EVERSPACE™ 2

EVERSPACE™ 2

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▷▲▽𝗶◁ 19 Ağu 2019 @ 15:25
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VR support ?
like with Everspace 1...
İlk olarak gönderen kişi: ROCKFISH Games:
Well, it's probably about time to close this topic for good. First off, thank you to everyone in this thread who has listened to us as we’ve been saying that we don’t want to create a VR experience for EVERSPACE 2. We understand that you are all passionate about VR as a whole, but we are not going to spend time and resources creating this for EVERSPACE 2.

Without going too much into technical/design details or debating business cases (we’ve shared our reasoning in-depth in an earlier comment about why we don't plan to support VR in ES2), we’ve come to the conclusion that we would not be able to match high expectations of all VR players while justify spending our limited resources on a complex feature that is relevant to less than 5% of our target audience.

FWIW, the final nail in the coffin for VR in ES2 is this thread. Disrespectful comments from VR players calling our team lazy, technically incompetent—mind you this is to a veteran team that has been working their butts off to deliver best-in-class space combat games on all kinds of gaming platforms—and/or greedy because we allegedly "mislead" VR players that we'll add VR to ES2 (a never-promised feature). Even if there are VR players who only bought the first EVERSPACE because of VR support, that does not mean it is a guaranteed feature in the sequel. Frankly, many of the comments here show a level of entitlement that is off-putting to a team that really does find VR an exciting platform, and two studio founders willing to invest a six-digit budget in VR out of their own pockets.

Our PR folks are probably pulling their hair out right now—I've been called out for poor communication to VR users before, but I genuinely don't care anymore—if any gruntled VR user is still reading, ask yourself WHY in the world should any indie developer get excited about putting their house on the line to make significant changes to their game to support a heavily fragmented platform for a single-digit percentage audience? This is especially difficult when the feature asked for is led by a vocal minority with utterly unrealistic expectations as if the title was designed as a VR-only game, and frequently shows a complete lack of understanding of what it takes to properly implement VR, also often paired with outright false perceptions of how the gaming business works.

On a personal level, the audacity of some hardcore VR fans calling me out for being patronizing while I genuinely wanted to openly share our reasoning about our business decision which was based on deep market research and our own internal data at the beginning of this thread—arguably quite rare in the gaming industry—was just the beginning. Meanwhile, we’re at a tipping point: the bridges are burned, and I couldn't genuinely care less about any business consequences due to not supporting VR in ES2. Even if the business decision might hurt my own pocket as is claimed throughout this thread, at this point, I am more concerned about protecting our team from toxic community feedback than delivering the next big VR title.

/Michael

PS: This post has passed our PR police, so this is no joke!

Edit PPS: Adding some of my previous responses to the VR community for a more complete picture about our reasoning:
https://steamcommunity.com/app/1128920/discussions/0/3647273545693281309/?ctp=13#c4625714282752092927
https://steamcommunity.com/app/1128920/discussions/0/3647273545693281309/?ctp=44#c3108014879953931549
https://steamcommunity.com/app/1128920/discussions/0/3647273545693281309/?ctp=45#c3108014879954187891
https://steamcommunity.com/app/1128920/discussions/0/3647273545693281309/?ctp=46#c3108014879954962740
https://steamcommunity.com/app/1128920/discussions/0/3647273545693281309/?ctp=71#c3123786356710459872
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2,028 yorumdan 646 ile 660 arası gösteriliyor
Not having VR is just plain stupid. The devs keep moaning that the first game wasn't successful in VR but that was mainly due to the negative reviews (due to poor implementation). Since then VR had a massive surge in 2020 with the release of Half Life Alyx. Nearly a year later and they can't make new headsets quick enough (index / G2) constantly sell out. Star Wars squadrons was also extremely popular in VR, which helped boost the platform even further, and shows that people are hungry for AAA VR space shooter.

