Viveport Ge Yunshan: VR games need to be improved in the exploration of interactive standardization
In front of AR/VR, domestic and foreign practitioners are considered to be on the same starting line. Domestic entrepreneurs are also using their own wisdom and innovation to lead the development trend of the world AR/VR. The industry giant HTC Vive won the best VR hardware award, which is indeed worthy of the name.
Hyundai Yun, Director of Operations, HTC Viveport China
Ge Yunshan said that VR+ can expand the road to VR. Currently Viveport platform has more than 600 online content, more than 400 offline content, HTC Vive with a complete online and offline content distribution channels will also work with industry partners to expand the industry application of VR technology. After the meeting, Ge Yunshan also accepted an exclusive interview with reporters, introduced the Viveport platform, and expressed his unique views on VR games.
Reporter: What is the current Viveport platform composition, operating model, overall content quantity, and content type?
Ge Yunshan: Viveport consists of three forms, namely PC-based VR content distribution platform Viveport PC version, mobile-based VR content distribution platform Viveport M (that is, Viveport Mobile), and content distribution platform for offline stores Viveport Arcade. The first two ToC, paid for user support downloads, provide developers with profit sharing. The Viveport Arcade mainly ToB, billed according to the duration of use, also takes a split mode for developers. At present, Viveport has more than 600 online content, and over 450 offline store content, of which 2/3 are games and 1/3 are applications, especially professional applications in vertical areas like VR education, tourism, automotive, and medical.
Reporter: At present, how many developers are attracted to Viveport? How is the growth rate of developers? What are Viveport's support and favorable policies for developers?
Ge Yunshan: At present, Viveport has registered more than 20,000 VR developers worldwide, and developers are enthusiastically growing. Viveport assists developers in media promotion and brand exposure, and more actively supports developers in online promotion, user-drainage, and offline store realization. In particular, ToB's business is already one of the important ways to realize VR content provided by Viveport, including vertical cooperation in education, medical treatment, design, and real estate, and VR hardware customization supporting content will help developers realize cash as soon as possible. And VR reading platforms such as Vivepaper can also present traditional media content to users in a whole new format, realizing content monetization.
Reporter: What standards does Viveport have when it comes to selecting content and what kind of content is growing faster?
Ge Yunshan: VR content should first have an excellent VR experience, excellent picture, suitable story, avoid dizzy movement, natural physical interaction and high degree of detail immersion. If there is more innovation, the introduction of excellent IP and social sharing among players, there will be opportunities to become VR explosive content. Most of the previous FPS, puzzles, and horror-type games will have more MOBA, card, and RPG type games emerging in the new year, attracting many players with richer gameplay.
Reporter: According to the Viveport platform data, what types of VR games are more popular?
Ge Yunshan: The popular FPS games that are easy to use but difficult to master are currently popular, especially the pictures and interactively produced products. If you can join the online battle function and design appropriate levels, the stickiness and attractiveness of players will increase greatly. At present, the number of users of VR products will also be affected by the number of hardware. If the game supports the PC mode and VR dual mode, it is easier to get players to pursue and achieve big sales.
Reporter: What kind of factors do you think a good VR game needs? What are the common defects in current VR games?
Ge Yunshan: A VR game should balance its gameplay with the VR's unique input and output methods. Focusing only on the former, VR games are performed in the same manner as conventional games, and are subject to the limitations of the length of use and the lack of payment points, making it impossible to produce excellent products. Overemphasizing the latter, it is easy to make VR experiments. Users will only use it for early adopters and will not stay in the product for a long time, causing the loss of players. Today's VR games are still in urgent need of improvement in exploring the standardization of interactions and meeting the needs of users. We look forward to working together to solve these common problems as soon as possible.
Reporter: At present, there are few channels for realizing VR content. How can content developers “go to money†and how can Viveport help VR content be realized?
Ge Yunshan: Viveport provides three channels to help developers cash out. Viveport PC is a content distribution platform that is bundled with Vive hardware. It helps VR content developers to promote their products online for consumers and receive relevant income. Viveport M will provide mobile phone users with more convenient and better-experienced mobile VR content, take advantage of the number of mobile phone users, highlight the characteristics of social sharing, and bring good user retention and liveliness to VR content developers. To benefit. Viveport Arcade will expand more ToB partners, reach more offline users, serve Vive users through content, and at the same time provide content developers with sufficient funds as soon as possible, occupying the first place in the VR content field.
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