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Also many of those people bought an entire VR set up for that one game.
A fair counter argument, so let’s say this: HL:A had brand recognition, yes, but it also had a massive marketing budget, a massive tech budget, a huge, experienced team including in-house QA and bug testing, other game properties that are giving them revenue to put into the game, and plenty of design inspiration to draw from with other VR shooters including Onward. They also attached it to Index sales, which was a huge part of the marketing push. Finally, Steam is owned by Valve, so HL:A is first party and all the revenue goes back to them.
Downpour had none of that. It started with one guy that made an Early Access that caught on like wildfire, no experience, no money to start with, no marketing team, no established games to copy from, and with next to no other resources while still only getting a cut of the $25 price tag for selling on Oculus or Steam. Trying to compare the two is a woefully unfair comparison and expectation to put on a fledgling company on their first and only game.
Lastly, Dante loves his game, or he wouldn’t have gone so far out of his way to make it on his own and grow it. But he needs to pay bills, eat, drive, keep the electricity on to power his PC to develop the game and internet to ship the new builds out. All his money he makes to do that and keep supporting the game come from first time purchases and that’s it. One person buys his game, he might get to keep $20 at best from it and that’s his meal for the day. And sure that person can keep playing but until he finds a new customer, he doesn’t get any more meals to eat, and he has a staff he has to pay now.
Short of changing his revenue stream and expanding his staff exponentially, to keep the $25 one-and-done purchase model requires having to go to successful and accessible (not to mention attractive) platforms like the Quest just to survive.
...That’s missing half the story too. They haven’t released a Half-Life game since 2007. Their last major game before DOTA 2 (which wasn’t originally their franchise) was Portal 2 in 2011. Since then they were floating on TF2, CS:GO and DOTA 2 microtransactions on top of cuts they take from every game sold on Steam. Remember Artifact? That flopped incredibly hard, and they brought in the guy who designed Magic: The Gathering to help make it. That’s to say nothing of the dead support for L4D and Portal 2.
Half-Life and Portal are their only original IP’s they didn’t hire or acquire from somebody else, and even Portal was based off a college project (Narbacular Drop) and the students who made it were hired to make Portal.
That was a tangent I know, but the point is they had a starved HL fan base, many of them are pissed Alyx is VR only, and they’ve had a slow to nonexistent track record of releasing in-house games.
Fair enough, and plenty of updates can spur new customers to come play that buy the headset, but it’s still a challenge making updates when PCVR adopters aren’t coming in anywhere near as quick as a platform like the Quest. It wouldn’t surprise me if before 1.8, Onward was only selling 2-3 copies a week. Plus they have to compete with Pavlov and Contractors to stay relevant.
Point is though, we the current fans aren’t doing anything else to pay for his living, any licensing fees with Unity, or expand his staff other than spread word of mouth and hope somebody drops $1500+ for a good VR-ready PC and at minimum an Oculus Rift S, so it’s a limited team at his disposal and he’s putting out large, significant releases if they ultimately benefit the game in some form or another. Nobody likes working their asses off on a big new update just for no new sales to come in and starve because of it.
If he changed his pricing model so that his current players could support him with little development cost, that could have a positive change to his update schedule but that’s a tough bullet to bite.
One other thing to note is that while I agree he could’ve come out ahead of time to talk about the under-the-hood changes in detail to give us some warning what was happening, I feel he’s doing what’s best for the game’s health, sustainability, and development pipeline in the long run even if we’re not seeing that at all right now in the short term.
One universal version of the game and maps is more manageable and economical than two completely separate, isolated versions to tweak and balance individually and optimize content for independently. Huge companies like Blizzard or Ubisoft have money and staff to be able to develop for those different platforms, but Dante and Downpour don’t.
Coming back to Onward we had a great game so far. Surely, it has room for improvements but when VR newcomers asked what games are worth buying, Onward was always on the list. So at least as long as people join VR, there would be people who can buy Onward. I can only assume, but Downpour must need a lot on money to internally justify the opinion to massively reduce the overall quality of Onward to appease Oculus. And in the end it is "easier" to become a traitor to the playerbase than to be unable to release the game no matter what to fulfill a contract with a company: even though the bought product isn't the product anymore that has been (and even still IS being) advertised in a very negative way, we cannot refund the game, already knowing that even with the promised improvements we won't get the same quality again. This is what people say at other developers: they don't care because they already have our money. We can consider us lucky that Pavlov didn't went the same path (so far).
One group of players weren't mentioned so far in the last days: the competitive scene or eSport in general. There are already people who stop playing Onward because the new circumstances made it impossible to keep playing because so many aspects have been downgraded that it doesn't make sense anymore to keep playing Onward. When I look at the changes in Suburbia alone, I can understand why they think so.
