstarter. We meaning, you know, him and Valve. Yeah.
Oh my God, that's awesome. It's so awesome. So on the strength of this. And for listeners that don't know why we're saying that's awesome, like Valve and HTC would go on to create the only serious competitor to the Oculus right now. And arguably better. Anyway, leaving that aside, the Vive. And it's hilarious to see him on Team Oculus at the start.
Yeah, well, and Valve's had such a long history with trying to get into VR, but they finally do it right after the Facebook acquisition. So the Kickstarter is hugely successful. They had set an initial goal of $250,000. They end up raising 10 times that. They raise almost $2.5 million. And then they do something really smart, which is after the Kickstarter ends, they basically just continue it on...
the Oculus website and anybody can go there and order a developer kit for $300. And this is like earlier in the crowdfunding era. And it's like amazing to see, you know, if you're an entrepreneur and you're trying to just put together around a 250k, like you don't want to raise 2.4 million because you give up your whole company. But like, isn't crowdfunding great where, you know, there's no equity. So it's just like money for you to play around with. And sure, you have to fulfill those pre-orders. And that's the biggest issue with Kickstarters. But like,
What an amazing, uh, what an amazing model to bootstrap a company and get some cash in there, you know, long ahead of when you're going to ship the units. Yeah, totally. And, um,
You know, and they turn it around pretty quickly. But when they put the pre-orders up on the website after the Kickstarter campaign, there's so much momentum continuing that they're selling, you know, supposedly for the first couple of days that it's up on the website, they're selling four to five developer kits, DK1s, as they come to be known, quote, unquote, DK for developer kit, the first one, at four to five every minute at 300 bucks a pop, which is pretty impressive. Wow.
Wow. Yeah. So they go along and they're working on shipping the developer kit. They start shipping it. And by the summer of next year, June 2013, the VCs start to get wind of what's going on down there in Southern California. And the company ends up raising a $16 million Series A co-led by Spark and Matrix. And that's in June of 2013. And then right after the first release
Well, the company wise, the first really big victory happens. They that John Carmack actually decides to leave it and join Oculus as the CTO. And this is a huge, huge moment in the gaming world for the company. Yep. And actually, as someone who wasn't following it that closely at the time, this was the first time that I took Oculus seriously. And I didn't realize that Carmack was in the video or presenting on stage.
This is the first time I'd heard his name associated with it. And suddenly it was like, okay, this company's serious. Like the, you know, the creator of doom and quake is, is joining as their CTO. Yeah. So, and, and you weren't, uh, weren't the only person to notice this. They had obviously raised the series a that summer, but Mark Andreessen and Andreessen Horowitz also.
Also notice that John Carmack has just gone and joined this left it and joined this this baby baby virtual reality company based down in Southern California. And in December, a couple months later, Andreessen Horowitz ends up leading a seventy five million dollar series B in the company. And Mark Andreessen joins the board. So what was the time between that series A and series B? It was six months or less.
And the other sort of foreshadowing of the future here, Mark, of course, and why this is important to the story, also happens to be on the board of another company that's going to get involved here, which is Facebook. Yeah. Yeah, that's convenient.
Yes. So that was December 2013. A couple months later at GDC, which, as I mentioned, is the other big industry conference in the video game industry. And that happens in San Francisco. That's at the beginning of March.
And Oculus announces that they've been successful with the DK1 and they're coming out with a new version of the developer kit. So it's still focused on shipping these to developers. They're not ready to release a consumer device yet, but they announced the DK2 and that that's going to begin shipping in July 2014. And the DK2 is vastly improved over the DK1. Yeah, I think...
I think, yeah, DK2 was the first one I had tried. And I remember putting out on being like, okay, this is very different. Like this is, you know, I understand what the hype is about now, but I still wasn't like,
This is the next tidal wave. But then the one after that, I think the Crescent Bay, which I don't know if they... How many different products they had in there. They never actually sold the Crescent Bay. That was sort of like the first iteration of what would become the consumer version that they'd ship in 2016. Yeah, I think I tried that at...
2015 CES. And they take you into this private room and you have like a 15 minute little demo with it. And that was the one, the Crescent Bay was the one where I was like, okay, this is the next tidal wave of technology. Yeah.
Yeah, it's and it really, you know, the DK2, the DK1 was was, you know, still had a lot of the duct tape heritage in it. And I'd say the DK2 did from a like software perspective. But from a hardware perspective, it was pretty good and had solid components in it. And when you used it, it really enabled the average person. The average person couldn't, you know, I think just buy one off the Internet and set it up on their laptop. Right.
However, if you had a friend or knew somebody who had a setup with the DK2, you could put it on and it would kind of just work and you could see what was so amazing and how different and immersive VR was versus just playing a regular video game. Yep. So that was the beginning of March. And then very shortly thereafter, our recurring character on Acquired, Mark Zuckerberg, who
comes, uh, comes knocking and he gets in touch with the company and says, Hey, heard some really cool things about what you're doing. I'd love to get a demo. Yeah. And, uh, do you know how that introduction was brokered? Like, is that through Andreessen or like, do you just get an email from Zuck at Facebook? That's like, Hey, I don't, I don't know. It may be out there listeners. If you know, uh, hit us up on Slack or shoot us an email. I,
I assume that there were easy channels to make that introduction happen. Yeah. But somewhat like the original Snapchat episode, Zuck, I believe, as the story goes, asked for them to come up to Facebook's campus and do a demo up there. And Brendan responds and says,
Hey, and this is from an interview with Brendan after the acquisition. Hey, you know, actually it'd be better if you come down here because we have a better setup here. So just like he did with Evan Spiegel. So get on your private plane and fly down to Irvine. Yeah.
