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Why We Should Remain Skeptical of the Ouya Android Console

An anonymous reader writes "We recently talked about the 'Ouya' console — a conceptual Android-based gaming device that's had a massively successful Kickstarter campaign. While most people are excited about such a non-traditional console, editorials at 1Up and Eurogamer have expressed some more realistic skepticism about the claims being made and the company's ability to meet those claims. Quoting: 'Even if we set aside the issue of install base, one of Ouya's selling points could make developers wary of investing in it. Through the pitch video and on the Kickstarter page, Ouya emphasizes the ability to root the system and hack it without fear of voiding the warranty. With a standard USB port and Bluetooth support, it will be possible to use controllers and peripherals with it other than the one it comes with. What this also opens the door for is piracy and emulation. No doubt a chunk of the audience interested in Ouya are those intrigued by the idea of having a box that hooks up to a TV and can run Super Nintendo or Genesis emulators. Others will look at the system's open nature as an invitation to play its games for free; if it's as open as advertised, it should not be difficult to obtain and run illegally downloaded copies of Ouya games.' Ouya CEO Julia Uhrman has responded to the skepticism, saying, 'Ouya will be just as secure as any other Android-powered device. In fact, because all the paid content will require authentication with Ouya's servers, we have an added layer of security. Hacking and openness are about getting what you want to do with the hardware. Rooting the device won't give you any more access to the software.'"

184 comments

  1. Kickstarter is such a stupid idea by Anonymous Coward · · Score: 2, Insightful

    I realise that businessmen have had it easy since the '80s, but at least there was the vague principle that people invest their money in return for some proprietary interest in the ongoing concern. Kickstarter appears to be the epitome of fawning obsequience to the owning classes, where people contribute money in return for a single trinket.

    1. Re:Kickstarter is such a stupid idea by Theophany · · Score: 3, Insightful

      Whilst your comment seems to be somewhat inflammatory, I do find myself agreeing to a certain degree. It's like venture capitalism without the capitalism. That being said given the global backlash against capitalism, Kickstarter's success doesn't surprise me.

    2. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 1

      But the global backlash hasn't been against capitalism per se, rather the fact that capitalism wasn't delivering. Capitalism means more than "doing what you want without government intervention" - it's a method by which people smart with money can accumulate and invest money in productive endeavours to increase their wealth further over time. But it became a method by which certain entrenched classes could dishonestly leech money from others in return for very little. And I feel that Kickstarter is that sort of degenerate capitalism.

    3. Re:Kickstarter is such a stupid idea by Riceballsan · · Score: 5, Insightful

      Well I would say the plus of kickstarter is it fills a need that wasn't being met. The companies with the money, have stopped listening to the fans that buy their products. The same crap has been rehashed 500 times because people with money, will not invest money until after they have seen evidence that the fans will buy that product. The end result came the new methods of selling. Including the method games such as minecraft and project zomboid used by selling the very rough alpha of the game with the promise of future updates, and kickstarters. The end result is that games that otherwise had no way of coming into being have been funded and several released, as the fans have more or less purchased the games in advance to fund the development. While I do agree it shifts the burden of risk onto the fans at least it is shifting the risks onto fans that want to take that risk. Compare that to the banks etc... who gamble with our money whether we want them to or not.

    4. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      There's nothing new about Kickstarter - the first commercial ISP in the UK, Demon, was started on the basis that 200 people would pay a year's subscription in advance.

      And the more equitable incarnation is the mutual, in which each person puts in a small share for equal ownership and equal vote. I don't know much about the history of mutuals in the US, but they've been around for centuries in the UK, and some of the most popular high street brands - e.g. Waitrose (John Lewis Partnership) and the Co-Operative Society - are of this form.

    5. Re:Kickstarter is such a stupid idea by serviscope_minor · · Score: 5, Interesting

      It's like venture capitalism without the capitalism.

      It's not hard to understand. It's like Free Software and attempts to pidgeonhole it along very rigid lines will always fail simply because it serves multiple purposes.

      I helped fund a film which is now being made. From my point of view it's just distributed patronage.

      --
      SJW n. One who posts facts.
    6. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 1

      Kickstarter works well (is far from perfect) for projects which need a lump of money in order to contribute something great to the pubic domain. I've never understood why people fund projects where the outcome is the establishment of some proprietary asset; here I would only invest in exchange for shares, and then, only if I believed that the budding company would likely have a net positive effect on the community in which it grows and where I expect to get a good return on investment.

      Exceedingly few projects meet these requirements and Ouya is not among them.

    7. Re:Kickstarter is such a stupid idea by Theophany · · Score: 2

      I don't have any moral or otherwise objections to Kickstarter, I think it is helping a lot of great work get off the ground and as long as people bear in mind 'caveat emptor' before parting with their hard-earned, hopefully many more good things will come from it in time.

    8. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      I can understand a hub for funding necessary costs toward a public domain project, although at 5% fees I still wouldn't fund any project through Kickstarter.

      A charitable hub could easily be operated at cost. There is a cadre of rich, lazy Internet middlemen and I don't want to create another.

    9. Re:Kickstarter is such a stupid idea by ocularsinister · · Score: 2

      I think you've got a bit confused - John Lewis operates as a partnership. That is, all members of staff (except the cleaners!) are partners and have a say in how the company is run.

      That is quite different from investors/early adopters funding a fledgling business.

    10. Re:Kickstarter is such a stupid idea by jurgen · · Score: 4, Insightful

      Kickstarter is not meant to replace venture capitalism... it is an alternative to venture capital for types of projects which wouldn't be attractive to capitalist investors, such as art projects, or very small scale manufacturing, or as in this case, projects that venture capitalists might consider unrealistic but in which enthusiasts might have enough faith. Those who contribute don't do it for a "trinket"... we do it either because we simply want to see the project succeed, or because we want the product enough to pay for it in advance and take the chance that it'll never materialize.

      Kickstarter is filling a needed niche... Iit's a large niche, and it seems to be working. And it it works for enough types of things, it'll start inspiring venture investors to go after some of the same markets, which will mean that it's "working" in yet another sense for society.

      So I think Kickstart is a brilliant idea. We'll have to wait a bit longer to see if history will vindicate it, but early indications from recent successes are that it may be a real game changer.

    11. Re:Kickstarter is such a stupid idea by f3rret · · Score: 1

      I realise that businessmen have had it easy since the '80s, but at least there was the vague principle that people invest their money in return for some proprietary interest in the ongoing concern. Kickstarter appears to be the epitome of fawning obsequience to the owning classes, where people contribute money in return for a single trinket.

      Pretty much, yeah.