Ultimately it's up to the devs but they should just say they don't want to rather than blame it on the first games performace or the VR landscape. The first games VR implementation was very poor and the VR user base has doubled since then.
En son Treebs tarafından düzenlendi; 20 Oca 2021 @ 0:41
İlk olarak Edifier tarafından gönderildi:
Half-Life Alyx which is easily the most popular VR game of all time had at peak around 50 to 60 000 players on it.

Beat Saber would like a word.

Alyx isn't the most popular VR title of all time, it's just the most AAA.

Beat Saber topped the charts for consecutive year AND you're completely forgetting Oculus store sales on both Rift and Quest devices.
I drop in a couple of comments that I'd be disappointed if VR doesn't eventually come to the game, then wake up this morning to another 40+ comments in this thread of people either

a) Gatekeeping because they don't use VR, so it shouldn't be in the game for anyone else.
b) People saying they're unhappy there won't be a VR mode at all.
c) Going full "you live with your mom in a basement hur-dur" attack because someone doesn't agree with them

Rockfish have already stated, very clearly, that VR isn't in the game now and they haven't decided yet as to whether they will develop it for the game, but they may add it as a feature later

...We will be looking at VR again in 2022. But first, we have to deliver a rock-solid open-world space shooter RPG for PC and consoles...

Now I'm not a massive fan of the "We decided not to do it now because its such a small audience" explanation, especially considering that TrackIR is/is going to be supported (and I bet the %age of ownership for TrackIR is 1/1000th of VR) but the mudslinging has to stop, you're only hurting your own argument.

I'm all for civil discourse, extolling virtues of VR or arguing why it shouldn't be in the game right now this second, but this has devolved in to a ♥♥♥♥♥♥♥♥ of armchair generals firing weak ass shots at each other. Even though I don't agree with how Michael responded I can understand his frustrations and I can tell you with almost absolute certainty now that the only reason this thread hasn't been locked by RockFish is because they don't want to be accused of trying to censor any discussion surrounding VR, because if you look around they've locked many other threads for far less.

If you want to keep the discussion around VR going, lets be civll, shall we?
En son Typhoon tarafından düzenlendi; 20 Oca 2021 @ 1:57

As we live in a capitalist culture, economic returns will always be the focus - a focus over artistic concerns, a focus greater than other factors such as loyalty to the purchaser (as we have seen in the latest response from RFG here).
I think it is erroneous to think that *any* company with financial aims is 'our friend' who is lead by a desire to please us, or put artistic endeavour over financial returns. When a company (such as Sony) says 'for the player', it should be read as 'for the investor', or 'for the profit margin'.
If you accept the capitalist culture, then there really is no grounds for complaint, as companies are not your friend - you are just a potential revenue stream. I am not intending to turn this into a political debate, but it is just a fact of life, and the context we are in (as demonstrated quiet clearly in RFG own responses here).
In this context, RFG's original statement makes sense. It is foolish of anyone here to expect them to implement VR because they have an inner drive to 'be nice' to us. It is clear that they will only implement VR *only* when they can see substantial profits for this investment.
My attitude after the first post was 'fair enough' - I have many more VR games to play (including ES1) - sure, I am disappointed that ES2 is not getting VR - and yes, I will not be buying it - not out of spite, but I did try the demo and just could not connect with the game on a flat screen; with vastly reduced immersion.

However, I (like others here) am disappointed by RFG latest disparaging shot at a section of its own user base, and has turned my 'well, I still have ES1' into something more soured.
It should be expected that a overwhelming majority of a user-base is not a coder with inside experience of the financial aspects of launching a game into an increasingly toxic community.
In my view, this should not lead to such a succinct put-down of people who have been supportive and appreciative of that companies previous work.
I am not a developer, yet (like many) I have dabbled with (in my case) the Unreal engine, and therefor know that the barrier to VR is not as high at it was in the technology's infancy... And yes, we have all seen lone coders make a good job of injecting VR into existing flat games. Finally, many of us are in communication with Indie developers, and therefore have an insight into game development We *may* have an opinion that *may* be more informed than RFG assume.

