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Sell me on why I should pay $24.99 on applab?
When this game is free everywhere else? Don't get me wrong, this old game from 2004 seems to have its following for a reason. I feel like in the current state $9.99 would be resonable. What are you trying to do devs raise money for expanding the game or is this a cash grab? No attempt at trolling either. It just seems from the 3 reviews left on this game 2/3 said the price was a bit expensive. Nevertheless, having something close to Elite Dangerous on my Meta Quest.2.seems appealing. To be honest I looking to be sold on the idea on why I should dish out 25 bucks. Are there enhancements on the quest.version? Did it take a substantial amount of work? What is it I'm paying for when everyone else gets it free? Thx.
So, first of all, thanks for the interest.
We do not currently suggest that anyone buy the AppLab version of the game, as we've mentioned elsewhere.
The AppLab version was never publicly announced or linked by us, in any way. What with AppLab titles being kind of inherently "hidden", we honestly didn't expect that people would explicitly search for the exact name and discover it independently.
The AppLab version is in kind of a "beta" state. You can technically buy it and use it, and it should work pretty well? But, you should have the awareness that:
1) We may eventually give the Quest version away to existing VO players.
2) Oculus/Meta could pull the plug on the game at any time, and we would likely have no idea it was going to happen, or any recourse (or means of dialogue with them) if it did.
We don't want any VO player to feel "burned" by any purchase, so please keep the above in mind.
As to the greater "why" of the situation, and answering the rest of your questions.. I'd normally prefer to be candid in my response here, but at this time I think I'll defer to a future Newsletter, that makes a carefully-worded formal announcement, and tries to address the painful and convoluted history of Vendetta Online for the Quest.
Prior development of the Quest version ended very badly for us, the deciding factors that prevented its release were outside any possibility of our company's foresight or control, and "going public" about the situation may have broader long-term ramifications for us; all of which makes it something we have to approach thoughtfully.
I will comment that the Quest development was quite expensive (and long hours), and we will likely never recoup that significant investment. But, that also isn't a simple reason for the pricing either.
In closing, I hope that we'll eventually be able to deliver "something" to all those VO players who ran out and bought a Quest, based on the historical strength and prominence of our prior releases on GearVR and Oculus Go. But, the road to get there has been lengthy and challenging.
We do not currently suggest that anyone buy the AppLab version of the game, as we've mentioned elsewhere.
The AppLab version was never publicly announced or linked by us, in any way. What with AppLab titles being kind of inherently "hidden", we honestly didn't expect that people would explicitly search for the exact name and discover it independently.
The AppLab version is in kind of a "beta" state. You can technically buy it and use it, and it should work pretty well? But, you should have the awareness that:
1) We may eventually give the Quest version away to existing VO players.
2) Oculus/Meta could pull the plug on the game at any time, and we would likely have no idea it was going to happen, or any recourse (or means of dialogue with them) if it did.
We don't want any VO player to feel "burned" by any purchase, so please keep the above in mind.
As to the greater "why" of the situation, and answering the rest of your questions.. I'd normally prefer to be candid in my response here, but at this time I think I'll defer to a future Newsletter, that makes a carefully-worded formal announcement, and tries to address the painful and convoluted history of Vendetta Online for the Quest.
Prior development of the Quest version ended very badly for us, the deciding factors that prevented its release were outside any possibility of our company's foresight or control, and "going public" about the situation may have broader long-term ramifications for us; all of which makes it something we have to approach thoughtfully.
I will comment that the Quest development was quite expensive (and long hours), and we will likely never recoup that significant investment. But, that also isn't a simple reason for the pricing either.
In closing, I hope that we'll eventually be able to deliver "something" to all those VO players who ran out and bought a Quest, based on the historical strength and prominence of our prior releases on GearVR and Oculus Go. But, the road to get there has been lengthy and challenging.
I follow you 100%
I'm going to buy it and enjoy it while it last!
Thanks for taking the time and best of luck for VO's future.
I'm going to buy it and enjoy it while it last!
Thanks for taking the time and best of luck for VO's future.
I started playing for free on the mobile phone but found the screen size limiting. We already had a Quest in the household not being used much so it was a simple decision for me. Buy the game on the Quest for £20 or buy a gaming PC. Best £20 iv spent in a long time. It's now six months later and I still play exclusively on the Quest. The game looks a lot nicer on my phone, the resolution is sharper and it can handle textures far better but the overall experience that VR gives you, even in its shoddy beta lol, is hard to beat. I'm dreading the day it fails to boot due to an incompatible update from either side. I'll have to buy that PC lol.
