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)

depaul6: One-time purchase is ideal for me. I love Les Mills BodyCombat for that reason. I don't mind spending $20-40 outright if the content is good and there is a good amount of content. I wouldn't mind paying $10 every year or so for significant add-ons (such as drastically new workouts, like if you add planks or weight training exercises that weren't included in the initial release).

As others have said, subscriptions aren't what I'd recommend as it will be hard to outdo Supernatural. Free to play with currencies end up feeling like you're being nickel and dimed.

Create a premium product, with premium content, and people will be willing to pay a premium for it.

Just a suggestion, although I'm not sure how practical it may be for VR, but having something that enforces and aides in proper form will be great to see.

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

Doepie308: This is the way we are going. Workouts created by fitness professionals and focus on information and education as well ๐Ÿ’ช๐Ÿป