Additionally, as many have pointed out - we simply do not have any reliable data regarding VR attachment. To keep bringing up Steam user data makes people sound more ridiculous than they realise. [the great proportion of VR users will comprise of people using the Quest - people who think that steam is something that comes out of a kettle. A proportion of these will be connecting wirelessly to PC to play games - i.e. 'not connected'. Additionally, not everyone connects to the Steam platform to play games - most of the games I play are on Viveport, some on Epic, and one (alas) on EA. How many people eat ice-cream - well lets take a vertical slice of how many people eat Ben and Jerry at one particular time].

Yet, even with this negate view of it's own user-base. The problem should not be laid at the door of this particular developer. Sadly, PCVR has been left on a island at the moment. It is clear that FB's dominance is detrimental to the evolution of VR - as the lifeblood is being transfused from more complex (i.e. more fulfilling) gaming, into a mobile app level of gaming. This should concern us all (yes, even those who do not own a VR HMD at the moment). This is great for developers producing the thin gruel of mobile VR gaming, as their profits are going through the roof. At the same time, this lack of investment in PCVR bleeds out the potential profit for any company working in this space. Again, another fact for us to face.
Hopefully, this is a transitory problem. Anyone who has experienced VR (rather than flirted with it, or stated that they have experience; when they clearly have not) *knows* that VR is *a* future of gaming, and that it must be a matter of time. This 'matter of time' is directly related to some company coming in and directly competing against the financial behemoth of FB (who will eventually abandon mobile VR, as they have abandoned PCVR - in favour of AR; which is their end-game). At the moment, I do not see anyone on the horizon prepared to invest in *both* hardware and the software infrastructure. This is worrying. This is *not* VR is dead.
İlk olarak dunninger tarafından gönderildi:
As we live in a capitalist culture, economic returns will always be the focus - a focus over artistic concerns, a focus greater than other factors such as loyalty to the purchaser (as we have seen in the latest response from RFG here).
I think it is erroneous to think that *any* company with financial aims is 'our friend' who is lead by a desire to please us, or put artistic endeavour over financial returns. When a company (such as Sony) says 'for the player', it should be read as 'for the investor', or 'for the profit margin'.
If you accept the capitalist culture, then there really is no grounds for complaint, as companies are not your friend - you are just a potential revenue stream. I am not intending to turn this into a political debate, but it is just a fact of life, and the context we are in (as demonstrated quiet clearly in RFG own responses here).
In this context, RFG's original statement makes sense. It is foolish of anyone here to expect them to implement VR because they have an inner drive to 'be nice' to us. It is clear that they will only implement VR *only* when they can see substantial profits for this investment.
My attitude after the first post was 'fair enough' - I have many more VR games to play (including ES1) - sure, I am disappointed that ES2 is not getting VR - and yes, I will not be buying it - not out of spite, but I did try the demo and just could not connect with the game on a flat screen; with vastly reduced immersion.

However, I (like others here) am disappointed by RFG latest disparaging shot at a section of its own user base, and has turned my 'well, I still have ES1' into something more soured.
It should be expected that a overwhelming majority of a user-base is not a coder with inside experience of the financial aspects of launching a game into an increasingly toxic community.
In my view, this should not lead to such a succinct put-down of people who have been supportive and appreciative of that companies previous work.
I am not a developer, yet (like many) I have dabbled with (in my case) the Unreal engine, and therefor know that the barrier to VR is not as high at it was in the technology's infancy... And yes, we have all seen lone coders make a good job of injecting VR into existing flat games. Finally, many of us are in communication with Indie developers, and therefore have an insight into game development We *may* have an opinion that *may* be more informed than RFG assume.