Mark flies down to Irvine, meets with Oculus, is really impressed with what he sees and and says, you know, hey, what can Facebook do to help you? And that quickly leads into acquisition discussions. So by the end of the month, the deal's done. It gets announced.
Facebook acquires Oculus for $2.3 billion in total, of which, interestingly, only $400 million in cash, $1.6 billion in Facebook stock, and then there was an additional earn out of $300 million.
But this was similar to the Instagram deal and the failed Snapchat deal from the year before and WhatsApp. This was sort of cementing Facebook and Mark Zuckerberg's reputation as a very aggressive acquirer. Yeah, yeah. And I think...
I think, again, we always bleed into tech themes here, but it's really exemplifying Facebook's FOMO. I mean, their fear of missing out, where they see something that they're not currently working on that is either something with an existing strong network effect like a WhatsApp or an Instagram that could unseat them, or a powerful new piece of technology that could become the next wave of computing, and if they're not on it, they're kind of screwed. So...
they've very masterfully had an M&A strategy to kind of make sure that they stay on top and don't act like the social networks of years past. Yeah, and we're going to get into this in the rest of the show, but I think what's so cool, given how often Facebook has showed up on Acquired and both the IPO and the acquisitions we've talked about, you can really see how...
and why this philosophy came to sort of rule the day with, with Mark and, and, and at the company, you know, through the IPO when they had the huge disaster with mobile and, and realizing, you know, Mark realizing as a CEO and the company realizing that, um, they, they had missed that wave and they needed to, uh,
They needed to paddle over to it with all strength ASAP, and that included acquiring Instagram. I saw a fascinating stat that I didn't even think about is that Facebook was constantly referred to as a website when they launched and for years after. And in 2008, they launched a mobile app, but
Nobody referred to them as an app company. And it really took them four whole years after... So they founded in 2004, app launched in 2008, still largely a website, even though they had an app. And it took them all the way until 2012 to be taken seriously as a mobile company. And now 84 plus percent of their revenue comes from
from mobile advertising. And I think that it's interesting to note that like, it takes time, even though you are on a platform or have a technology to make that the competency of your company. And I think that Facebook saw an opportunity here to, you know, not let VR evolve around them and then have to play catch up and get on that platform and then like turn the company to be centered around that platform. This is an opportunity to say, you know, we don't know exactly what it is yet. If, if, you know,
Oculus by Facebook is the platform and other people are on it, or if Facebook is delivered over VR through Oculus, that much is unclear. But what is important is they can't afford a four-year lag before starting to play on a platform and turning the company to be centrally oriented around that platform when that's the one that everybody's on. Yeah, and it's interesting. I mean, you look at...
you know, the billion dollars they spent for Instagram, the $19 billion they spent for WhatsApp, the $3 billion they offered Snapchat, you know, those were all examples of, they were, they were too late and they needed to come in and, and, and take out these, uh,
unsuccessfully in Snapchat's case, take out these threats that were popping up in their, you know, within their current domain. But $2.3 billion was a lot of money to spend for a wave and a technology and a modality that was, even then, you know, I think if rational, cooler heads prevailed at that moment looking at the company, it was still a long way away. I mean, we're here in 2017 and it's still a ways away, even three years later. Yeah.
Yeah. So, okay. What was the date of the acquisition? It was... It was March 2014. Okay. So that $75 million Series B was in December of 2013. So moving away from the Facebook side a little bit and looking over at the Andreessen side of this, they invested $75 million and then just a little over three months later got... Let's see. Okay.
Yeah. Well, and I think, I believe, I don't know if it's official, but in research, I believe the valuation of the Andreessen round was between 300 and 400 million. Wow. So that's a, call it a 10 X. I mean, somewhat, somewhat slightly less than less than 10 X. Um, but still that's on a, a lot of money. Yeah. Well, good for them. Yeah. Great for them. Um,
We'll get into acquisition category in a minute here, but the story doesn't quite end, unfortunately, for Facebook when they acquire the company because two things happen over, well, starting immediately, but play out over the next couple of years.
One, it turns out that, you know, Carmack is as important as he was. And I really think Oculus, the company and the technology wouldn't exist without him. Unfortunately, his former employer, id Software, which itself had been acquired a couple of years before by a video game conglomerate called Zenimax. They also agreed that Oculus wouldn't
wouldn't exist without Carmack and his contributions. And they end up suing Oculus and Facebook, alleging Carmack a couple of things. One, that Carmack had stolen critical IP from his work at ID and taken it to Oculus. And two, actually, in 2012, Palmer Luckey had
met, I don't know if it was when he was meeting with Carmack or with other folks that had signed an NDA with the company and as a result of everything that happens, ZeniMax is alleging that he had violated that NDA.
And alleged and then and then. And so so that that lawsuit hits almost immediately after the acquisition. And then only just a month ago, as we're recording this in February of 2017, a jury in Texas, which id Software was based in Texas, is based in Texas, actually rules in favor of ZeniMax, a 500 million dollar judgment against Facebook and Oculus. And Facebook has said that they're going to appeal. But still, that's not good.
Yeah, I mean, that takes it from a two point two point three up to two point three up to two point eight. Yeah, but it gets even potentially worse in that Zenimax has also filed a court injunction arguing that the courts should halt sales of the rift, which would just be terrible. Wow. Yeah, that's that's a far more serious blow.
Yeah, hasn't happened yet, but is potential. Clearly they're posturing and trying to bargain between the parties here. I did some research on ZeniMax for this. It's actually quite a large video game conglomerate. They own a bunch of studios, including the one that makes video game fans among our listeners will know the Elder Scrolls, the Fallout series. But guess who is on the board of ZeniMax?
