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.
OfficialLaunch: Absolutely an outright purchase, unless the subscription is like $3 a month.
If you can build a good product and make it a subscription that’s so cheap you will undercut all of the other VR fitness apps and will likely get a good subscription base.
Doepie308: hmmm. That is interesting seeing as most comments so far have been leaning towards outright purchase. May I ask what age category you fall into? Just trying to evaluate the demographic
OfficialLaunch: Outright purchase is definitely preferred (with DLC etc), but if you need to offer subscription instead to make a profit then you’ll likely lose a lot of customers. Having a very cheap subscription might help though.
I’m M between 20-30, slightly unfit, heavy VR user.
Doepie308: The team motivated a subscription model as part of the retention, though I am starting to see that maybe a consistent DLC release matrix with a good amount of quality content at the right price could do the same.
Thank you for the feedback