It's a shame there won't be further development on it as I have a load of ideas that could make it even better, I haven't bothered suggesting anything though as I had a rough idea from previous responses on the subject. Hopefully at some point in the future the PCVR side of things will grow and make more development in that direction worthwhile, still gonna have to buy that PC though lol.
It's a shame there won't be further development on it as I have a load of ideas that could make it even better, I haven't bothered suggesting anything though as I had a rough idea from previous responses on the subject. Hopefully at some point in the future the PCVR side of things will grow and make more development in that direction worthwhile, still gonna have to buy that PC though lol.
It's a shame there won't be further development on it as I have a load of ideas that could make it even better
We have never claimed there won't be further development on it.
Development is slower, as it is unlikely to ever be available in the main store, or be able to generate meaningful revenue for us to offset the costs, but we are still trying to improve it when possible.
We simply didn't expect people to be finding / using it already.
Additionally, it is patched like every other version of the game, so you are receiving the fundamental, cross-platform game updates, usually every week or two.
We have never claimed there won't be further development on it.
Development is slower, as it is unlikely to ever be available in the main store, or be able to generate meaningful revenue for us to offset the costs, but we are still trying to improve it when possible.
We simply didn't expect people to be finding / using it already.
Additionally, it is patched like every other version of the game, so you are receiving the fundamental, cross-platform game updates, usually every week or two.
I'm glad I went with my gut on this one. I've had a Quest for a few years. Only played off and on. Vendetta Online is the first game I played on the headset which I can see myself spending all day in the headset everyday for a long time. The game looks amazing in VR. The presentation and training in VR is amazing. Knowing what I know now I would easily paid $70, the price of a modern next-gen game. I tried the game on my phone just to check it out as well and i mean it's cool but playing this game in VR is the only way I'd play it.
I know games can stay on APPLAB for years and years so PLEASE stretch this out for as long as possiable. For reasons unknown there seems to be the idea this game will never reach the meta store. I can only speculate as to why in that Meta has some stupid rules they won't compromise on. What ever it is I'm hoping that if this game ever did get booted off applab I'd still be able to play it.
I know you said incarnate you don't want to promote the game in anyway and I'm sure you have your reasons so they must be very good reasons. The only reason I can think of is you guys wanted to price the game around $40 and Meta undercut you guys somehow. I have no honest idea why, but this game running on Quest 2 is amazing and there's noting in the space genre like this native to Quest.
I'm not going to lie, I hope this game takes off on Quest and it becomes too big to fail. And God forbid this game gets drop by Meta which I have no idea why, since it had to go through a review process to even be accepted on applab in the first place, would it be possiable to still have the game playable for those who bought it before the games departure from APPLAB?
I know games can stay on APPLAB for years and years so PLEASE stretch this out for as long as possiable. For reasons unknown there seems to be the idea this game will never reach the meta store. I can only speculate as to why in that Meta has some stupid rules they won't compromise on. What ever it is I'm hoping that if this game ever did get booted off applab I'd still be able to play it.
I know you said incarnate you don't want to promote the game in anyway and I'm sure you have your reasons so they must be very good reasons. The only reason I can think of is you guys wanted to price the game around $40 and Meta undercut you guys somehow. I have no honest idea why, but this game running on Quest 2 is amazing and there's noting in the space genre like this native to Quest.
I'm not going to lie, I hope this game takes off on Quest and it becomes too big to fail. And God forbid this game gets drop by Meta which I have no idea why, since it had to go through a review process to even be accepted on applab in the first place, would it be possiable to still have the game playable for those who bought it before the games departure from APPLAB?
would it be possiable to still have the game playable for those who bought it before the games departure from APPLAB?
Look, I don't want to make you paranoid about that possible outcome, I just wanted to be upfront about the uncertainty, given that you were spending your money.
I suspect if the public AppLab entry were disabled by the platform, they would continue to allow existing owners to play; but.. again, that's outside of my control, and these platform companies can be quite arbitrary at times (as our Quest experience attests), and their policies are in a constant state of flux.
I'm really happy to hear you like the game and find value there. It was built to be the best Quest product possible, for the device's original launch; and while it was never completely finished, a tremendous amount of effort went into it. Not being allowed to ship it was incredibly demoralizing.
I know you said incarnate you don't want to promote the game in anyway and I'm sure you have your reasons so they must be very good reasons.
There are a few reasons why I don't really want to promote the game yet, one of which being its need of further polish (like further VR-specific tutorials, among other things), but also I want the chance to properly announce it and give some context to our players around what happened, to tell the story. Context is important, particularly because some players, who ran out and bought Quests at launch, are pretty bitter (at us) and have no idea that this situation was all outside our control.
The only reason I can think of is you guys wanted to price the game around $40 and Meta undercut you guys somehow.
