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This is pretty poor analysis on his part about why the game wasn't successful and what it means for the state of the VR market. From a talk at the Game Develope
by hesdeadjim 8y ago
This is pretty poor analysis on his part about why the game wasn't successful and what it means for the state of the VR market. From a talk at the Game Developer's Conference last March it was shown that the average Steam game makes about $30k in it's first year. That's non-VR.
According to the Steam hardware survey, about 1% of users own a VR headset. This paints a pretty grim picture about what an average VR game can expect to make on Steam.
However that's what you could expect an average game to make. You make exponentially more money the more standard deviations you are from the average.
A few things that push you in the direction of success: an obvious and interesting hook, a compelling trailer, some basic marketing, and quite obviously fun mechanics. I have not played his game, but I can tell from a glance that it is missing the majority of those requirements.
It may be survivorship bias, but I can back this up with experience. I made a good-but-not-great VR game that hit all those major success points, and combined the PC and PS4 have grossed us mid-six figures.
- Sohcahtoa82 8y ago> and combined the PC and PS4 have grossed us mid-six figures. Which platform brought in more sales?
- hesdeadjim 8y agoCan't share exact numbers due to NDAs, but it's pretty even.
- ben_jones 8y agoI'd add community growth, integrity (i.e. players first profits second - even at a tertiary level), and mod support, as integral pieces of many successful indie games that are often left out completely by first time developers of any type of product.