I'm sorry if this is in the wrong section, as I'm still quite new to the forum. Apologies in advance.
So I've been thinking hard about the major issues with adaptation with Oculus Go, and remember back in September when I still had my HMD that there were barely any free experiences available. I think 80% of users mainly use it to stream videos since games are mostly paid, and I'd say a good percentage of users have little to no intention on purchasing experiences unless they're top quality. (no blame)
After asking around, I noticed that even games which charge $1.99 are quickly skimmed across with an "blindness effect". Many people over the last year have told me they'd prefer free "Ketchapp Style games" over games that charge money unless they're AA or AAA quality.
I'm not sure, but I feel mobileVR is moving in the direction of casual use (videos and games).
I'd been working with a team of outsourced devs from South Asia and had some beliefs that perhaps the App Stores have created an expectation of "freemium apps" in the modern user's mind.
So with a few mini projects in the pipeline, I wanted to get some feedback from you guys on if you think it would be better for me to launch out mini experiences (hyper casual games) just to get the VR ecosystem active. Of course I understand they can't be utter crap and have to offer some kind of a addictive loop/game mechanic.
I'm not too concerned about making a ROI yet, as I'd like to contribute to the stand-alone VR ecosystem and maybe push the needle. I think experimentation, data, and iteration are the most important things needed if we'd like to see the VR ecosystem thriving. (Especially OculusGo/GearVR type experiences).
Currently, I've noticed many devs don't talk about their experiences, nor is there sufficient information available on which direction indie devs should take.
From my experiences, I started in 2017 with outsourcing some "shovelware games" for Google Play and eventually Samsung's GearVR store. eCPM rates were on average $3 with VRads (Omnivirt seemed to perform the best so far. I've heard of fill rates dropping for VirtualSky.)
Download numbers were decent enough to see pretty good revenue even through the reviews were horrible.
Over the next months I felt freemium hyper-casual games dominate the App Stores, and with some engineering, I think that's what the VR ecosystem is missing too.
Though it's not the devs fault, as making games costs time, energy, and money.
After after the Cardboard trend died off, I'd been thinking of going with a Ketchapp/Voodoo/Cheetah Mobile model (free, hyper casual games) and implementing it for Oculus Go/ GearVR users. And yes, I understand there are barely 1m active users on Go/Gear compared to the smartphone demographic. Monetisation isn't top priority yet. I think I'd say my priority would be building a network of casual games for returning users.
The only problem is that I'm not too sure what kind of demand there is from current users, so I'd love feedback, thoughts, ideas on this. My first priority is trying to build something users would like. Revenue would be nice with VRads.
I'd love to hear the communities' thoughts on the endeavour my team has been on (3 hyper casual games still WIP).
Of course, AAA titles with stories, artwork and complex mechanics win by far, but do you guys think the ecosystem could benefit from a "freemium"/casual model of VR games? Would you guys play casual games if they were free (with some VRads?)