I personally hope, the Quest won't be the future of VR gaming. That would mean, VR loses its potential. The future of VR gaming would dependent on one company that decides, when VR is being allowed to be one step closer to the holo deck we probably dream of. And we start with smartphone specs. We know we don't need 1060s and better cards to be able to use VR but most people don't have the 90s in mind, playing VR with horrible graphics that could be worth of a Playstation 2.
Downpour shows three things: becoming dependent on a company like Oculus can be dangerous to us all, never being sure to see games being crippled. Secondly, from the idea that we will see enhancements as time goes on with better games and better VR headsets, we need to prepare that progress will be slowed down or halted as long as possible to milk every coin out of the customer. Thirdly, competitive games where Oculus set a foot in, won't look great when these games should be crossplay.
I'm worried that this incident won't be just a single case but the first one in a dangerous development in VR, especially because only the former customers are the only losers here. Downpour has new fans on the Quest (maybe even more than before), sold a lot of new copies and got money from Oculus, Oculus got a great new dev team, money and satisfied customers and customers a great new game.
I tried playing version 1.7 but no one is playing. :(
This new Onward will basically be dead to me, unless they fix everything they messed up in the next update.
/s
This is what they fight for .
Remember No Man’s Sky? That was a game that had so much hype and misleading marketing only to come out as a shoddy product, completely missing features, horrible presentation, no multiplayer, and numerous other faults. Instead of abandoning the game and moving on after having taken so much money from the get go, they stuck with the game and improved it to make it close if not better than the original vision in many ways.
How about Final Fantasy 14? That game shipped to horrendous reviews; horrible and outdated game design choices, shoddy technical stability, copy-pasted level design, and so much more. It not only completely retooled and revamped itself but it came back stronger than ever and is absolutely killing WoW right now because they took a tremendous risk to reboot a failed game. This was even after they set an initial technical limit on themselves with releasing a PS3 version while it was at the end of their lifespan, not because the market was rife for it but because fulfilling the initial promise of a PS3 version was important to them.
Finally let’s look at Beat Saber. It was a humble little Indie game originally sold for about $10, but grew in popularity very quickly. Did people react harshly when Facebook bought them out? Yep, but now it’s got a lot more songs, features, and continues to support mods in spite of the naysaying. Did it also jump to the Quest with downgraded visuals and even some audio quality? You can bet that it did, but yet it’s still the same experience to play that it was from the outset and now it can be played anywhere. You can even still put custom songs in the Quest version too! Should we be lambasting them too for putting it on the Quest? What about other first party Oculus games like Robo Recall or Dead & Buried II? Or third parties like Moss, I Expect You To Die or Phantom: Covert Ops? What about the work-in-progress versions of Pavlov and Contractors for the Quest? Should we tell them to stop making Quest ports and tell their companies to stop making money from it too? They have worse graphics and compressed audio, so surely they deserve to be treated harshly too, right?
Now I acknowledge the situation is also different since this case involves changing the main game to line it up with the Quest version. I also recognize this is a multiplayer game and not just a singleplayer game like some of the examples I listed, which requires extra consideration of factors like balancing and the content of a playerbase. As I stated before, they should’ve told us beforehand what they were doing and given the community a chance to react. That could’ve been handled miles better, of course.
That being said, we’re getting overwhelmingly angry over visuals and audio. The core game still plays the same from the weapon handling to the design of the levels. This isn’t an impossible fix either, you guys. They still have the textures and assets, they still have the weapon sounds, they still have the old code, and they still have the same team that brought us 1.7. These can be added back in now that the engine has been updated, and can be made in a way not just to scale to the Quest, but lower-end VR-ready PC’s as well. Optimization is important too in the technical department.
So yeah, if full-blown AAA games like NMS and FF14 can make huge, successful comebacks, and if Onward can go through hurdles of patches that didn’t work as intended while still offering rollbacks until they get them in a better spot and still come out swinging, I have every reason to believe they’ll get Onward back on track. If you don’t trust their desire to explore a new platform and market, then trust their desire to get new customers to make money by restoring the game to do so.
As much as I’m not into the sarcasm, I’m glad you brought that up. Star Trek Bridge Crew. Yeah, anybody remember that? It’s a multiplayer game with cross-play to not just the PC VR, but also the PS4 AND the Quest, yet nobody’s having Ubisoft’s head over it. Why is that? And the PC version still looks like the original presentation too. Weird, isn’t it? =P
How about VR Chat? It’s a stupidly popular chat program but they made a Quest version too and it plays with existing PC VR. Not to mention Rec Room and Bigscreen do too. (Heck, you can even play Rec Room on your phone without any kind of VR too). Should we torch them too in the process?
I agree wholeheartedly. Onward was a really welcoming and friendly community, so it saddens me to see it get this spiteful, or even entitled or elitist in some cases.