      --
      Admit nothing. Deny Everything. Make Counter-accusations.
    12. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 1

      Stop saying it is a damn investment.
      You are ordering a product to a specific design. (something you like as opposed to a personal request, no difference either way)
      Just like a painting, just like a meal at any eatery, just like any coffee. Any of them can be bad. If they are? You no longer go there. They lose a little bit of money
      If everyone agrees with you? They lose a lot of money and adapt or die. (unless it is the media industry at large)

      If it was an investment, you automatically make buying a damn sandwich an investment since you are giving the company some money to continue operating.
      Stop trying to blur definitions even more.

    13. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 1

      It's like venture capitalism without the capitalism.

      Venture socialism?

    14. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      I dunno about you, but if this goes ahead and actually becomes big, it could kickstart a decent Android gaming community.
      As a developer, that sounds pretty nice to me.

      I'd be able to make a decent amount of money in a non-scrubby way with various game+funding ideas on it that won't destroy the gaming experience or balance of the games like most free2play games out there. (see LoL, F2P my ass, it is P2W in disguise)

      In that sense, I actually would be indirectly investing in the company to eventually allow me to get money, if I wished.

    15. Re:Kickstarter is such a stupid idea by iamhassi · · Score: 5, Informative

      as it has been said on here before many Kickstarter projects are a scam

      Zioneyez used Kickstarter to steal $350,000 and delivered nothing

      When people complained, Kickstarter said "no refunds"

      If it sounds too good to be true, it is too good to be true. Problem is word is not getting out about all the scams on Kickstarter. All we hear are the successes, so people think everything on Kickstarter is legitimate when it's not, there are plenty of scams on Kickstarter.

      How many stories did Slashdot run on ZionEyez? Answer: One, and even then the story was "Has this failed?" rather than "Kickstarter project stole $350,000"

      How many stories did Slashdot run on Disapora? Answer: At least seven, even though Diaspora never met it's Summer 2010 deadline and many would argue it never achieved what was promised despite receiving $190,000 more than their goal

      Is everything on Kickstarter a scam? Of course not, but Kickstarter promises nothing on any project, they just give the information. In that regard it's a lot like Craigslist. Craigslist doesn't guarantee the guy you hired for roofing is going to do a good job. Difference is Kickstarter is presenting the information like it's legitimate, and I think that's where the problem is, why people are offering millions of dollars on projects that are obvious scams, because they believe Kickstarter has somehow verified these people when they're really no different than the guy offering to wash your windshield for a buck.

      --
      my karma will be here long after I'm gone
    16. Re:Kickstarter is such a stupid idea by iamhassi · · Score: 2

      I will say this might be the project that breaks Kickstarter.

      Like someone posted it will be impossible for them to offer the specs they claim they can offer.

      When the project fails maybe people will finally start being cautious with Kickstarter projects and stop giving them so much money.

      My biggest fear though is they will rip out all the specs, dumb it down to 2008 levels like a Tegra 1, and release it saying "LOOK WE MET OUR GOAL!" and no one will actually point out that they lied and Kickstarter will add a few more victims to the scammed list

      --
      my karma will be here long after I'm gone
    17. Re:Kickstarter is such a stupid idea by peppepz · · Score: 1

      Capitalism is today what it has always been, only that now certain countries are starting to experience how it feels when you're not at the top of the food chain.

    18. Re:Kickstarter is such a stupid idea by Jaysyn · · Score: 2

      As of right now there have been 543 "development" tier donations. Even if only 1/10 of them get used to make a game, that's still 54 games. And since 80% of everything is crap, that still at least 10 decent games at or near launch.

      If it launches of course.

      --
      There is a war going on for your mind.
    19. Re:Kickstarter is such a stupid idea by PopeRatzo · · Score: 3, Insightful

      given the global backlash against capitalism

      It's not like capitalism didn't throw the first blow.

      It's like curdled milk that people are just starting to notice has gone bad, the same way they noticed Communism did some time ago.

      Maybe, there is no socioeconomic system that human cupidity cannot spoil.

      --
      You are welcome on my lawn.
    20. Re:Kickstarter is such a stupid idea by DuckDodgers · · Score: 4, Insightful

      I think you underestimate the difficulty of establishing a charitable hub, running a website that can handle thousands of simultaneous page views, getting potential customers to trust you, and getting public awareness of your site so people know to check it for projects of interest for less than 5% of the overhead of the actual projects.

      I don't like that Kickstarter itself and Amazon each take a percentage of the funds. But I think creating a successful alternative is very difficult.

    21. Re:Kickstarter is such a stupid idea by Chas · · Score: 4, Informative

      I've never understood why people fund projects where the outcome is the establishment of some proprietary asset

      Okay. I'm part owner in a tabletop gaming company.

      We recently kickstarted one of our properties (quite successfully I might add, since our backers completely refunded the project in the last 24 hours of the campaign).

      Had we not kicked it, this property would have been put into our normal production pipeline and been out sometime next year (if it didn't get bumped by funding needs for one of our "core" properties).

      Our Kickstarter success means it goes into production NOW. It means that this is a game that people find interested and want to play now.

      You can play the basic game for free already. The Kickstarter allowed us to fully fund production costs and bring in a couple of valuable properties as add-ons/expansions.

      All our backers will be given access to the final form of the downloadable game rules and pieces. But over 97% of our nearly 600 backers opted for higher tiers of support where they get a full copy of the game and some of the premium Kickstarter exclusive one-offs. A huge swath of them also spent out for the add-on/expansions in excess of their basic contribution.

      Do they "own" the company that built it?
      No.
      But they're getting a copy of a game they REALLY like and they're getting it THIS YEAR instead of "maybe next year...ish". And, because they're getting it this year, they're paying for this year's production costs (and kickstarters are getting a bit of a discount off the final on-box price) and not next year's (higher) costs.

      This form of funding allows my company to be more agile in our releases and allows our customers to say "I want this NOW! Shut up and take my money!" instead of going "Man! Wish it was coming out now and not NEXT year!"

      Does that mean we're going to kickstart everything in our product line? Nah. That's why we have our traditional funding model. But this is an additional avenue to allow us to do MORE.

      --


      Chas - The one, the only.
      THANK GOD!!!
    22. Re:Kickstarter is such a stupid idea by Chris+Burke · · Score: 2

      Yeah, it was so much better when the people could only contribute their money in return for a trinket that had first been vetted and approved by the owning class.

      Heaven forbid we take one step closer to the capitalist ideal that if there's public demand for something then that something will be produced to fill that demand. What we really meant was that something will be produced if and only if it is approved by the Gatekeepers of Capitalism.

