When was the deadline for VR for Impact applications? Can I still submit?
We closed applications for VR for Impact on February 28, 2017. We are not accepting further applications at this time.
What happens now?
Right now, we’re evaluating every idea and proposal submitted to us based on the text in the application form.
After our initial evaluation, we’ll be consulting with charities and non-profits in various fields, all related to the United Nations Sustainable Development Goals, to help determine our final choices. We will then reach out directly to our final applicants for further information. We will announce our initial projects publicly on Earth Day, April 22, 2017.
I submitted an application. Can I submit more information later?
Initial submissions will be filtered based on the descriptive text submitted, to ensure that all ideas get the same treatment. After this initial filtering, we will reach out to chosen applicants and ask for additional information about their submission.
Will you be in touch before final announcements?
Yes, but only to those applicants whose submissions are being selected to move forward.
How many projects are you looking to fund?
We don’t have a fixed number in mind. It will depend on the applications received.
Do you intend to fund the whole, or only part of a project that’s selected?
This will vary case by case, depending on the project.
If my project gets selected, am I obliged to proceed with the project?
No, you are not. If you are selected as a finalist, until any funding agreement may be in place, your project will not be announced formally. You can choose to drop out at this point for any reason.
Will my project be publicly announced if it is selected?
Yes, unless a previous agreement has been reached to remain private.
By submitting a project, do we have any legal obligations?
You do not. Submission is not a formal agreement between yourselves and HTC.
If my project is selected, is there a legal obligation then?
Not upon selection. You can, if you choose, drop out of consideration at that point. If a funding agreement is made, then there will be a legal agreement involved, which will be agreed upon by yourselves and HTC.
I submitted a joint application. What happens if one of our group drops out, and we are selected?
We will re-review your application based on your new situation. Again, you are under no obligation unless a final funding agreement has been decided upon.
If we create a prototype for our submission, who owns that if we are selected?
Any code or other assets created by you remain your property. If other terms are negotiated during the final funding agreement, they would apply.
Will there be any press release naming initial applicants?
No. If a submission is chosen for final funding, a press release may be issued naming the applicants, as long as all involved agree.
Any other questions?
Feel free to ask them below, or send a PM to @Rockjaw.
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As I've said before, I've got no affiliation with this Kickstarter, just noticed and thought you might be interested. Only 50-odd hours to go, too. It's not cheap ($499!) but if you really want to feel like you've been shot in VR (!!) this might be your accessory.
Anyone interested? Think it's a great idea? Terrible?
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Hey @Radek, you make some excellent points and I appreciate the continued discussion!
Wanted to cover a few things. You're absolutely right that VR over time will become less and less 'new', but I hope that we're going to see more and more innovation in software, so that Vive will continue to stand out and be different thanks to (we'd argue) the best room-scale setup around. Right now we're seeing a lot of similar titles in some specific fields (wave shooters anyone?) but over time, I think we'll see 'best in class' emerge and become definitive experiences. At that point, as it tends to do, the market will move forward and we'll see innovation building on previous innovations. (See, for example, the progression from Wolfenstein to Doom to Quake to Half-Life.)
You're also right that profits will come from players who want to spend a lot of time in VR, who make repeat visits and so on. That's why we're trying to push that 'repeat play loop' with developers who are interested in creating VR content that's arcade focused, and we're trying to get content into arcade that encourages people to come back again and again; whether it's to have the experience again (perhaps multiplayer?) or to continue in something they previously started (ie, a project in VR).
It's important to note, regarding subscriptions vs arcade, that while there may be crossover between the two we can't guarantee that every title available will be available in both places. Some titles may be available for purchase only, some may be subscription/purchase only, some may be arcade only, or any combination of the three. It's unlikely that a title available in the arcades won't be available for purchase, but in some cases, that could be true.
Setting aside for a moment the fact that our terms of service regarding subscriptions won't allow you to 'publicly exhibit' (in the same way a Netflix sub doesn't allow you to show content from there and charge admittance), there are limitations on subs that might not suit an arcade owner. In your example of the arcade owner just having the hardware, you'd fall right into the 'public exhibition' problem.
If you chose to buy subscriptions for an arcade rather than opt into the platform - which again is against the terms of service, but just as an example - then you'd still have issues. You'd only have access to five titles per month, per subscription. Granted you could buy a lot of subscriptions, but you would have to juggle a lot of accounts. In addition you'd be fixed on a per account basis. Say for example you had ten subs, and you had Stonehenge VR on all ten - what if an eleventh person walks in and wants to experience it? You can't do it.
With arcade, you have access to a lot of titles, and any of them can be used for as long as you want without restrictions, except time.
(I realize re-reading your comment you may not have been aware how subscription works. In a nutshell, that's it. Access to five titles per month; you choose which five, from a selection available to you. So it's clearly limited in choice vs arcade.)
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Hey @Carx - I jumped the gun. The notification about where to go that'll be in the box is coming soon, I'm told. The FAQ is right. :)
Yes, depending on where you bought your Vive, the code could be in different places.
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Hi @Carx, here's an FAQ with all the details you need.
That code is redeemed at vive.com/code btw. Sorry you couldn't find it - there's supposed to be something in the box that lets you know.
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Hey @orl0x, ARK is a great game, but I haven't played it in VR so can't comment on that implementation. I think you'd enjoy it though. Bear in mind it's really designed to be played multiplayer, and is also pretty taxing on most PCs (even in 2D mode!).
Another game with VR support that's traditionally been 2D based is Elite: Dangerous. That's a spaceflight sim, essentially. I'm a fan myself. :)
Other good VR games - it does sort of depend on what you're into. If you're enjoying Onward, you might like Raw Data (shooter with robots) or Arizona Sunshine (shooter with zombies).
Climbey is a lot of fun, although does make some a bit motion sick.
I'd second the Vanishing Realms recommendation.
Final Approach is a fun 'playing with planes' experience, where you're landing planes like a giant air-traffic controller.
Adr1ft is also very cool - although you really do need to not have a problem with motion sickness. You're an astronaut trying to survive in a disintegrating space station.
Oh and I should probably plug our own Arcade Saga - three games in one, all of them guaranteed to work up a sweat, and now with multiplayer. :)
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Another example I saw today, just food for thought...
The Los Angeles Natural History Museum is doing a temporary VR exhibit using TheBlu, everyone's favorite VR-intro. They list it as a 6 minute experience, and are charging $8 for museum members, $10 for non-members (that's on top of the regular ticket price for entrance to the museum).
Under the same installation using Viveport Arcade, assuming that 6m runtime, you'd be spending 100 points/$1 every time you ran the VR experience for people. Obviously, other running costs would be added on to that, but does a potential $9 profit seem reasonable?
Of course, this is a specific example based on TheBlu, but I'd certainly have that in rotation if I was opening an arcade to the public. :)
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Regarding the Business Edition, I found this in the Arcade Operator FAQ (which is here). Emphasis mine:
For territories where the hardware is not yet distributed or if operators choose not to use the commercial units, the Viveport Arcade platform is compatible with the consumer units however operators should note the warranty and service will not apply.
Obviously, that's a risk - the lack of warranty - but there's the official line.
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