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 5 months ago (1 children)

jinjabradman: Pay once for base game. Add-ons/DLC on a sliding scale - the more you buy, the longer you play and earn loyalty 'points', the cheaper it gets.

A returning customer generates more revenue by word of mouth / social media.

Hope it goes well. If you build a great VR experience that can also (partly) be done without controllers (including sports drills/sims) you might have a winner in your hands!

[โ€“] [email protected] 1 points 5 months ago

Doepie308: Ooooo. I love that! Brilliant feedback. A cost reducing DLC purchase mechanic.. FML... now to figure out how we will dev that :/

We are doing R&D on controller less actions. It has a few issues specifically if this speed up or the movement is very dynamic. We might not launch with controllerless actions but it is something we are exploring