      --

      The enemies of Democracy are
    23. Re:Kickstarter is such a stupid idea by WankersRevenge · · Score: 1

      This really isn't news. Well, maybe to the naive.

      Some developers over promise. Other developers have no money skills. Even other developers don't know what they are doing. Failure is a part of life. And sure, there are scammers just like there are scammers everywhere. Hell, some scammers make big money (see Best Buy).

      When I back a project, I'm backing it's potential. I'm backing a product that I would like to see in the world. I ask for nothing and expect nothing. If the product makes it to market, then I'll buy it. If it doesn't, and the developers blow it all on hookers and booze, so be it. I just won't contribute to that developer again. If I ever contribute to a scammer, then sure, I'll report them and move on. But I'm not going to beat my breast and gnash my teeth at the horrors of the world.

      Look -- the act of doing nothing and letting an interesting project die in the wild costs me more than hiding in fear. And besides, I'd rather have that money spent by an indie developer instead of some mega-corp who views creativity as as a different font size on their earnings reports.

    24. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      And as I replied, back when Tegra 2 was popular, the Notion Ink Adam had significantly less than 500k units sold, and they all seem to have no issues with getting the processor in such a low volume.

      You probably shouldn't believe everything you read on the Internet without something to back it up.

    25. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      Venture Consumerism

    26. Re:Kickstarter is such a stupid idea by Hal_Porter · · Score: 1

      That is, all members of staff (except the cleaners!) are partners and have a say in how the company is run.

      Even Athens had a slave class.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    27. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      Just stop and look at how weird your posts are. This is not how adults talk, this is how stoned college freshmen talk.

    28. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      What film?

    29. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      Kickstarter is simply the way to realize the "I wish someone would make, do, etc. this...I'd pay for that". Sometimes you don't want to get rich, you just want what you want. Kickstarter is a way to give people that. If you don't like it, don't contribute.

    30. Re:Kickstarter is such a stupid idea by Chris+Burke · · Score: 1

      I tailored my language to the post I was replying to, but I am surely chagrined knowing someone with such a mature view of what adulthood means doesn't approve.

      --

      The enemies of Democracy are
    31. Re:Kickstarter is such a stupid idea by LingNoi · · Score: 1

      I funded the kickstarter and I see it more of a donation that anything else. I have wanted something like this to happen for a long time and I paid money for a chance for it to be a success. I think a lot of the people that are funding this feel the same way.

      If it doesn't work out then at least I tried rather then bitch on reddit or slashdot about how nothing like this ever comes along.

    32. Re:Kickstarter is such a stupid idea by LingNoi · · Score: 1

      Yours is the most insightful comment i've read so far. Some of the haters on here simply don't get it.

    33. Re:Kickstarter is such a stupid idea by sapphire+wyvern · · Score: 1

      I'd be interested to know which product you're talking about (especially since you say you can play the basic game for free)...

    34. Re:Kickstarter is such a stupid idea by serviscope_minor · · Score: 1

      The bronycon documentary.

      --
      SJW n. One who posts facts.
    35. Re:Kickstarter is such a stupid idea by Anonymous Coward · · Score: 0

      That is why you have platforms like Seedrs [http://www.seedrs.com], that are being created in the UK in order to make seed capital an investment instead of a donation. Kickstarter is indeed a hub for donations, not for "making business"

    36. Re:Kickstarter is such a stupid idea by Chas · · Score: 1

      I'd be interested to know which product you're talking about (especially since you say you can play the basic game for free)...

      http://www.kickstarter.com/projects/450703636/the-duke?ref=live

      --


      Chas - The one, the only.
      THANK GOD!!!
  2. Fragmentation by mister2au · · Score: 1, Insightful

    Personally I'd more concerned by Android bugbear - fragmentation of platforms.

    What is the upgrade path? Annual incremental spec upgrades?
    - with incremental upgrades, you'll get massive fragmentation for gaming and within a couple of year the choice of targeting the lowest common denominator (which is already pretty low for this hardware)
    - without incremental upgrades, you disappoint the embedded systems/HTPC/hacker crowd

    I doubt this can be "everything to everyone" and will prove to be a bigger long term issue than openness (or the economic of software development for a fairly low volume platform).

    1. Re:Fragmentation by obarthelemy · · Score: 5, Insightful

      Well, it's a device sold for a purpose. As long as its satisfies that purpose, it's all good. Console are the epitome of hardware that's not frequently updated, because the goal is to play games, and good games don't need bleeding-edge hardware.

      If the console can play good games when you buy it, it will still play good games 4yrs later. No need to obsess about specs.

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    2. Re:Fragmentation by Anonymous Coward · · Score: 0

      That mostly because the consoles are so wastly overpowered at launch that they are quite litterally a hardware revolution.

      A mobile cortex has wastly different designspecs, high resolution gaming on a tv is a mere pipedream.

    3. Re:Fragmentation by beelsebob · · Score: 3, Funny

      Right, 1920x1080 is way too high res for mobile chips, I mean, the iPad is only 2048x1536, it'll be years before they're able to get up to 1920x1080... wait.

    4. Re:Fragmentation by Anonymous Coward · · Score: 1

      Well, there's a difference between being able to display images in high resolution, and being able to *render* images in high resolution. The 360 and PS3 are both capable of 1080p output, but nearly all of the games end up in 720p anyway (and in some cases, even lower, then upscaled up to 720p). Because they aren't fast enough to render 1920x1080 pixels in real-time.

    5. Re:Fragmentation by Anonymous Coward · · Score: 0

      Disclaimer: I have no idea, I don't represent or anything but:

      How about selective incremental upgrade pattern?

      You pick if you wanna update. This way, gamers can just not update (default setting), and hackers can just choose to install a new version of Android if they want to (just keep the bootloader unlocked and this should be easy). Or they could just set an option somewhere to update Android - shouldn't be hard.

      This will, of course, only give developers even bigger gripes, but as is with the handheld market (where most phones are actually 2.1), isn't this already the case?

    6. Re:Fragmentation by beelsebob · · Score: 1

      Sure there is, but there's plenty of iPad games that run at 2048x1536, so it's more than powerful enough. Plus, a box for your TV doesn't have the power constraints that a tablet has anyway, so it could stick a much more powerful GPU in there anyway.

    7. Re:Fragmentation by GigaplexNZ · · Score: 1

      I think they were talking about hardware upgrades.

    8. Re:Fragmentation by Mithent · · Score: 1

      Each new console generation is a major leap over the last, given the years that go by between upgrades, but I wouldn't call them vastly overpowered - each upgrade brings them about up to scratch with the GPU technology of the day. In particular, the vast majority of games on the Xbox 360 and PS3 don't render at 1080p, and sometimes can't sustain 30fps despite this. Developers get more out of the hardware when they can target a specific platform, but they're looking decidedly long in the tooth now.

