I haven't followed the recent VR releases on Steam since I assume they are more focused on Vive than the Rift, but the frequency of releases on Steam in general is a well-known problem caused by a too open platform with too little quality control. You're at the mercy of reviews and forum comments if you want to know if that Steam VR game that's tempting you will run satisfactorily on your system, or at all.
The thing about Oculus Home is, that in the storefront you cant even see how good that game is, which is actually pretty important especially considering how "vomit inducing" a game might be. These "intense" labels dont actually help anyone.
And not having refunds is also another thing. Imagine a game makes everyone sick. Like the VR implementation is so bad, that in 5 minutes you get sick. You bought a useless game.
However, all those features are not trivial to implement. It's easy to see what the competition is doing and throw out a list of things a storefront "needs". But from a software engineering perspective, every single one requires lots of UI work, back-end work, QA, testing, etc. Oculus is starting from scratch. It will never be at feature parity with Steam.
I'm not discounting that the issues exist. I'm just tired of seeing you post about it in a condescending way, as if Oculus could pump out all those features in a matter of weeks.
The thing is still that some of the things can easily be adopted. Im not talking about refunds or sth. like that, since that will be a legal problem, but a chat. I mean Steam especially has a beta-client, where people can test out features. And even me, without any IT-background, coded a simple chat-message between two PCs over the Internet about 10 years ago.
Another thing are cloud-saves. Steam has a simple solution: As a dev you tell where the save-files are located and then it uploads those files after a playing session to their Servers, where they are stored. When you download the game from another PC it downloads them from there. I doubt its that hard to pull of.
Also a simple search engine...
I also dont want them to pull them off in a matter of weeks, but thats actually another problem. I am not the only one talking about these issues, but Oculus lacks when it comes to communication. I can tell you when the community has a problem with the balancing in TF2 or CS:Go, at least you get some message from the guys at Valve in charge of these games: "We are looking into it."
I just think these are things that are not really hard to see before launching sth. like that. I am just disappointed in Oculus, because, even though the DK1+2 had big shipping issues, during that time the communication was far better and Oculus worked together WITH the community. Right now it seems that, judging by some posts by Palmer, that the community is toxic and just wants, wants, wants...
I haven't followed the recent VR releases on Steam since I assume they are more focused on Vive than the Rift, but the frequency of releases on Steam in general is a well-known problem caused by a too open platform with too little quality control.
Its not just shovelware thats being released and its not actually focused on the Vive, but both plattforms. Peoples games who have been rejected by Oculus are appearing there like The Visitor. In the last week on Steam we got iomoon, Kismet, City Z, Stealth Labyrinth, Stealth Labyrinth, Fated and Valiant. And 1 week before Pollen, (I am also aware that Pollen is coming to Oculus Home, but right now the VR support in beta is only available on Steam), Deer Man, Poly Runner, Collider and Technolust. And these are just the Oculus compatible titles.
On Oculus Home we got The Climb, Fated and Technolust.