Additionally, as many have pointed out - we simply do not have any reliable data regarding VR attachment. To keep bringing up Steam user data makes people sound more ridiculous than they realise. [the great proportion of VR users will comprise of people using the Quest - people who think that steam is something that comes out of a kettle. A proportion of these will be connecting wirelessly to PC to play games - i.e. 'not connected'. Additionally, not everyone connects to the Steam platform to play games - most of the games I play are on Viveport, some on Epic, and one (alas) on EA. How many people eat ice-cream - well lets take a vertical slice of how many people eat Ben and Jerry at one particular time].

Yet, even with this negate view of it's own user-base. The problem should not be laid at the door of this particular developer. Sadly, PCVR has been left on a island at the moment. It is clear that FB's dominance is detrimental to the evolution of VR - as the lifeblood is being transfused from more complex (i.e. more fulfilling) gaming, into a mobile app level of gaming. This should concern us all (yes, even those who do not own a VR HMD at the moment). This is great for developers producing the thin gruel of mobile VR gaming, as their profits are going through the roof. At the same time, this lack of investment in PCVR bleeds out the potential profit for any company working in this space. Again, another fact for us to face.
Hopefully, this is a transitory problem. Anyone who has experienced VR (rather than flirted with it, or stated that they have experience; when they clearly have not) *knows* that VR is *a* future of gaming, and that it must be a matter of time. This 'matter of time' is directly related to some company coming in and directly competing against the financial behemoth of FB (who will eventually abandon mobile VR, as they have abandoned PCVR - in favour of AR; which is their end-game). At the moment, I do not see anyone on the horizon prepared to invest in *both* hardware and the software infrastructure. This is worrying. This is *not* VR is dead.

Please dont do these hardcore texts. I would rather preferr you to be having a VR transitory text of any kind to us.
No one is forcing you to read it are they?

...also, not entirely sure of the meaning of 'I would rather preferr you to be having a VR transitory text of any kind to us.'
En son dunninger tarafından düzenlendi; 20 Oca 2021 @ 5:10
+1 Vr all the way :)
İlk olarak dunninger tarafından gönderildi:
This 'matter of time' is directly related to some company coming in and directly competing against the financial behemoth of FB (who will eventually abandon mobile VR, as they have abandoned PCVR - in favour of AR

Yep.

And all the sapps that got tossed over with the rift s all jumped on quest like it was some sort of saviour. I just don't get why people are so tribalist when it comes to facebook product.


İlk olarak lokiss88 tarafından gönderildi:

And all the sapps that got tossed over with the rift s all jumped on quest like it was some sort of saviour. I just don't get why people are so tribalist when it comes to facebook product.

After buying a Rift S and getting annoyed with the drivers bugging out every 5 minutes I'm glad I tried a Quest 2 and realised it was a better PCVR headset than a Rift S.

Facebook sucks, but I'm glad I was able to afford to get in to VR because of it. There's no way I could justify paying 1k+ for a headset from HP, HTC or Valve when game developers hold the opinion of "you will be out of business or weakened your position in your core market position that you have to go through a fire sale before you run out of cash" when considering making VR content.

When I look through Steam's VR tag and see that besides high-profile VR releases like Alyx, Superhot, Saints and Sinners etc. that a large amount of VR games are low-effort hot garbage with 15 minutes worth of content, I see why anyone would look at the mobile market for VR instead, where low-effort hot garbage is usually a lot more widely accepted.

It means when you hear things like the above, where an actually good developer of a previously VR-enabled game say they aren't going to continue to actually provide content so all we are left with is the hot garbage, it gets a little frustrating. People who are in to PC VR cry out for content like this, but being told something which sounds like "you're demographic might not be profitable enough for us to bother" understandable annoys some people.

If people are lamenting that Facebook are the only ones offering affordable VR and how it is steering it in the wrong direction, then they should be advocating for a viable alternative to compete, not that Facebook shouldn't be making VR at all. I would have bought any other VR headset if it was comparable to a Quest 2 for the same or slightly more just because I hate Facebook as a company, but I'm not paying over double the price for a Vive Cosmos, which I've heard barely functions as a VR headset anyway.

