Oculus Rift is inherently designed for a sit-down experience with optional controllers, Vive allows room-scale experiences with controllers included. That's a pretty fundamental difference in the way your users will experience your media. Also, room-scale will essentially require a dedicated VR room free of obstacles. As such I'm guessing many Vive users will be having a sit-down experience too.
I expect that a lot of the first-gen stuff will be cockpit simulators like EVE: Valkyrie, because it's the lowest common denominator. It's in HTC's best interest to push room-scale content because that is an effective lock-in for them at this point, but that means targeting a small minority of VR users, and I think that's going to be a difficult experience to adapt for the majority userbase of sit-down users.
This is the part which pointed me more toward Oculus. I simply do not have the space for a dedicated VR room, so all the work done into "room scale experience" is moot for me and Oculus focus on a seated experience seems to be a better fit for me here.