Moss Developers: VR Market Size Is An Advantage to Smaller Developers
Danny Bulla of Polyarc thinks that the relatively smaller size of the VR market allows small developers to have a big impact.
In the virtual reality (VR) videogame market, smaller and independent developers have had some significant success, with titles such as Apex Construct, SUPERHOT VR and Beat Saber among others getting praise from critics as well as good sales numbers. Danny Bulla from developer Polyarc has had a few words to say on how the VR market is a positive place for independent developers.
Polyarc is the developer behind Moss, the adorable platforming adventure starting the cutest mouse in VR, Quill. Moss has earned near universal acclaim from fans and reviewers, with its great gameplay, amazing art and absorbing story, but particularly for its protagonist.
Though some in the VR industry have been disappointed that the rate of growth for the VR market has not been as fast as some were initially predicting, but Danny Bulla told Gamesindustry.Biz that he isn’t too concerned with the state of the market.
“It’s developed much like other markets, if you pay attention to it closely,” Bulla said of the VR market. “I think a lot of people had high expectations up front, and I don’t think those were necessarily rooted in anything particular other than excitement for a new medium.”
Bulla said that VR was in an interesting position right now, as developers are beginning to understand how VR differs from traditional videogame development.
“Developers are kind of getting their legs with VR,” Bulla said. “They’re understanding the mechanics that make the medium different from traditional gaming. They’re understanding the things that are required to make it more like traditional gaming, the things that players expect.”
As the big developers have barely dipped their toes in VR so far, Bulla believes this leaves independent developers in an ideal position to make a big impact: “For us as independent developers, we have the flexibility of scoping down our game to fit the market size,” Bulla said. “I think that’s why you’re seeing a lot more independent developers because you can get a brand out there, create a game, introduce yourself to a community of players on a smaller budget with a more constrained game design, and really have that kind of dialogue you may not have if you’re trying to operate in a bigger budget market. So in a way, the smaller size of the VR market allows developers like us to reach players we may not have in a bigger market.”
For future coverage on developments in the VR market, keep checking back with VRFocus.