, 6 tweets, 2 min read Read on Twitter
Tokyo Chronos producer @tokimekishiken raises some important points here about how Japanese VR developers stand to fare with the stricter 'quality first' @Oculus Quest store guidelines. Here's a few highlights
1. There's worry Facebook may not have a deep understanding of VR markets beyond the US, given their surprise about how well the Oculus Go sold in Japan. What counts as 'quality' for the US market may be different than what audiences are looking for elsewhere
2. Upcoming Japanese titles are probably strong on the 'probable market success' criteria (given the successful kickstarters for Tokyo Chronos and Spice & Wolf). But the emphasis on 6DOF freedom of movement may be a difficult fit for developers focused on the Japanese market
[Note: in part this goes back to why the Go did so well in Japan -- in urban areas at least not many have the luxury of enough open space to take advantage of extensive 6DOF movement, or at least it's riskier to make that the main focus.]
3. Go titles are limited in how much you can reasonably charge. Steam it's easy to get buried. PSVR offers a strong alternative (w/ better understanding of Japan obviously). But it's still going to be crucial going forward for Japanese VR to fight for a presence on Quest
[I'd add: a lot of this overlaps with concerns following this announcement from indie developers within the US too, and obviously there's a history of strict console controls in Japan too. Question is how culturally inclusive the definition of 'quality' is going to be here]
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