The only thing that wouldn't surprise me is Carl Icahn. No, but almost as good. So they have quite the cast of characters. They have Cal Ripken Jr., the Iron Man, the baseball player. Jerry Bruckheimer, the movie producer. And in addition to Les Moonves, who is the CEO of CBS. But this is really the kicker. I just couldn't believe it when I read this. Robert Trump.
Donald Trump's brother is on the board of Zeniacs. What? The internet says it's true. Boy, what a weird company. God, conglomerates are weird, man. Yeah, totally weird. So...
you know, you can't, you can't make this stuff up. Truth is in fact, sometimes more stranger than virtual reality. Yeah. And you know, we'll have a followup. I'm sure probably not an episode, but this'll be an in followup and future episode. But, um, I suspect you're right that the injunction to stop selling the rift is just posturing and trying to get potentially a settlement or more out of the current ruling or something. And, um,
It would shock me if they stop shipping the Rift because of this, but it does feel like Facebook's going to pay some more money there. Yeah. Or at least it's posturing perhaps trying to get Facebook to drop their appeal. But the other major thing that happens after the acquisition that we've alluded to on the show is that Valve and Gabe Newell decide that rather than just supporting Oculus, they actually want to get into virtual reality themselves. Yeah.
So the next year at GDC in 2015, Valve unveils in collaboration with HTC, the Chinese consumer electronics company, they unveil the Vive, which is in many ways a superior product to Oculus and the Rift. And the Vive has...
two key innovations that the Rift doesn't have at that point. One are true hand touch controllers. So when you would play the
experiences or games on Oculus before Valve came out with the Vive, you would have to use either a keyboard and a mouse or a video game controller, an Xbox controller. And that's just totally... Boy, does that pull you out of the experience. Really pulls you out of the presence, which is the whole point of VR. Yeah.
Valve ships these controllers that enable you to move your hands around and grab things and pick things up and interact much more naturally with the environment. And then they also have...
While it's still tethered, the headset that you wear still has a cable coming out of it and attaches to the PC. They're called lighthouses that are laser positional tracking boxes that you put in the room and that allow you to walk around the room. So you're no longer just sitting in a chair with your hands on a video game controller like the old video game paradigms. But it really changes everything.
this into a much more immersive experience and boy what a what a brilliant freaking end around by uh by valve like they're a software company for for listeners that don't know a bunch about valve uh they're a software company they make games and they make a platform called steam and they make i think they make most of their money from steam and they get a cut of all the distribution of the games that go out over steam and uh and steam sort of the default way if you're a pc gamer to uh to go and get new games that come out so basically they own the pipe
And, you know, they're a super wacky company, brilliant, brilliant engineers there, brilliant game designers that, of course, are interested in VR. But, like, they're not going to make hardware. That's not in their core competency at all. And they've been, as David alluded to, trying for years to figure out what the right way to get into VR was. And for them to be able to, you know, closely track and be a fan of Oculus, see that fall into Facebook's hands, which, like,
loosely competitors, right? At the very least, you don't want to put too much of your company's stake in Facebook's control. And to be able to, in that tight of a window, turn around, find a hardware partner like HTC, and get into market with a superior product, there's a lot of things that we'll conclude out of this episode. But one of them is that there are people at Valve and HTC that are executionally brilliant. Yeah.
Yeah. And Valve is, we'll link to this in the show notes. I suspect a lot of our listeners know the company well, but for those that don't, it is a fascinating place. Their employee handbook leaked on the internet a few years ago. And it's more like a manifesto. There's no hierarchy. Nobody reports to anyone else there. Everybody decides what they work on. Everybody's desk is on wheels. And if you decide you want to work on something else with the other team, you can work on something else.
You just move your desk over to wherever that team is and you start working on whatever they're working on. And I believe it's 100% owned by Gabe Duell. So there's not a lot of leaks of stuff from shareholders or public disclosures or really even known market cap of the
company. It's a very, uh, yeah, it's very, very closely held. I don't believe Gabe owns exactly a hundred percent, but he definitely controls the company. Um, just one person and, and they make, you know, nobody knows outside of valve the exact number, but, um, but the, a lot of money, I mean, billions of dollars of revenue from, uh, mostly from steam has been mentioned.
Yep. And if there's an opposite podcast to, to acquired, it's like, so in the acquired, uh, or in the corp dev parlance, you know, acquired is often about the buy, not the build. Um, if there was a podcast that was about the build decision instead of the buy decision, uh,
we would really want to like examine what valve does here and what their existing, uh, business with steam sort of allowed them to do in, in going into VR and taking this like very expensive risk on something that has, has, you know, super unclear business value, especially when they start the venture. Yeah. And they, you know, they really, you know, I don't think there's really any two ways about it. They out execute Facebook and Oculus over the next two years. Um,
Facebook ends up shipping the consumer version of the Oculus Rift before Valve by a week. So the consumer version of the Rift comes out at the very end of March 2016. And then at the beginning of April, Valve ships the Vive. But again, with these two key innovations that Oculus doesn't have. And it's not until...
December 2016 so just a few months ago now that Oculus finally brings out their touch controllers which brings them closer to parity with the hand controllers of the Vive
Yeah, and you know what? I mentioned earlier that the Crescent Bay woke me up to the idea that VR is the next tidal wave in technology. I'd say the next step function was that was the first time I tried the Vive. I think that there was a thing, I think Google might have even made it, but it was a thing where you could paint and you use the controllers to paint. Tilt brush, yes. Tilt brush, yeah. Super cool. It's like MS Paint in VR is the only way to describe it. It was an independent company, a couple developers, and Google ended up acquiring it. Oh, nice. Yeah.