There's no price-related factor that kept the game from being released or promoted. The original intention (pre-AppLab) was to ship this game at a lower price, but that became infeasible given the game will not have store featuring or discovery, forcing us to effectively "pay" for (practically) all inbound players via direct marketing (all while giving 30% of revenue to Meta for the "opportunity").
I will add that shipping any new port is also costly for us, because we then have to QA that port with every new patch-release, which is often every week or two. That becomes an on-going cost that we bear "permanently" from release onward.
But, despite all that, we've still been trying to bring this one online, even if it's a net-loss for us, because I know a lot of people wanted it (and god knows, we wanted to ship it).
So anyway, I'm glad to hear you enjoy it, and hopefully we'll be able to polish it up and more formally announce it in the near future.
Look, I don't want to make you paranoid about that possible outcome, I just wanted to be upfront about the uncertainty, given that you were spending your money.
I suspect if the public AppLab entry were disabled by the platform, they would continue to allow existing owners to play; but.. again, that's outside of my control, and these platform companies can be quite arbitrary at times (as our Quest experience attests), and their policies are in a constant state of flux.
I'm really happy to hear you like the game and find value there. It was built to be the best Quest product possible, for the device's original launch; and while it was never completely finished, a tremendous amount of effort went into it. Not being allowed to ship it was incredibly demoralizing.
I know you said incarnate you don't want to promote the game in anyway and I'm sure you have your reasons so they must be very good reasons.
There are a few reasons why I don't really want to promote the game yet, one of which being its need of further polish (like further VR-specific tutorials, among other things), but also I want the chance to properly announce it and give some context to our players around what happened, to tell the story. Context is important, particularly because some players, who ran out and bought Quests at launch, are pretty bitter (at us) and have no idea that this situation was all outside our control.
The only reason I can think of is you guys wanted to price the game around $40 and Meta undercut you guys somehow.
There's no price-related factor that kept the game from being released or promoted. The original intention (pre-AppLab) was to ship this game at a lower price, but that became infeasible given the game will not have store featuring or discovery, forcing us to effectively "pay" for (practically) all inbound players via direct marketing (all while giving 30% of revenue to Meta for the "opportunity").
I will add that shipping any new port is also costly for us, because we then have to QA that port with every new patch-release, which is often every week or two. That becomes an on-going cost that we bear "permanently" from release onward.
But, despite all that, we've still been trying to bring this one online, even if it's a net-loss for us, because I know a lot of people wanted it (and god knows, we wanted to ship it).
So anyway, I'm glad to hear you enjoy it, and hopefully we'll be able to polish it up and more formally announce it in the near future.
Incarnate,
Thanks for clearing the air and making some sense of this apparent paradox. The paradox being you guys have what should be considered a smash hit in VR yet you want to keep it under raps in order to have a reveal worthy of such a note worthy title. Moreover, it definitely appears your studio made tremendous effort and investment to be brought to the official store front yet on the Meta Quest but seems you guys hit some road blocks. The only practical thing moving forward is to work from where you are, not from where you wish you were.
Anyhow, one of the main reasons I followed up on my last post wasn't to only secure my intial instrest of the game, rather the future investment. I noticed there are subscriptions and different tiers of special currency, just like any other MMO , which I like to further invest in. I was looking for a little confidence booster in investing further into the game via subscription, or even currency if i would still need it after the sub. Its seems clear you are willing to keep the game on Quest but acknowledge certain factors are our of your control. That's good enough for me to go all in!
Thanks for clearing the air and making some sense of this apparent paradox. The paradox being you guys have what should be considered a smash hit in VR yet you want to keep it under raps in order to have a reveal worthy of such a note worthy title. Moreover, it definitely appears your studio made tremendous effort and investment to be brought to the official store front yet on the Meta Quest but seems you guys hit some road blocks. The only practical thing moving forward is to work from where you are, not from where you wish you were.
Anyhow, one of the main reasons I followed up on my last post wasn't to only secure my intial instrest of the game, rather the future investment. I noticed there are subscriptions and different tiers of special currency, just like any other MMO , which I like to further invest in. I was looking for a little confidence booster in investing further into the game via subscription, or even currency if i would still need it after the sub. Its seems clear you are willing to keep the game on Quest but acknowledge certain factors are our of your control. That's good enough for me to go all in!
can someone send me the link. thanks kindly
I cant pm you FinnyWiggen but here is a referral link so you can get 25% off!
https://www.oculus.com/appreferrals/Trinitarian/4340670129365944/?utm_source=2
https://www.oculus.com/appreferrals/Trinitarian/4340670129365944/?utm_source=2