      Having said that, the Ouya isn't even supposed to be released until next year, and it's already not on the fastest SoC in a market that's moving fast. I have a Tegra 3 device myself driving a 1200x800 display, and I'd say that its rendering can be about on-par with current consoles (given that they usually render at 720p at best) as long as things aren't too complex... but the current consoles are years old and past due for replacement. The Ouya is okay for today, but it'll be decidedly shoddy in five years' time, and if they release incremental upgrades you lose the simplicity and hardware-targeting that are the advantages of consoles in the first place.

    9. Re:Fragmentation by rioki · · Score: 1

      You are comparing oranges and apples. Your average iPad game is 2D and that can easily cope with the resolution. Most console games are varying degrees of high definition of 3D. Yes there are 3D games for the iPad but these games are vary carefully pruned, so that they run on the small hardware.

    10. Re:Fragmentation by gl4ss · · Score: 1

      sure there is.
      and we could have played flightsim in 2048x1536 in 1998 too. just not with as fancy graphics and as good framerate as with lower resolution.

      ipad games already drop some effects to cope with the high resolution(when same game is moved from ipad2->ipad3 too, so it seems the gpu isn't really 4 times faster). that's also why plenty of ipad games look like the graphics are folded paper models, sure the resolution is high but that's just about where it stops.

      frankly while 1920x1080 can be run on android hw that could be bought 6 months ago for 100 bucks the speed isn't really that nice.

      --
      world was created 5 seconds before this post as it is.
    11. Re:Fragmentation by Anonymous Coward · · Score: 0

      Then don't release incremental upgrades that can break games. (AKA, downgrading, deprecating features is so last decade)

      Inform developers of ways to make games hardware independent as much as they can.
      Tell them to detect features so that future versions of the game will still run fine on original models, but newer ones will have super high def particles in 5D!
      Basically make games the way good devs do now and not lock it down to the hardware because it is fixed hardware and they can.
      Locking things to hardware results in a hundred different kind of bugs when you try to play it elsewhere. More so if someone tries to emulate it in the future.

      Also don't pull a Mozilla and break everything with every update. HOW TO API?!
      It is the API developers job to deal with deprecated code.
      If you wrote a new function that draws windows and some stuff isn't used anymore, don't you dare throw a error, don't you DARE.
      You will handle it and enter default values for any new parameters and trash ones no longer needed.
      If a developer wants to take advantage of new features, they can do it when they want to, but don't you dare force them to. Amateurish as hell behaviour.
      No, not even for a completely new major release of software or hardware. If something can work completely fine by passing the old parameters to a new function and defaulting possible new required parameters, then damn well do so.
      Pisses me off when API developers do this.
      The best method is using version numbers, of course. Use them! Version numbers can never fail. (unless you are a moron)

    12. Re:Fragmentation by h4rr4r · · Score: 2

      Over powered at launch?
      Even at launch they barely compete with a decent PC from the same time.

    13. Re:Fragmentation by Hentes · · Score: 1

      high resolution gaming on a tv

      Now that's quite a paradox here.

    14. Re:Fragmentation by Anonymous Coward · · Score: 0

      My xBox has updated 10 times this year. New games require updates to whatever is doing the actual displaying of the graphics (OpenGl, DirectX, XNA, etc.)

    15. Re:Fragmentation by uniquename72 · · Score: 2

      Linux runs my server.
      A different Linux runs my desktop.
      A different Linux runs my Android phone.
      A different Linux runs my router.
      FRAGMENTATION!!!!

    16. Re:Fragmentation by Anonymous Coward · · Score: 0

      ipad games already drop some effects to cope with the high resolution(when same game is moved from ipad2->ipad3 too, so it seems the gpu isn't really 4 times faster).

      Nobody ever claimed it was 4x faster? Apple claimed 2x, and this makes perfect sense since the GPU is the same type as the iPad2, just with twice as many "cores". It has 2x the compute throughput and pixel fill rate.

    17. Re:Fragmentation by jonwil · · Score: 1

      Ask Microsoft about the "not frequently updated" part.
      All these continued updates to the XBOX 360 (mostly to find even more obnoxious ways to shove ads down your throat wile making the content you might actually want to, ya know, BUY, harder to find) seem to be coming more and more frequently.

      Sony is much the same (although most of their updates these days seem to be about blocking whatever piracy-enabling hack the hackers have figured out for the last update)

  3. So, always on DRM? by Anonymous Coward · · Score: 5, Interesting

    "all the paid content will require authentication with Ouya's servers"

    So it'll have Ubi-style always-on DRM. Nice.

    I was kind of interested in this project, but upon reflection I'm getting increasingly more sceptical. Too many spurious claims, not enough hard detail. I'll see how (if) it pans out, but I'm glad I'm not a backer.

    1. Re:So, always on DRM? by djsmiley · · Score: 2

      Someone mod this up.

      Why they think that it needs to constantly authorize the software online is beyond me. Microsoft and Sony quite happily let you download a game on your PS3 and never go online again (most games, not _all_ on the ps3 at least). If its not as easy as this it's already failing in this respect....

      Of course the people who are likely to buy it already understand this and know how to get around these issues (Yup, piracy).

      --
      - http://www.milkme.co.uk
    2. Re:So, always on DRM? by Samantha+Wright · · Score: 1

      The simple answer is that all of the games will be free to play, at least in part. It kinda makes the piracy scare claims stand out as the obvious FUD they are, even if we don't like the idea of always-on DRM. Whoever keeps saying that the Ouya will lead to high piracy rates for games specifically targeting the thing must be very silly!

      --
      Bio questions? Ask me to start a Q&A journal. Computer analogies available for most topics!
    3. Re:So, always on DRM? by GuB-42 · · Score: 4, Insightful

      The key here is "all the paid content". And I believe it actually means "all the paid content purchased on the official Ouya store". If the device is rootable, nothing prevent developers from making an alternate store that doesn't require authentication.

      I think they will use the same strategy as the android market. There is a licensing API but it is up to the developer to chose how to use it : it can be never, once, or every time the app is started, it also support a (configurable) grace period in case you are not always online.

    4. Re:So, always on DRM? by Anonymous Coward · · Score: 0

      Too many spurious claims, not enough hard detail. I'll see how (if) it pans out, but I'm glad I'm not a backer.

      My thoughts exactly. Marketing bullshit to separate the fool from his money. I hope we will be proven wrong.

