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The CEO of Cubic Ninjas shares his experiences and the differences between releasing VR apps on the Steam and Oculus store.
After releasing highly rated apps in both Steam’s VR category and in the Gear VR Oculus store, Cubic Ninjas CEO Josh Farkas took to Twitter to share the some of the differences he’s noticed between the two marketplaces, and the lessons he’s learned from launching games on both platforms.
Pricing
Farkas notes that, depending on the platform, users may be hesitant to pay for VR content. In his experiences, Steam users seem to be more willing to pay for VR games while Gear VR users are more likely to give free apps a go.
Pricing: In our data, a free Gear VR app has 10+x engagement vs paid one. It seems for every dollar increase, divide audience by 50%. YMMV
— Josh Farkas (@JoshuaFarkas) October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">https://twitter.com/JoshuaFarkas/status/785505978749952000">October 10, 2016
Position
The two marketplaces handle in-store product positions differently as well. In the Gear VR Oculus store, app sales are entirely determined by Oculus. This includes the placement in the store and the ranking of each app displayed within a category. Steam, on the other-hand, has a much more straightforward approach:
Position: Steam guarantees # of views and randomizes those views. It's so clear that I can explain in a tweet and still have 100 characters.
— Josh Farkas (@JoshuaFarkas) October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">https://twitter.com/JoshuaFarkas/status/785508957662085120">October 10, 2016
Audience
Players spend more time with games on a non-mobile platform like Steam. Steam users spend five times more time in-app than users on a mobile platform like the Gear VR. Free content also seems to have greater engagement on Gear VR. This may be related to the audience for Gear VR, which Farkas says is younger but much broader.
Audience: UI/UX needs much more QA love on mobile. Very easy to frustrate on Gear VR, as often less VR/tech oriented. Should 'just work'.
— Josh Farkas (@JoshuaFarkas) October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">https://twitter.com/JoshuaFarkas/status/785511675327811584">October 10, 2016
Dev Support
Steam seemingly has the better support system; Farkas notes that Valve's email support, forums, and practice guides are all well in line with what a developer would want on the platform. Oculus, on the other hand, has been less reliable with email replies in his experience. He also notes that the forums are difficult to work with, and the best practice guides are outdated and inconsistent at times. Despite this, the actual backends for both systems are “are beautiful and highly functional. The examples are wonderful now as well. A genuine pleasure.”
Future: I love both the Gear VR and Vive/Steam as platforms and believe both have insanely bright futures.
— Josh Farkas (@JoshuaFarkas) October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">October" target="_blank">https://twitter.com/JoshuaFarkas/status/785518904869203968">October 10, 2016
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