07-31-2015 04:20 PM
04-25-2016 08:19 PM
In my case, I'm a seasoned developer (worked in AAA for over a decade). When we began work on our game, we tried roughly 70% of the experiences available on the store so had an eye for what the quality range was like. I feel we've hit the target fairly satisfactorily and while we're not Eve Gunjack, we are far from a bottom-of-the-barrel product. Here is what is published about feedback, which is what a developer would read when choosing to develop for Oculus. Does it seem reasonable that what is published and what is reality is so far off?
cybereality said:
Basically, submitted apps can be rejected for numerous reasons. In many cases, the overall quality of a submission could be so low that there is not a clear path the fix the game or confidence that adjusting a few things would even raise the bar high enough to be accepted. I realize this is a poor situation for some developers, and it's debatable whether this is the right policy, but it's where we're at today.
04-25-2016 08:28 PM
04-26-2016 11:07 AM
04-26-2016 11:19 AM
CodingJar said:
@motorsep, from what I understand, Steam made Greenlight in part to address this particular issue where they are no longer the sole gatekeepers. Oculus has not yet addressed it.
04-26-2016 12:21 PM
You have to remember that Steam has so many users, so every game brings a sizable chunk of money to Valve. They can't pass on it. Oculus has Facebook behind it and can afford to be picky. In a long run it's a win/win for everyone.
04-26-2016 01:01 PM