    5. Re:So, always on DRM? by Internetuser1248 · · Score: 2

      This. They are clearly making these claims to attract big commercial developers. This is a mistake as those developers will not come. They should be trying to attract indy developers with free to play content. For developers like this open, hackable systems are great, and the chance to move into the console market in a way that supports digital distribution direct to the consumer without the need for proprietary disc formats is very attractive. I would suggest that they collaborate with the Unity3d people, there is a goldmine of free to play content there and anyone can get in on it. A console with this business model could soon come to dominate the console indy corner of the market (given that there is zero competition). As an independent basement developer myself, I know I have no chance of earning money off my games until one becomes popular. I would jump at the chance to deploy for a console if it was as simple and hassle free as deploying windows/mac/browser clients on unity. You would not get the best games but you would get huge numbers of games. Some would be good and many would be innovative. Once you had a player base and a market share some of the bigger companies with a more progressive outlook like valve might consider releasing some of their free titles on the platform.

    6. Re:So, always on DRM? by tlhIngan · · Score: 1

      This. They are clearly making these claims to attract big commercial developers. This is a mistake as those developers will not come. They should be trying to attract indy developers with free to play content. For developers like this open, hackable systems are great, and the chance to move into the console market in a way that supports digital distribution direct to the consumer without the need for proprietary disc formats is very attractive. I would suggest that they collaborate with the Unity3d people, there is a goldmine of free to play content there and anyone can get in on it. A console with this business model could soon come to dominate the console indy corner of the market (given that there is zero competition). As an independent basement developer myself, I know I have no chance of earning money off my games until one becomes popular. I would jump at the chance to deploy for a console if it was as simple and hassle free as deploying windows/mac/browser clients on unity. You would not get the best games but you would get huge numbers of games. Some would be good and many would be innovative. Once you had a player base and a market share some of the bigger companies with a more progressive outlook like valve might consider releasing some of their free titles on the platform.

      You're assuming that there will be lots of high quality indie developers. Guess what? Take a stroll around the Apple App Store, Google Play Market, and Xbox Indie Arcade sometime.

      Especially the App Store and Indie Arcade as those require an annual commitment of money, while Google Play (and Ouya) require just a one-time commitment of money.

      What you'll find is the stores are littered with piles of crap - for every Angry Birds, there's probably at least 100 games that are just piss-poor in every way imaginable. And probably 10 or so in that group would be a DLC-demanding bunch where they're "free" but require payment for smurfberries and such.

      There'll be lots of developers, and probably tons of them are just intent of making quick bucks because of all the hype surrounding this console, which means even the big studio's offerings are going to be drowned out by the sheer volume of junk. And it's junk the developer invested a lot of time and money into (you think they're paying $99/year for fun in the Apple App Store?)

      That's the real problem - keeping the signal-to-noise ratio high so people are encouraged to buy the console because there's lots of good games. Also nevermind all the game ripoffs in said markets as well.

    7. Re:So, always on DRM? by Internetuser1248 · · Score: 1

      Angry birds is just a rip off of a very old concept, popularity != quality.
      Now that that is out of the way, if you simply take all indie games in an epic sized game folder and click on random binaries until you find something you like then your comments about signal to noise ratio are spot on. But that is not how I find games. The way many people find games is also plagued by this problem, namely clicking on advertisements that look like something they might like, on services like the ones you mention. I usually rely on word of mouth, I also rely on a very select group of reviewers who don't just hype whatever is new, and lastly I keep an eye on developers that have done things I liked in the past, including open source communities. Now the point of all this is that you are stuck in a certain industry mindset which could be applied to this console as well, as you point out however, this is unlikely to work. There are other models though. Finding ways to rate and filter signal from noise is compsci 101, and the guys building this console could probably put together a peer to peer game rating/reviewing/recommending system in a couple of hours without breaking a sweat. Also many indie games are not just crap, they are niche, you might not like game x, but I might. Giving the user access to millions of little games is nice as long as they have tools to search them efficiently and find what suits their taste. Basically it seems like your point is that big name companies selling random indie games by the millions don't care if the user enjoys the game after they paid for it, but a console maker would care if users enjoy the games. I am agreeing with you and pointing out that this is the reason that it could work.

    8. Re:So, always on DRM? by Anonymous Coward · · Score: 0

      Depending on the size of the user base paid content won't compete well with ad supported content for most developers.

    9. Re:So, always on DRM? by AssholeMcGee+ · · Score: 1

      I would add that having gaming consoles myself you use to have (illegal now) the ability to buy MOD CHIPS and install them on Xbox or PS2, this will lead to things mentioned in the article, just the hardware alone being replaced or added to can and will lead to piracy. To say the software cannot be hacked, is just asking for trouble.! Of course those use a laser and scan for coding on the discs, but you can still get around the licenses used for software, I am assuming that this will be a console using software and maybe DVD discs!! I find the article to be really silly, (wishful thinking) I would like to think Ouya's makers are aware of the problems they face, but I have been wrong about that too many times. They could try to cover the issues as best as they can, but it is impossible to know what tech gurus are going to develop to turn the system into a beast. Sony, and MS never saw it coming... I imagine once this console get modded up and goes to far they will either be out of business or they will shut the door on there "open" console.

  4. Rewards by byennie · · Score: 3, Insightful

    I'd be worried they completely overextended on the Kickstarter rewards. They may have raised $5M so far, but they also owe:

    * About 8% of that to Kickstarter & Amazon (= $400,000)
    * 35,000 consoles and controllers to their backers

    Manufacturing and fulfillment on 35,000 consoles is going to take an awfully large bite out of their (so far) $4.6M net from Kickstarter.

    1. Re:Rewards by djsmiley · · Score: 1

      If each one cost $100 to make (doubtful) then they'd have a nice chunk of change left over for themselves ($1.1mil if my calculations are correct). Of course there's other issues, taxes etc..... but I think it could still be quite successful?

      --
      - http://www.milkme.co.uk
    2. Re:Rewards by Anonymous Coward · · Score: 0

      Assuming design, packaging, shipping and royalties are free, and they all work out of their parent's basements.

    3. Re:Rewards by Anonymous Coward · · Score: 0

      Those are pretty big problems IMO. It's possible they will pull it off of course, but we're talking AT LEAST 80% of their funds already spoken for before they even touch taxes or fulfilling 35,000 orders, or actually spend it on development, staff or anything else.

      Hopefully they have other funding that makes this mute, because a few $100k net ain't going to take them far.

    4. Re:Rewards by Hentes · · Score: 4, Insightful

      The big cost in hardware is development, not manufacturing.

