this post was submitted on 27 Mar 2024
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A place to discuss the Meta/Oculus Quest, Quest 2, Quest 3, and Quest Pro

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Post by: u/Doepie308

Good day guys,

Not trying to break any rules so I will not give self promotion details. Serious question - We are developing a Fitness based VR game. A proper one with real goal setting mechanics, huge gamification, the whole 9 yards. I would like to know whether you prefer to buy a game outright or rather have a F2P with in-game purchase and/or monthly subscription.

Side note: I see most games in this genre go for about $25-$30, so we would be the same it we go that route, otherwise I was thinking F2P with a $10/month sub for additional content.

If I am breaking any rules here, I apologize, I am trying to stay within the rules by purely asking the question. For me to ensure I build something the community really wants, I need to first know what they want.

Thank you all in advance for any feedback.

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[–] [email protected] 1 points 5 months ago (2 children)

Nblhorn: I think there is a market for a GOOD fitness game with a one time purchase, and maybe DLCs as an additional source of income for you.
Similar model to games like Beat Saber, Puzzling Places, Synth Riders, where you can unlock additional tracks or levels for smaller one time payments.

People are tired of subscriptions and I would imagine the amount of people who willingly spend 10$ a month for yet another subscription will be pretty low.

[–] [email protected] 1 points 5 months ago (2 children)

Doepie308: Very interesting and fair comment. Thank you very much. Would you potentially prefer a system where you pay once, work through the seasons and unlock some kind of in-app currency that will allow you to unlock more levels later without spending again, or potentially only partially spending on the next season's content?

[–] [email protected] 1 points 5 months ago

MLG_HerobrineYT: One thing you could do is have BOTH a subscription and paid model.

Let's say it's either F2P or a small one-time price for the game. After that, DLC costs a small bit ($1-3) OR you can get a subscription which will allow you to have all the DLC while you own it.

This way, people who want everything can go with the subscription, while people who want only a few tracks can buy them individually.

[–] [email protected] 1 points 5 months ago (1 children)

Nblhorn: Personally I hate in-game currency of any kind in a paid app. It reeks of F2P.
I‘m in the 30-40yrs demographic btw. I would imagine younger generations don’t mind it since they grew up with it.

[–] [email protected] 1 points 5 months ago (2 children)

Doepie308: Yes, which is why I am asking the community. I just moved out of your demographic recently... like 3 years ago recently (hahaha) so I still rather listen instead of presuming I know :)

[–] [email protected] 1 points 5 months ago (1 children)

General-Height-7027: im also in the 30-40 demographics and agree with user Nblhorn, I'm not 100% against ingame currency thou. As in the gamification process the currency can work to buy some aestetic stuff that give you "status"

Althou this currency can be "simply" replaced by achievements.
The idea is that there should be an incentive to come back x days in a row, being in the top 100 of the week, over 10000 point in lvl 2, etc. There is a certain competive aspect that needs to be fueled.

It depends on how you want to pace the game. By well defined objectives or if its a journey that you want to take your own time.

edit:
For info
I never bought a subscription product in a game, but I have bought to add more "tracks" and have bought plenty of skins with in game currency.
(did bought a season pass once thou (in dota 2, gives more objectives to play for and makes is easy to unlock some extra exclusive skins))

[–] [email protected] 1 points 5 months ago

Doepie308: DOTA.. my kinda guy.. Anyway, so...

  1. Yes, competitive aspect has already been added. There are two mechanics we will use for that.

  2. Its more like an endless journey with the option of doing it on your own or invite your friends to do it with you. In the current story board there are variety of goals, level ups, unlocks, cosmetics etc. I feel there will be more than enough to capture the user and retain them for 2-3 months minimum.

The retention post that initial period is my focus. A sub would have likely been the simplest way however, the community demographic in VR is different hence my post. And as expected it's very different from the iOS and Android app demographic where we have a sub service. So from the majority of the comments in this thread it will seem that we will need to sit and determine how DLC's will work with this ecosystem we are developing

[–] [email protected] 1 points 5 months ago (1 children)

YeetusTheFeetusMyGuy: As part of the younger demographic (14) Paid apps shouldn't have in game currency. that's just my opinion though

[–] [email protected] 1 points 5 months ago

Doepie308: Ah, your feedback makes complete sense now. Also in Quest store I would not be allowed to sell to you anyway ;) But, you did highlight to me that there is a younger ground that might want access to workouts in VR as well. Thank you very much for your comment.

...And its a very important opinion by the way. Have an awesome day

[–] [email protected] 1 points 5 months ago

Kleptonick: I agree to this comment in full!