Nice, nice. So there's that demo and then there's one in a kitchen where like you go in and you're supposed to like, you know, start making a food. Yeah, the job simulator.
it felt like five to 10 minutes. And that was the first time where like, I legitimately didn't want to leave like that. That was the first time where I was like, Oh, people are going to get real addicted to this. Yeah. And that's, you know, I'd say for our listeners that aren't into VR, maybe haven't even tried it yet. Um,
You know, go find it's worth it. You owe it to yourself. If you care about technology and thinking about where waves are going to break in the future, go find a friend or go to your local venture capital firm that has a vibe installed and and try out a few things. Try out Tilt Brush.
Uh, it's really, you know, it'll take you back to the first time you used MS paint on a PC. If you're old, like me and Ben try out, there's this, my favorite, favorite app and game is in VR these days is, um,
by our friends over at Rec Room, which is a really amazing company in Seattle. And the best I can describe Rec Room is you just have to play it yourself and you'll be a believer about the potential of VR. But that's like the first time I played GoldenEye 64 as a kid and had my first, you know,
like shooter 3d video game experience and rec room so much more than that, but just that pure fun. It's, it's great. Yeah. And the reason is, and we'll get into this and I think this is part of Facebook's bet is, you know, Facebook, I think Zuckerberg, let me read the quote real quick. He, uh,
He's over and over again said VR is going to be the most social platform. And I think the super cool thing about Rec Room is like you're in there just hanging out. You're doing all sorts. You're in a room. You're playing paintball. There's like all these different activities you can do, but it's all centered around like you're just like hanging out with other people as if it was sort of real life. And one thing I want to dissect later in the tech themes is like, does that like...
Do you agree that the killer app of VR is a social one? But the cool thing about Rec Room is when you try it, you're like, wow, I really am just hanging out in here. I could do this for hours with other people.
Yeah. And that's what, you know, when I said it, it reminded me, it reminds me of what it was like playing Goldeneye the first time, like the single player campaign in Goldeneye, like, you know, it's fine. It's whatever. It's good. But like Goldeneye was all about playing with your friends and everything, like all the talking smack and, you know, the hours and hours and hours I spent in high school and college with my friends playing that, you know, that's what Rec Room is like. And it really feels like a glimpse into the future. Yep.
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Hey, Acquired listeners. I'm jumping in with a quick update. In the next section, we talk about where Oculus is today and recent events involving the team.
There was some pretty big news between recording and releasing this episode, so I'm here to tell you Oculus founder Palmer Luckey has left Facebook. On March 30th, Facebook confirmed his departure following a long stretch of Facebook being very quiet about Palmer. This came after he denied and then confirmed reports of funding a pro-Trump organization called Nimble America and then did not appear at Oculus' developer conference. Now, back to our regularly scheduled programming.
Okay, so let's finish up history and facts. David, do you want to take us to the recent events of the last six months to a year, and then we'll go on to acquisition category? Well, I think we've kind of done that. We can get up to this point. Yeah, I guess I mean personnel-wise. So Facebook... Oh, yeah. Yeah, I mean, there's been some really interesting things that have happened as Oculus starts to merge more into Facebook. So...
Palmer Luckey is no longer the CEO of Oculus, but is still at Facebook working on things. That's actually Brandon. So Palmer was never the CEO. Oh, right. Sorry, sorry. Brendan Uribe stepped down as CEO. He's now managing Oculus's, quote, PC division, which is basically the rift.
Right, right. And then Palmer similarly is at Facebook, kind of title-less. And so the way you can kind of think of what's going on at Facebook right now is Oculus is getting more integrated. There's still the Oculus group that makes the Oculus Rift.
Facebook has more independent VR teams. There's a PC VR, mobile VR. And obviously, we've seen there's been demos on stage of these incredibly social experiences that may be the future of what Facebook looks like in VR. And they're shipping the Rift. But it's very clear that
Whereas with Instagram and WhatsApp, they stay very separate. Oculus is an acquisition where they're getting much tighter integration with the company, and it looks a lot more like a division than it does a separate company. And one huge marker of that is the whole team, or at least a good chunk of the team, moved from Irvine to...
Up to Menlo. Yeah, Oculus's headquarters is now in Menlo Park with the rest of the Facebook campus. But I think that's a...
transition to acquisition category. And I think for me, clearly this is, well, you're curious what you will say, Ben, but to me, it's clearly a business line acquisition. I mean, this is a new product, a new platform, not part of the existing wave that Facebook is on that they're buying. And I think it was interesting that they...
kept, they tried to run the playbook of keeping the team totally separate and totally autonomous and in particular, you know, kind of at arm's length the way down in Southern California. But then that didn't work out quite so well as they got ended around it by Valve. And now they're moving it much more, you know, moving to integrate it much more deeply into the rest of Facebook, the company. Disagree entirely. I love it.
I think it's a technology acquisition. I would say that the signaling initially could lead more toward business line of keeping it separate, of it being its own revenue generator. But to me, this is a defensive play on protecting the network that Facebook has and their existing business model.
I think that for them, they looked at this and said, okay, VR is clearly the future. We need to make sure that we have a position on the dominant technology platform of the future. And we are right now at risk of other people building all the hardware and the platforms and us having nothing to do with it and then having no leverage and making sure that we have a dominant position on that platform. And Facebook has seen...
I guess the point I'm making is they don't care about the business line of selling Oculus Rifts to people. And I think that they've looked around and seen, crap, we don't actually own the direct relationship with any of our users. They're in a slightly tenuous position where people are...
you know, into Facebook. They're on it all the time. They're on it every day. It's an essential part of people's lives and provides a ton of utility, but they access it through either their Apple device, their Android device. Facebook desperately tried to make their own phone. That didn't work.