    5. Re:Rewards by Mithent · · Score: 1

      This is a valid point, yep. Raising money for, say, developing a game through Kickstarter is fine, because you're just paying for the developers' time in advance rather than retrospectively, and that's what most of the money goes on. But if you're selling something on Kickstarter that has actual unit costs, you'd better be making sure that the price is high enough to cover all your overheads after you take that into account, and $99 is not a lot to be selling this device for considering that they also need to develop the controller, write the software, build a back-end infrastructure, perhaps fund some first-party games to kick start (if you excuse the term) the device, market it etc.

    6. Re:Rewards by citizenr · · Score: 1

      http://www.alibaba.com/showroom/smartphone-1ghz-cpu.html

      any of those manufacturers will tailor design for you.

      --
      Who logs in to gdm? Not I, said the duck.
    7. Re:Rewards by tepples · · Score: 1

      Assuming design, packaging, shipping and royalties are free

      Royalties to whom?

    8. Re:Rewards by montyzooooma · · Score: 2

      Assuming design, packaging, shipping and royalties are free

      Royalties to whom?

      Royalties to the inevitable patent trolls that try to litigate them out of existence. $5 million would probably cover the legal department's canteen bill for the real players in this market, like MS, Sony and Apple.

    9. Re:Rewards by montyzooooma · · Score: 2

      The controller apparently incorporates a touchpad into the service to make it easier to play games designed for touchscreens. They are offering extra controllers for $30. That's a blue tooth controller with integrated touchpad for $30. It's this that screams Phantom to me. A fairly generic BT controller alone already costs around thirty bucks. How can they hope to sell their fancy version for the same amount?

      In a perfect world, they pull it off, create a minor storm in the gaming world and fulfil everyone's orders, but it's entirely possible this ends up with nobody getting anything, except for the company employees who've had their wages funded for a year or two.

      Until quite recently there were still people waiting to receive their Pandora console, two years late and that was, arguably, a substantially less ambitious project but one also funded by pre-orders. To their credit the Pandora devs ended up having to invest a lot of their own money and despite facing some incredible set-backs and hurdles they managed to create their dream handheld - albeit one that is now several years behind the loop compared to what the originally envisaged.

    10. Re:Rewards by QuasiSteve · · Score: 1

      If they completely overextended, then they shouldn't have bumped up the limits.

      The project started out with a limited number of rewards and they have bumped those up a few times.

      It's entirely likely that's part of the marketing spiel (they have pretty much admitted that they're using KickStarter in part for that purpose).

      Which in turn leads to the whole "they're seeking funding outside of KickStarter as well" stuff.

      Personally I think it can be done - but don't see the point. But if it ends up a very popular gaming platform, or just forces others to serve the market, then mission accomplished.

      There's an overview of positive and negative articles somewhere I saw:
      http://www.crowdthunder.net/ouya-news-round-up-2012-07-17/

    11. Re:Rewards by Anonymous Coward · · Score: 0

      http://www.alibaba.com/showroom/smartphone-1ghz-cpu.html

      any of those manufacturers will tailor design for you.

      Contract MANUFACTURING is not R&D.

      BIG difference!

    12. Re:Rewards by LingNoi · · Score: 1

      Currently it's at 5021856 with 32846+1000+1609+345+190+3+6 consoles to make. 35,999 Consoles.

      (5021856 / 100) * 8 = 401,748.48 is your 8% from kickstarter / amazon
      Let's just assume it costs $100 per console to make, that's $3,599,900

      Even if you put that all together they're still left with $1,020,207 in the worse cast senario. I very much doubt it costs them $100 to make when that's what they're selling it at so they're probably going to be ok.

    13. Re:Rewards by Anonymous Coward · · Score: 0

      Or let's not assume. How in the world do you suppose they can make a game console with decent specs PLUS a controller, at low volumes, for $100/unit? The only way this is remotely possible is that they are relying on other/additional funding. Not to mention that they still have to develop the thing, fulfill 36,000 individual orders, pay their taxes, and so on.

      Surely the $5M+ is useful to them, but their margin on the actual Kickstarter project is either razor thin, or negative, or worse.

  5. Re:wot by Anonymous Coward · · Score: 0

    Doesn't look like it.

  6. Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 5, Interesting

    I'm an electronics designer and the first thing that jumps out at me is that they want to use a Tegra 3 processor. From having detailed conversations with another SoC manufacturer in the same class I'm certain there is no chance in hell they will be able to purchase that processor with only, say, 50k consoles being produced (35k Kickstarter backers at the time of writing).

    When we tried it the SoC manufacturer was willing to deal with us at a level of 1 million units and stated they might _consider_ 500k units/pa if we could guarantee a ramp-up.

    So this sounds like a total load of shit based on that single glaring fact.

    1. Re:Their volume is too low to buy the CPU! by DNS-and-BIND · · Score: 0

      You don't buy directly from the manufacturer, you get small quantities from a distributor.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 2, Informative

      Uh, show me a distie that carries the Tegra 3 with a suitable MOQ. Hell, a quick search of the major disties doesn't show a single one that carries the Tegra 3 in any volume.

      Even if you could get then in low volume somehow you can't even get the necessary specs and design documents except from the manufacturer directly, which means you have to have their approval and sign the required NDAs to even begin to design it in.

    3. Re:Their volume is too low to buy the CPU! by rioki · · Score: 1

      If I would do such a project I would use an ITX board with an Atom on top and only off the shelf components with a "cutom" case. Basically build a low spec PC in a box. But you can forget the 99$ price point...

    4. Re:Their volume is too low to buy the CPU! by fluffythedestroyer · · Score: 1

      Bullshit, your a gamer ... it shows with the amount of posts in this article compared to others. By the way, kickstarter is there to help, they can't create their business only from kickstarter. It helps them by answering most of their questions on the business side. They know with KS that if their plan is a fail or success in a general term. To my eyes, seems like a good start.

    5. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 0

      That's why you buy from a distributor rather than direct. It's not difficult to find them in quantities of one, but it's far more expensive of course.

      Are you sure you've done this before? Limited production runs during buildout are the norm, you don't run a million units to your test market.

    6. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 0

      That's why you buy from a distributor rather than direct. It's not difficult to find them in quantities of one, but it's far more expensive of course.

      Are you sure you've done this before? Limited production runs during buildout are the norm, you don't run a million units to your test market.

      Sure, for many ordinary parts. But these are not available by direct intention of the manufacturers in low volumes. The specifications and design documents that are essential to design with and program these parts (not to mention the ability to actually buy the things!) are only available after signing purchase agreements and NDAs with the manufacturer.

      So even if you could get a handful from some grey market it would do you no good without the data you will only get after signing an agreement with the manufacturer.

