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We've been iterating on the game since 2013 with everchanging prototype hardware. Every few months new hardware granted us different capabilities and challenges. What this meant in terms of production was having to constantly iterate, reinvent and or create new systems to account for new capabilities. In some cases it meant rolling back months of work. Ultimately we were creating design rules for a completely new medium, from scratch, and have set some important industry standards along the way.
When Valve brought us into their circle, 2015 gave us our first real glimpse of a solid foundation. Once we had assurances that motion control was a shippable reality, that gross positional tracking was a reality, we were able to lock down key design elements and focus again on core content.
Episodic content made the most sense for us from that perspective because it allowed us to remain nimble, to adapt to ever changing standards and to iterate content quickly. We also came to realize over the course of development that there is a sweet spot in terms of VR experience length. So breaking things into digestible, enjoyable playlengths made a lot of sense for the medium. That being said, we're still one of the larger games, with a narrative available at launch and we're proud of what we've achieved.
The above is just the tip of the iceburg in terms of the decision making process involved. We'd like to get into that more with the community as it grows. Its been a journey!
How many episodes? We've announced 4 episodes previously.
Episodes follow a linear story, so yes, there are cliffhangers but we're trying to make them fun.
Also getting on the episodic way allow them to profit from the New factor of the Vr. Because its new they think they can chare that much money for a game.thas the true answer
like all company. if you can say to me without laughing that its not a profit opportunity to be able to come out with something to sell at the launch of a new generation of devices like VR, i will retire al my words. I just think that no game worth 159 dollars thats it
Being a longtime gamer myself I can understand why it will take consumers time to understand the differences in production for high-end VR titles. But I get it, you want it to be lower, and I can respect that but overt greed is not a part of the equation. Cost recovery? Sure. The VR market is extremely small right now and there are a number of special considerations we have to make.
I understand your reasoning, but from a business perspective, that is guaranteed to make you more money, even if there is a limited userbase and hardly any competition right now.
Hey thanks for listening pldesy :) We know we have to earn peoples respect by bringing them into our circle and explaining the journey. And hopefully giving them a great experience. We'll get there over time!
I have to agree with you, the price is the one thing that is turning me off this game. $39 CAD for one episode, with 4 episodes that is $156 CAD. There is no way I am paying that price, whatever the reasoning for it may be.
I was going to purchase the Episodes, but now I will be skipping this game.
I'm in the same boat. I really want this game. It looks great. $39 cad is alot per episode. Wish there was a bundle to buy all the eps at a discounted price at least or something.
Also compared to the cartoony looks of many of the other VR titles, the world fidelity is impressive. That takes time, effort and money to build. Hiring real actors also costs money.
You need to make your money back, maybe make enough to produce the next episodes, and hopefully have a profit so you can pay the mortage and eat.
Now you have a small market of early adopters who could afford to shell out $800 for a toy. Seems fair to ask on the high side. See what the market bears (or is it bares?), adjust price accordingly if needed (See "Final Approach").
Great video Cloudhead put out on the performance capture.
http://www.youtube.com/watch?v=9R0TVLGne3U