VR game
Despite record sales and recent hype around mixed reality and spatial computing, Fast Travel Games will continue to be “practical” and stick to what it does best: creating VR games.
The studio's CEO, Oscar Berman, recently spoke with Game Developer about the state of the studio and the industry in general.
Fast Travel Games more than doubled its holiday sales year-over-year due to the success of its VR game Vampire: The Masquerade – Justice. Released in November for Meta Quest and his PSVR 2, it is the VR studio's biggest title to date. The game developer revealed that the studio's VR games sold more than 100,000 copies in total in November and December 2023.
Despite this success, Berman remains “realistic” and does not want the studio to grow out of control. The studio currently employs about 70 people, which Berman said is just right for a title the size of Justice and other upcoming games.
“We have to keep making enough games to get audiences interested in VR. It’s a gradual process. Only when we see greater growth on that front will we be able to move our studio forward. You can really think about how big you can make it,''' Berman tells Game Developers.
VR studios sit between VR, MR, and spatial computing.
The CEO believes the industry may have been too quick to make VR more than just a video game console, and that the market still needs to define itself.
“We've seen the industry push into a metaverse that audiences aren't quite ready for yet. Devices aren't yet comfortable and robust enough to work on all day long, so in a sense, walking I felt like I was trying to run forward,” Berman said.
Now, mixed reality and spatial computing raise another set of questions. For the time being, Fast Travel Games plans to focus on developing his VR game.
“While we are definitely interested in MR and how it can grow the market, ultimately we still see ourselves primarily as developers and publishers of VR games. For now, Berman hopes VR studios will release bigger and better video games that can appeal to a wider audience.