      And no, I haven't done this before (as I previously stated) as when we approached the manufacturer to use one of their media processors in a run of maybe 20k they politely told us they were not interested in doing business with us due to the low volume. We ended up using a pre-made System-On-Module board that used an ARM processor.

    7. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 0

      They got a deal with the mfg due to some external influence that they aren't talking about (Former Xbox 360 veep). You just don't have the influence to get a similar deal, sorry.

    8. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 0

      Uh... Notion Ink Adam only had an initial sales batch of less than 100k units, and they used the Tegra 2 SoC.

      Apparently, you're not as good a salesman as you think you are, or you're a total load of shit.

    9. Re:Their volume is too low to buy the CPU! by Svartalf · · Score: 1

      Depends on the story with the vendor in question. YOU can't get access to 50k units from them- but apparently RaspberryPI and a few other projects seem to be managing those sorts of quantities of parts with Broadcom and TI all the same.

      As an actual systems designer (Note: I'm posting as MYSELF and not an anon coward...), I'd say it's "tough" to pull off- but I've seen some "tough" things happen like the Pandora Handheld, RaspberryPI, BeagleBoard, BeagleBone, PandaBoard...and a lot more. That's not to say they've got a rough path ahead of them and they're likely to need more than they think they will here, but "way low" isn't quite in evidence all the same.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    10. Re:Their volume is too low to buy the CPU! by Svartalf · · Score: 1

      Ah, the Indrema and Phantom path... >:-D

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    11. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 0

      I'm an electronics designer and the first thing that jumps out at me is that they want to use a Tegra 3 processor. From having detailed conversations with another SoC manufacturer in the same class I'm certain there is no chance in hell they will be able to purchase that processor with only, say, 50k consoles being produced (35k Kickstarter backers at the time of writing).

      When we tried it the SoC manufacturer was willing to deal with us at a level of 1 million units and stated they might _consider_ 500k units/pa if we could guarantee a ramp-up.

      So this sounds like a total load of shit based on that single glaring fact.

      Sure, if they're buying direct. But I would imagine that there are some disty/brokers that will aggregate several smaller orders into a decent-sized order for the Mfg.

      As an embedded developer myself, it DOES suck when you FIND "the perfect chip" and then can't even get documentation on it, let alone purchase (or even SAMPLE) it; simply because your project isn't going to sell in the millions of units...

    12. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 0

      "distie"? Grow up...

    13. Re:Their volume is too low to buy the CPU! by Anonymous Coward · · Score: 0

      What, a gamer can't be an electronics designer? What exactly are they allowed to be?

  7. Easiest way to avoid emulation ... by Anonymous Coward · · Score: 0

    The easiest way to avoid the emulation issue (which I assume is a concern due to piracy) is to produce those games for the console in the first place and sell them at a reasonable price point. After all, the production costs will be lower. They already have the graphics and sound assets developed. The code should be easier to rewrite too.

    Avoiding piracy in general is a harder issue though. Making it difficult to get any software onto or off of these systems has definitely been effective in discouraging piracy in some (albeit not all) circles.

  8. Well, duh? by Stormwatch · · Score: 1

    Yeah, I was interested in it mostly as an emulation machine. Anything wrong about that?

  9. ARM if for the poor people.... by Anonymous Coward · · Score: 0

    Would it be because the Ouya uses a shity ARM processor? Since the Neocons are shifting all of Americas wealth to Briton. The poor American will only be able to afford shitty ARM processor or Intel ATOMS processor. I can hardly wait for my first laptop with an ARM processor.

    1. Re:ARM if for the poor people.... by Anonymous Coward · · Score: 0

      Would it be because the Ouya uses a shity ARM processor? Since the Neocons are shifting all of Americas wealth to Briton. The poor American will only be able to afford shitty ARM processor or Intel ATOMS processor. I can hardly wait for my first laptop with an ARM processor.

      Wow! I think this is the first time a platform argument has sparked a New World Order comment...

      So, when Apple helped create the StrongARM CPU for the Newton MessagePad, the Bilderburgers were waiting in the wings, chanting Go, Sculley, Go, right?

      Riiiiight.

  10. could make developers wary of investing in it by Anonymous Coward · · Score: 0

    unless they get their game dev funded by Kickstarter.

    Just can't let go of old school business models huh?

  11. Piracy... by Bert64 · · Score: 3, Interesting

    It's already trivially easy to pirate games on all the other gaming platforms... And most of them are also capable of running emulators.

    What's really needed however, is a modern day equivalent of the Amiga. A system with a good selection of games, the insert and boot simplicity of a console, and a proper computer underpinning the system that allows people to learn more should they wish to do so. Think about it like this:

    Parents don't want to buy their kids a games console because it's not very educational, all it does is play games.
    Kids may not be terribly interested in learning how a computer works to start with, but if the facility is there then curiosity will often get the better of them.
    Most importantly, the system needs to encourage people to learn about it, and needs to have a simple procedure to return it to a working state regardless of how much you've messed with it.

    As for piracy, all the various anti piracy measures do is limit casual piracy, that is kids sharing copies of games with friends, or buying a single copy of a game to play at a lan party... These schemes inevitably get cracked anyway, and instead of buying one copy to share those kids will simply obtain a pirate copy to start with.

    --
    http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    1. Re:Piracy... by tepples · · Score: 1

      all the various anti piracy measures do is limit casual piracy, that is kids [...] buying a single copy of a game to play at a lan party

      And now you know why PC games tend not to support split or otherwise shared screen multiplayer in the living room: selling four copies is more lucrative for the publisher.

    2. Re:Piracy... by geminidomino · · Score: 1

      No, it's because the "PC connected to the tv" is a sufficiently uncommon use case as to be omitted from consideration. Even games that let you play multiple copies on LAN games (the upcoming Torchlight 2, for example) doesn't use split screen, even though they're not requiring you to buy 4 copies. It's because the majority of PC gamers want and expect it that way.

    3. Re:Piracy... by tepples · · Score: 1

      Then why is "desktop PC with a 21 inch or bigger monitor" likewise an ignorable use case? That's at least as big as the bedroom TVs on which college students used to play split-screen GoldenEye 007 for Nintendo 64. Is it uncommon simply because it was already uncommon prior to the HDTV market shift making larger desktop PC monitors commonplace?

    4. Re:Piracy... by geminidomino · · Score: 1

      Because those monitors are usually on desks, not on a couch where 2-4 people can sit comfortably and play. There's more variables to consider other than hardware.

    5. Re:Piracy... by CronoCloud · · Score: 1

      Then why is "desktop PC with a 21 inch or bigger monitor" likewise an ignorable use case?

