When I'm buying a new VR device in two years, am I buying Oculus for superior hardware and features, or because the content I want isn't available for other devices?
Superior hardware and features, but you might slightly misunderstand our business model. When we say "Oculus Exclusive", that means exclusive to the Oculus Store, not exclusive to the Rift. We don't make money off the Rift hardware, and don't really have an incentive to lock our software to Rift. That is why the Oculus Store is also on Samsung's Gear VR. Gear VR and the Rift are the first consumer VR devices coming out, but in the future, I expect there will be a wide range of hardware at a variety of price and quality points, much like the television and phone markets. Here is a good article from a couple years back talking about why we don't plan on selling a billion units alone:
http://www.bloomberg.com/news/articles/2014-06-24/facebook-s-oculus-emulating-android-seeks-partners
If that happens, we will be in a really good place, and will continue to invest in next-generation VR hardware that sets the bar for how good VR can be.
You've repeatedly stated Oculus has "the best content", how big part does (exclusive) content play in your business model?
Currently, a large one. Remember that a few years ago, we were the only players in the VR game. We had to make sure there was content for our device, and we have invested a lot of our resources into making that happen through both Oculus Studios and third parties. In the long run, though, I hope that the VR market is successful enough to not require huge content investment from us - if that happens, our risk goes down, and our profits go up. In the meanwhile, anything we make is going to go through our store. That way, the distribution cut also goes to us instead of someone else, which helps us pay our employees, give financial and development aid to game devs, and keep the price of our hardware as low as possible.
Does publishing a game in Oculus marketplace involve some kind of an exclusivity contract, or are the studios free to sell them anywhere similar to Steam?
Publishing a game in the Oculus Store does not require an exclusivity contract. Some VR developers will choose to be on one store, some will choose to be on all stores, some will choose to distribute themselves, but the vast majority are probably going to end up on our store.
Can competing VR headsets run content from Oculus marketplace?
Currently, the only headsets that run content from the Oculus Store are Samsung's GearVR and the Rift. If and when other headsets come out in the future, and if and when the companies making those headsets allow us to support them, you might see wider support, but we have to focus on launching our own products right now.
Do you have any intention to open source the runtime/API of the consumer model, like you did for DK1?
Not right now.
What is your stance on future open VR standards? Do you see yourself collaborating on OpenVR and adopting it?
I have talked about this a lot in the past, but the TL;DR is that I am supportive of open standards once we get further along, much like what happened with the early 3D graphics market - standardizing too early is a good way to limit rapid advancement in a new industry. When open standards do take off, they will be managed by an industry consortium, not a single company with a specific business interest. As an aside, OpenVR is not actually open source, the name is just a little confusing.
Rift isn't profitable hardware and you said Oculus will make the money off software, what does this mean?
It means we make money by creating and distributing content. We don't make money on the hardware because that would limit adoption of VR devices, leaving us and game developers with a smaller market in the short term and long run.