Facebook is in a little bit of a tenuous position in not directly owning their customers, or at least not directly owning the users that their advertising customers monetize. And I think what Oculus is, is them trying to get out ahead and making sure that with this technology that clearly evolves to be the future of computing, that they're
they aren't going to be upended by someone else who decides that, eh, we're not going to prioritize Facebook on the platform where all the users are. Ben, I think you hit the nail on the head. It's about owning the customer relationship at the point of access in the next wave, which they don't right now. It's fun doing this episode right now, and in particular after the Snapchat IPO, but...
It's hard to judge right now. Like, I think if they had kept in fully in that, like, oh, we're going to keep it separate mindset, this would be a failure. But now that they're starting to integrate it more deeply, that feels like the right approach to me at this point. Yeah. So let me this is the third time I've dangerously danced into tech themes ahead of schedule. But let me throw something out there that I think is.
Facebook would be much better off keeping them separate and keeping it like its own little division with a kind of a firewall between Oculus and Facebook because as they... So Facebook is a horizontal company. Facebook needs to make sure that they are on every single platform in the same way so that...
the most users in the same way that Google needs the most users, they need scale can get access to it. And the closer they start to integrate these things, the more the danger comes up of them prioritizing Facebook features to be Oculus only and not putting them on the vibe or whatever other platforms come to be. And, and,
I think that's a really... When you're an employee at a company like that, you start to get confused as to what the priorities are. Like, I remember being at Microsoft and not being sure... You end up with an iMessage situation, right? Totally. And one that I've experienced personally is like, you know, when you're at Microsoft, like, at least a few years ago, it wasn't...
if you're an office, you hear the message that office is an important business on its own, maybe the most important. But then things happen where like we don't ship office for iPad because we want to give the surface a head start and be the only platform with, you know, with office on it. And so with office being horizontal, Windows being a vertical, we take this over to Facebook and say Facebook is the horizontal and Oculus is the vertical. It seems like it's
Unless Facebook believes that the Oculus will be... Or the Facebook VR will be the only VR platform where they will need to reach users, it seems really dangerous to start doing integration. And I would argue that they really need to figure out how to make sure that they're not prioritizing Facebook for Oculus. This gets into the really interesting part of the show, which is... We talked about how Snap...
is clearly thinking about their future and what that's going to look like in a whatever, augmented, virtual, mixed, whatever you want to call it, reality perspective. Total aside, I might talk about this in tech themes, but as long as we're like, as long as people are debating what to call something, it's not a wave yet. The wave has not yet broken until like phones are just phones. When you're talking about like PDAs or smartphones, like,
No, you know, once they're just phones, once it's just like your glasses, then we'll be there. But David, the wave is VR, AR, MR, VR.
Slash, slash, slash. Slash, slash, slash. But the breaking of the wave is clearly coming and Snap's working on it. Apple's working on it. Valve has a very successful, arguably more successful than Oculus product in the market. So what should Facebook do? Yeah, I mean, well, well,
One thing you could argue they could do is... What if they didn't... Actually, let's move into what would have happened otherwise. What if they didn't buy Oculus, but they found a way to make sure that Facebook was great on all of these platforms?
Like, how do they get the leverage to make sure that they have a first-class relationship with customers of VR? Or do they actually have to own one of them to, like, have an insurance policy that, you know, they're going to invest a ton of money in making this single VR platform really great, but somehow they're going to have the restraint to never prioritize the Oculus business? Yeah, I don't know. I mean, I think it's the question you were asking, which I feel like we need to get Ben Thompson on this show to discuss, like...
Can Facebook be a horizontal and a vertical business at the same time? I mean, I don't know anybody that's ever succeeded at that. With great restraint, man. You just got to make it so clear to all of your employees that Oculus is an insurance policy. Oculus needs to be really great, but the main business is Facebook. It mints money, and it's going to continue to mint money as long as we don't screw it up. Yeah, I mean...
Easy to say in theory, right? I've literally never seen that happen before. And I don't know that you could sell great employees on that, right? If you're the best VR developer...
screw that I'm going to valve yeah well okay here's a here's a potential counterfactual one we've covered on this show Android so Google's a horizontal company Google search and Google services Gmail maps whatnot work great on iOS I
as on Android, obviously. And I think it's pretty clear at this point, you know, like we talked about on that episode, the mobile wars are over and that everybody within Google is aligned on making those services work great across all platforms. And yet they still have Android. But now here's what's key about Android, I think, to my mind,
Google doesn't make Android phones. I mean, that's changing a little bit, but right. But like the whole strategy was get the software out there, get the operating system, let other people, let other ecosystem partners build a great hardware and get it in the hands of people. And that use use Android as a,
A way to make sure that we are going to be able to continue to deliver these great Google services to everybody across all platforms. A, do you think that's a viable strategy? B, can Facebook do that?
Totally a viable strategy. Very interesting to like the main takeaway for me is Android itself doesn't make money. It prevents Google from having to give money to other people like Apple out of its. They do give, as we talked about, a lot of money to Apple. Yes, but they could give many times more money to Apple if Android didn't exist.
And for listeners, that's the of the search engine affiliate revenues that they pay out to wherever the search originates from. Yeah. So Google pays on the order of a billion dollars or more every year to Apple in order that Google remains the default search engine on the iPhone. And they actually it's not just like a straight payment. It's that it's
Apple actually gets a cut of AdWords revenue. So it's like a variable rev share for AdWords that are served on searches on the iPhone. Yeah. Good to be Apple there. So I think that... Hey, it's good to be Google. You've got the best business model of all time. Yeah. So the Android strategy... I mean, Facebook totally could build Oculus OS and then have reference design and then do the same thing that Android did and have...
have third parties build the hardware. I mean, is that what Daydream is? Is Google sort of taking that approach with Daydream VR? Yeah, I don't know enough about it to say for sure, but I believe it is similar, except that...
on Android phones that are powering it. So there is that wrinkle. It's not like Daydream, as far as I know. I could be wrong, but I don't believe Daydream is going to work on iOS. I think you're right. So getting back to the other point that you're making, though, I'm not...