What were we talking about again? Think I went off on a tangent for a moment there.
En son Typhoon tarafından düzenlendi; 20 Oca 2021 @ 5:14
"If people are lamenting that Facebook are the only ones offering affordable VR and how it is damaging it as a hobby, then they should be advocating for a viable alternative to compete,"

Well yes, exactly that - although that is not the responsibility of people here (the consumer). Competition leads to innovation and choice. Monopolies lead to something far less healthy.
A competing VR HMD needs two essential qualities - affordability and the dual ability to be stand-alone / connected (preferably wirelessly) to a PC.
Equally important, there needs to be quality software to drive a competing ecosystem (as you point out).
The big problem is - I simply do not see where this is coming from.
En son dunninger tarafından düzenlendi; 20 Oca 2021 @ 5:21
The audacity of some of the posters here is just baffling. From veiled "lazy devs" rhetoric to armchair dev "advice" to schooling how to do PR because "customer is always right". No, Michael does not need a community manager. What some of you guys need is to get a grip on reality. You are not entitled to VR support nor is the Rockfish entitled to your money if they don't provide the feature you want. This is a business transaction first and firemost. Don't like it? Don't buy it - simple. Explanation on why Rockfish is not doing VR is reasonable. You may not agree with it but claiming they should take a risk with VR for your own selfish reasons makes you look out of touch and frankly an ♥♥♥♥♥♥♥. Also if you're thinking making a space game is not passionate enough I think you're out of your mind. How many good games about space come out in recent 5 years? Not many. It is rather niche genre in itself.
"Don't like it? Don't buy it - simple."
Totally agree.
Surely the same metric applies to: 'Don't like what people are saying - don't read it.'
?
İlk olarak Orchestructive tarafından gönderildi:
İlk olarak Edifier tarafından gönderildi:
Half-Life Alyx which is easily the most popular VR game of all time had at peak around 50 to 60 000 players on it.

Beat Saber would like a word.

Alyx isn't the most popular VR title of all time, it's just the most AAA.

Beat Saber topped the charts for consecutive year AND you're completely forgetting Oculus store sales on both Rift and Quest devices.

Beat saber is popular, no doubt about that but Half-Life Alyx had way more players at launch than Beat Saber did. 10 times higher.
During the release and even before the Index was sold out for months.
https://steamdb.info/app/620980/graphs/
https://steamdb.info/app/546560/graphs/
These two links show quite a bit of stats of those two games. Including player numbers.
I would very much like to see VR implemented ASAP, but it cannot be reasonably ignored of the effort it may take to do so, or the return on investment.

As it is, I see 2 options:
(1) Wait for VR support from the developer (the primary risk there being something else can come along in the meantime, and by the time RFG feels VR is worth their effort, nobody may care. As an example, Eve: Valkyrie, aside from not having the Star Wars brand behind, was Star Wars: Squadrons, in some significant ways, long before Squadrons came out).
I don't see a choice but to wait until 2022, unless RFG decides to Kickstart a VR effort.

(2) Hope somebody creates an unofficial patch, which has happened in the past. The downside to this is whenever the game gets updated, the VR mod could be broken. This happened on a previous flatscreen game, GTFO. It had a wonderful VR mod that seamlessly let you play the game alongside your non-VR counterparts. Unfortunately, in one of the updates by the developers, the VR mod got severely crippled. The VR modder even tried to reach out to the developers to get help, but no go.

In this case, I can't really blame the GTFO developers, as it is their game, despite for a while GTFO was the best unofficial VR game around for myself. Since GTFO lost unofficial VR support, I have stopped playing the game. The game itself is good all on its own, but VR added a 'special sauce' that makes going back to the flatscreen version very difficult.
En son collindrennen tarafından düzenlendi; 20 Oca 2021 @ 6:39
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Gönderilme Tarihi: 19 Ağu 2019 @ 15:25
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