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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[โ€“] [email protected] 1 points 7 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))

[โ€“] [email protected] 1 points 7 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