I'm not sure it actually buys Google or Facebook much to build the sort of VR software layer and then let someone else do the hardware. I mean, maybe it does. I don't know. I haven't actually really thought through that. I mean, clearly that's the approach that Valve is sort of taking, that they're going to continue to make money from Steam and Steam is going to be on all of the...
all the vibes and like HTC, you take on all that, that, uh, hardware difficulty and risk and, and, and cost for, for making the hardware. Well, it reminds me a little bit. Um, I hadn't thought about this until, until you brought it up a couple of minutes ago, but I think it kind of comes back to Microsoft too, right? Like that's what Microsoft did with the PC, which was, um,
build the operating system, give it to everybody, get it out there. You know, and, you know, Apple wasn't, you know, that's great that Apple exists, right? Like, uh, we'll make, uh, we'll make office for, for Mac too, you know, and we'll cripple it, you know, but, but I think, you know, there, there are plenty of examples, whether it's Microsoft and windows or Google and Android of, of
that type of approach working, it's when you then cross over into trying to be both vertical and horizontal that you get the Office for iPad situation. Yeah. I mean, I think it keeps coming down to this. They just have to figure out a way. And Google took years to do this, to be clear that Android exists to power the search advertising business. And
It has to be first class and a great OS on its own to have people use it because it's in a competitive landscape. But like it doesn't exist on its own to be Google's main revenue stream. And Facebook's just going to have to do the same thing with Oculus. And hopefully there's less tumult on the way to get there. Totally. So what would have happened otherwise? I mean, we're kind of in this section right now, but where, you know, if Oculus doesn't land at Facebook, what happens to it? Well, that's a really good question because...
They'd raised a lot of money really quickly, but it was going to take a lot more money to get to where we are now. And clearly, I mean, I think if Facebook doesn't acquire Oculus, there's a chance that maybe Valve continues to partner with Oculus and doesn't go off on its own. However, if given that they did and if they had an Oculus was still alone and independent, then
They would have had to do something because we saw with the execution that Valve had, when you bring the resources and the huge amounts of money that a corporation like them can to building new technology like that, they were just going to blow Oculus out of the water. Oculus probably only was able to hang on because it had Facebook's resources. So I think it's...
It's hard to imagine Oculus remaining an independent company, a fully independent company. Yeah. Without needing to. I mean, I guess as we've talked about with both Snapchat and Uber and Didi, it is possible to raise huge sums of money these days. But I think it's not just about the money, too. It's about being able to get people.
the right OEM partnerships, you know, the right, think about how much, how many years and how much effort Apple has invested in creating their supply chain. Um,
You know, the idea that a startup would be able to do that within a competitive landscape is hard to imagine these days. Yep. Yep. And actually, here's a great quote from Palmer Luckey. He said, I'd say we are five years ahead of where we would have been without the acquisition, pointing to the resources needed to improve the hardware technology as well as encourage software developers to build games and videos to watch on it. There's a strong argument to be made. We would never have gotten there in five or even 10 years. And...
There's a great point that like the Facebook brand boosted the network effect of developers making stuff for it too. Yeah. And the, we've sort of talked about the evolution of the Rift hardware. You know, the DK one was like one step past duct tape, but the DK, the DK two, but then, you know, the consumer version, like these are true good consumer products. Like totally, even with a lot of money, would they've been able to create that? Yep. Okay. So what would, what would real quick, uh,
What about the flip side of that? What would Facebook have done in VR without Oculus? Well, Facebook still hasn't done much in VR. But I mean, that's the other thing that, you know, it's just so early, right? Even three years later after the acquisition, best guesses are it's growing and growing quickly. But I bet there are
There are certainly still well less than a million daily active VR users out there in the whole world. Compare that to like six billion daily active users, six billion with a B in mobile. So I think Facebook is still totally fine. Yeah, I think so too.
Which is interesting to think about in grading the acquisition is they've so far paid $2.8 billion for a thing that they would have been completely fine without. But it's a long bet. Yep. Okay. Tech themes. So running through my list of, I'll just say like check next to the ones we've really already talked about. But Facebook doesn't want to get left behind like they did with mobile. Check. We already talked about that.
owning the customer relationship. Okay, here's the one that I really want to posit to you. So Zuckerberg often says that Facebook is going to be, or VR is going to be the most social platform. And I'm curious, do you think that that's actually where VR is headed? Or is Zuckerberg saying this because it's like a mash of like, Facebook is the company that connects people and it makes the world a more open and connected place. Also, VR is the future. So we therefore must mash these things together because...
you know, our business must survive in the world where VR is the future or, or, or is it, or do they actually have a good confluence and work together? Well,
I think he's right. This is maybe foreshadowing my greeting. I think he is both 100 percent right. And Facebook and Oculus have executed poorly on it. You know, I think if you look at the vision that Snapchat is putting that Snap is putting forward of, you know, a camera company. Right. Which is the closest that I have seen to anything resembling Snapchat.
you know normalcy and a true wave in what we're talking about because like i said you know the wave is not quote unquote vr or ar or mr it's glasses or a camera it's something that real people everywhere are going to use people who don't listen to this podcast and uh so i think he's right and i think if you just look look at snapchat or look at rec room honestly you know i mean
to me is, is what is the example of what's most compelling in this medium is actually being there and, and playing with people or, or doing things together with people. Um, so I think he's right. On the other hand, I think if you look at the product strategy and the,
the history over the last couple of years of what Oculus and Facebook have done, you know, they're, they're behind because it's natural hand movements that are so important to that. It's walking around. It's the types of things that valve has done with the vibe, but it's also what Snapchat's done, which is like,
to really make this mainstream, you need to get out of the PC entirely. You need to make this something that people are going to be open with in the real world, you know, interacting with other people. Yep.
