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.
MoistestJackfruit: I’d buy outright I am firmly against subscription models. I dont mind paid optional add ons and dlc levels/songs.
If your game has unique mechanics I might be interested at f2p, but if its just another punch / chop / slice objects moving toward you in a lane like 99% of other fitness apps I’m not interested tbh
Post this question in r/vrfit too
Doepie308: This is awesome feedback, so yes, I have been living in VR for the last 3 months trying all the VR fitness apps and seeing what keeps my interest, which does not, and why they do and dont, comparing environments and mechanics etc… I fully agree with you. No interest in something with a plain depth friendly image and some objects flying at you. Also, I feel developers have not really looked outside the box in terms of how they can track movement in more ways than just the current selection of jabs and chops, plus it lacks proper workouts. It almost feels as if its just about “doing” something in a VR environment. As a 20 year Fitness veteran this is the biggest issue for me.
Thank you for the additional sub. Will check it out and post there as well. Much appreciated