Okay, so I think we've talked about a bunch of my themes too. The only one I would say that we just got a brief mention earlier in the episode but really came out for me thinking about this and doing the research is Kickstarter, right? Like Oculus and the Rift being one of the first, not the first, but one of the first really breakout companies slash products slash companies
ideas to come out of creative endeavors to come out of the Kickstarter platform. And that reminds me of what I think is a deep theme in technology that anytime you can build a platform that enables other people's creativity in kind of ways that you would never imagine, that's a recipe for something special, whether that's an operating system, enabling software developers to
create and distribute anything like the app store or like windows or like apple uh whether that's facebook um enabling anybody to share you know anything that they want to write or say you know i think kickstarter is just a really cool example of that and and led to oculus yep i think it's a great point should we grade it
Let's do it. All right. So I think you foreshadowed this a little bit, but the strategy of Facebook acquiring the preeminent VR company and paying a lot for that, I think is great. So far, if we're at the date of acquisition, I'm like, this should be an A. I really feel this makes lots of sense to me. Facebook needs to be here. I think in the last couple of years...
of where it's ended up. I'm, I'm going to go with a C for this acquisition, um, with, you know, uh, as, as we've said before, a high level of variance. So when we revisit this acquisition in years to come, uh,
very open to changing that. And I think it's very likely it will change, but like, Holy crap, they, they, they bought Oculus. And then a year later, a far superior, you know, piece of technology comes out and it, it didn't seem that hard for, for someone else to pounce on it. And especially someone that was so interested in, in the Oculus, uh, uh, in its development. And then on top of that, all, I really disagree with Facebook integrating VR technology,
Like, I really think that... I think they're potentially at risk of not making sure that they understand that Facebook needs to be a horizontal platform that doesn't prioritize anything on Oculus. People that work at Oculus should view...
themselves as working on a thing that is that makes sure Facebook doesn't get unseated in the future. But ultimately, you know, Facebook is the business like they should look at their competition as Snapchat, even though they work at Oculus. Yeah, totally agree. I think you've nailed it on this one. You know, the only thing
I'm tempted to quote Tom from our Tom, Tom Allberg from our Amazon IPO episode himself quoting Jeff, which is just such a great line in tech that Jeff saying Bezos is saying that, you know, it's okay to fail at things. It's not okay not to try. So,
I want to give Facebook and Mark Zuckerberg a ton of credit for, you know, trying here and seeing, you know, the potential in VR as a future medium and pouncing on it early. On the other hand, like he pounced really early and execution has not been great since then. So for the same reasons as you've been, I'm going with a C on this one so far. Yeah.
Yeah, and maybe there's an abstraction here where we need to say, like, huh, it turns out if you're a horizontal that needs to have scale and reach every internet-connected user in the world, then maybe you don't own the hardware platform. And, like, a risk of your business of reaching everyone is that you don't necessarily own that direct customer relationship. And that just has to be okay. Like, that just has to be baked into these, like, mega horizontal scale models. Yep.
Because there's no way, like, could Facebook have its cake and eat it too? Is there a world where the technology behind Oculus was so breakthrough or anything that they acquire is so breakthrough that it is the only hardware platform and then they breach everyone and get to own the hardware? I just don't see a world where that's possible.
Well, what you're talking about is a monopoly on a direct customer relationship. And, you know, monopoly is a word that gets thrown around in tech a lot, usually in conjunction with network effects and the power there. But what's interesting about network effects, at least in the
we've seen them expressed powerfully so far, very few, if any of those companies actually own the means of ingress, you know, so to speak. You know, they own it in a sense in that Facebook, you know, owns the app that people, you know, come to and spend most of their time in, but they don't own the phone, you know, and Google owns where people find their information, but they don't own the computer or even necessarily the phone, even if it's Android. Right. I think it's just hard.
hard or maybe impossible. It's unlikely to believe that Facebook would be able to do that with VR in the future. Yep. Agreed. Okay. Quick follow-ups. So one, Snap, they're still a public company. They are still a public company. They have not completely imploded. Their stock is trading below IPO price.
Yeah. Well, their stock is trading up from where they priced the IPO, but it is trading down from where it closed on the first day of trading. Sure. Which is fine. The real story will come after they release their first quarter and probably a couple quarters of earnings, and we see whether they're able to reignite growth. Yep. Yep, yep. Let's just hope that everyone that bought in a very excited way on that first day does not...
become extremely pessimistic right now and and you know i i in my whatever we're not we're not picking stocks we're not forecasting we never time the market blah blah blah i think it's going to bounce back a little bit and uh let's let's hope for snap's sake that the people that bought in are uh are sort of in it for the long haul and understand that too because i think um one interesting point that a friend brought up the other day is tons and tons of millennials bought uh
bought snap because it's the first kind of accessible IPO to them that was both large and something they were super familiar with. And people bought on emotion of, I like this company. And, uh, you know, you don't want to see all those people, uh, you know, have a super negative, negative experience and lose out. Yep. Well, uh, echoes of the Facebook IPO episode, go listen to that one. If you haven't already, I think that is, um, some of our, our best work here on acquired. Um,
Okay. Other hot take. Intel acquiring Mobileye. Ben, I hear autonomous cars are a thing. Forget VR. Yeah. Boy, it sure seems like it, huh? I think... Wait, is Mobileye a camera company? Mm.
In a sense, in a sense, it's more like an applied machine learning company. It's really fascinating to me that, you know, so Mobilize, an Israeli company, they build self-driving car technology and they were bought by Intel for about $15 billion. A little less than $15 billion. Yeah. And, you know, what they're really doing is applied machine learning. Like to me, this is a company that is, they're
core competency is the collecting and synthesizing of all of the training data and building a pipeline out of that so that they can appropriately hook into all of the systems of someone else that makes the car and make that car self-driving. And it's so fascinating to me that as this market gets so much attention so quickly, and it's so clear that this thing is going to happen, that you
you know, by pointing your, your technology in the right direction and, and really starting to get market traction with the makers of these, these cars. Like if this company was a machine learning company, they would have sold for a 15th of what they sold for. Yep. It's interesting. I'm a, I think we might've unexpectedly on this episode touched on a really, really deep theme in technology, which is this vertical versus horizontal idea. I
Ever since we talked about it a couple of minutes ago, I can't stop thinking about it and thinking about Intel acquiring Mobileye and like, OK, yeah, we're going to be you know, we're now going to sell this horizontal platform to all the car companies to enable them to be to compete in the in the autonomous market.
contrast that with a Tesla, which actually used to use mobile eye components, ended their relationship, took it in-house as vertically integrating, taking an Apple-like approach. I mean, dude. Very interesting to see this, how this plays out. Rewind 20 years ago, like Tesla is Apple. They're like, you know, they're vertically integrating. They're selling a, you know, high-end premium consumer product that's, that's,
priced and experienced in a premium way and that they capture a lot of value and the rest of the value is captured by an ecosystem that is based on Intel that are basically component makers and it's like you know history repeats itself yeah well I think the question is and actually Ben Thompson wrote a great piece the smiling last week I believe the smiling curve about this question is can a combination of Intel be the Microsoft not just
Yeah. Yeah. Yeah. And could Intel be the Microsoft, right? Like, can they, is that what they're trying to do here is sort of like level up the stack. Yep. Fascinating. Yep. Yep. Fun stuff. Future episode. Intel self-driving OS. We will see, uh, see if that happens. Coming soon to a podcast client near you. Indeed. Speaking of podcast clients, uh, one that you can listen to on your podcast client, uh,
My carve out this week is the pod save America with Kara Swisher interviewing the the gang from pod save America at South by Southwest so pod save America is the the Guys that used to do keeping it 1600 on the ringer podcast network Yeah after this election moved over to start their own media company called crooked media of pod save America pod save the world and other left-leaning highly cynical very funny and
podcasts. And if you're into keeping up on all the stuff that's going on and you want some insights from the people that held those jobs in the Obama administration, it's an awesome podcast. Like, Pod Save America is incredibly entertaining. And the Kara Swisher interview is phenomenal because she might be the best interviewer alive. Like, she is so good at...
Yeah. Like thinking about like, what do I want to know? What do I think my listeners want to know? I'm going to abuse you until I get those things out of you. And you're going to like it because I do it in such a fun and entertaining way and let you tell your story and go
give you the respect as the person being interviewed and the, and starting from a place of like, look, I think you're really smart and I think you have a lot to share. Why don't you share those things with us? And there's, there's this incredible mutual respect between, um, the interviewer and the interviewees. And, uh, I just, I highly recommend it. We look up to her on acquired and, uh, a lot that, uh,
we can learn and hope to keep learning as interviewers and, uh, podcast hosts and journalists in our, in our own random internet way, kind of sense ourselves mine, uh, real quick for the week. Uh, speaking of, uh, left-leaning, uh, liberal folks, great article in the New Yorker this week that really made me think, uh, by Adam Gopnik, who, uh,
Several years ago, I wrote this great book called Paris to the Moon, which is just hilarious being in Paris as I am right now for the next month or two. Great satire of the French and of Paris. But he wrote a piece called...
asking the question, are liberals on the wrong side of history in, uh, in the New Yorker and we'll link to it. Uh, it's really good. But one of my, one of my favorite elements of the piece of which there are several is sort of asking this question, like what does the course of history have to say about whether, you know, what the themes are behind it, which, which reminds me of course of our podcast and you know, what we do on acquired, but, uh,
It kind of makes the point that like because events turned out a certain way because Trump won the election because Brexit happened, et cetera, or other things deeper in history. Like the human mind is such a you know, this is Kahneman and Tversky classic stuff is such a like storytelling machine that we seize on to that narrative that like, oh, well, that was inevitable and it reflects this deep truth.
But the reality is like maybe it wasn't inevitable. Maybe, you know, it was a probabilistic thing. Maybe it was even a low probability thing that just happened to happen. And I love thinking about stuff like that. Interesting. Just because it happened, it doesn't mean it was destined to. Exactly. And it doesn't mean that like that you should create or accept a gospel about like the truth behind it because the truth is complicated. Yeah. Sounds very cool. Cool.
Our sponsor for this episode is a brand new one for us. Statsig. So many of you reached out to them after hearing their CEO Vijay on ACQ2 that we are partnering with them as a sponsor of Acquired. Yeah, for those of you who haven't listened, Vijay's story is amazing.
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That's all we've got. Listeners, thank you so much for joining us as always. If you've been a longtime subscriber, as we mentioned in the beginning, and you appreciate the show, we'd love a review on iTunes. Make it something stupid. Make it something funny. We'd love to read it on air. And it helps us grow the show, get more guests, and really bring Acquired to more people.
Yeah. Feel free to, if this is your first show, subscribe from your podcast client of choice. You can shoot us email at acquiredfm at gmail.com. Go to acquired.fm. Join us in the Slack. Gosh, I don't know what more I could plug, so I'm just going to call it here. Find us in VR. Yes. Signing off. Have a good one. Talk to you guys soon.