      Tepples, meet reality. Many people DON'T have large computer monitors and if they did, the location of the computer might not be conducive to same screen multi, even if they wanted to play those sort of game son the PC, which they don't.

      That's at least as big as the bedroom TVs on which college students used to play split-screen GoldenEye 007 for Nintendo 64.

      Yeah, and everyone back then wished that networked multi was available for the consoles. That's one of the things PC gamers bashed console gamers with:

      "Ha ha, you all are stupid to play Goldeneye with a tiny little corner of a screen where you can see where each other are....real men play networked so you have your OWN screen"

      And guess what happened when network play hit consoles....no one wanted to go back to splitscreen...because it's inferior.

    6. Re:Piracy... by Anonymous Coward · · Score: 0

      Getting emulators on a TV screen is pretty easy these days.

      I seem to remember my steps were:

      1.) Buy computer with HDMI out.

      2.) Connect computer to HDTV with an HDMI cable.

      3.) Hook up a USB gamepad (or a SNES/PS2 controller via USB adapter).

      4.) Emulate a variety of games.

      5.) Not profit.

  12. Fragmentation mindless talking point by Anonymous Coward · · Score: 1

    Fragmentation is a mindless talking point. The Apps I write for Android target 2.2, thats 98% of the market. If you want the newer APIs, then bundle the compatibility lib.

    I don't want Ouya to be continually upgrading, because it will continually be breaking like my Windows PC does, or like the XBox did before I sold it.

    I won't be disappointed that it doesn't continually change under my program, quite the reverse, I will be pleased of the stability. I like it that my Android tablet from January last year still runs the software I wrote for it, exactly and predictably as it did when I bought it. I hope in 5 years time it will run the same software exactly as it does not.

  13. The games are free by bWareiWare.co.uk · · Score: 1

    The digital hats you will be buying are on their servers not your console. It should be possible to make this 100% secure. Banks don't mind you running Linux on a toaster to connect to your account and they have a lot more to lose.
    Saying that they are still 100-1000 fold away of being able to get a Tegra3 console out the door. They should have proved the market by sticking a badge on a cheep Chinese ARM.

    1. Re:The games are free by VGPowerlord · · Score: 1

      Pssh, digital hats are for the Steam servers for the rumored Steam box, not Ouya.

      (For the record, Valve launched a Linux blog yesterday, don't think /. mentioned that anywhere)

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  14. That's a feature by Arancaytar · · Score: 1

    And it's a pretty obvious necessity. The lockdown of hardware and the business model for selling software are parts of the same problem. You can't change one without changing the other as well. Open games require open hardware, and vice versa.

  15. eurogamer, 1up writing for ad-customers? by unami · · Score: 1

    sounds like they are writing on behalf of their advertising-customers. nobody expects the mother of all consoles for 95$. it's supposed to be a small, cheap & hackable gaming toy - nothing more. sure, most arguments are valid - but they are not as important when you consider the price-point.

    1. Re:eurogamer, 1up writing for ad-customers? by camperslo · · Score: 1

      Hardware wise, this is similar to the Apple TV which sells at a profit for $99 supporting 1080p output. The Apple TV uses less than 6 Watts. There's no mention of Bluetooth, but I suppose if there were software support, an adapter on the mini-USB port would be a possible way to add it without hardware changes. Currently it has their single-core A5 ARM and in many ways is like the original WiFi iPad. They probably wouldn't have to do much additional development work to upgrade to SOC multicore ARM with Power VR GPU functionality if they wanted to boost Apple TV performance for gaming since they already have done so for other products. It is likely that a small developer could not get as cheap or as well integrated of silicon as Apple has developed even with the technologies available to license.

      Has anyone loaded another OS on ARM-based Apple TV? I know it was done with the original Intel CPU / drive-equipped version. (Mac OS X among other things)

      It would seem a simple task for them to add iOS app support with the main issue being the smoothest development/distribution of apps able to work without input from a touch screen. Since the next release of OS X will support some games for cross platform play with iOS devices, development of similar suitable apps must be underway. (Of related interest, there's also OS X and iOS Airplay video streaming, with either devices mirroring video to Apple TV and the big screen)

      This all has many implications. It shows the viability of a $99 device meeting requirements for low-cost gaming. They already show the viability of profit from large scale sales of very low cost apps. At those prices, I think a great many consumers would not seek to pirate games. I know that language seems backwards, but it is the paying customers that matter. (glass mostly full perspective) Eliminating however many do pirate would likely be less beneficial to revenue than numbers would suggest since those people would likely not all buy.

      Although an ARM console at $99 looks quite feasible, it is also apparent that Apple could do the same thing at the drop of a hat, and with a huge eco-system in place. If something is going to compete successfully against a fairly likely Apple product, it had better have more than low prices and DRM going for it. Since iOS in general doesn't provide users a development platform, that might be the niche to serve. Provide educational and hobbyist development tools. There was a time when educators did quite a bit with Hypercard on Macs. That environment was a step away from being net enabled, but it predated the net. Surely something exciting can be offered. Apple can more easily get away with offering something with limited storage since either video content or apps could be fetched from their iCloud. A smaller developer would likely have to offer plug-in Flash memory support. Bundling more Flash would make it harder to meet price points.

      Cheap hardware and low cost DRM'd games alone would be very vulnerable to competition from Apple. Look at the financials of the current console vendors.
      The well-liked Xbox 360 hasn't broken even yet, but is getting a bit long in the tooth especially over power consumption. Although power has been reduced to where they aren't so quick to burn up, use is extraordinarily high for something used for more than short sessions such as streamed video. (over 100 Watts versus less than 6)

  16. Higher res needs faster shader HW by tepples · · Score: 1

    Yes, there are games that run on the iPad in better than 1080p, but are they 2D, 3D with simple shaders, or 3D with sophisticated shaders? A higher pixel count on the same GPU means a lower fill rate unless you simplify your pixel shaders. It also means that extreme low-polygon meshes won't look as good, forcing artists to make higher-polygon meshes that stress the vertex shader hardware.

    1. Re:Higher res needs faster shader HW by Anonymous Coward · · Score: 0

      Tegra3 is pretty damn beefy, dude. Compare this thing's specs to, e.g., the Xbox 360 and it's not trailing by much. (This shouldn't be that surprising when you recall that the 360 was released in, what, 2004?) Time marches ever onward and so forth.

    2. Re:Higher res needs faster shader HW by beelsebob · · Score: 2

      Tegra 3 is no where near as beefy as the SGX543MP4, but yes, your point in general is correct, the GPUs in modern tablets are about as quick as an XBox 360's.

    3. Re:Higher res needs faster shader HW by Anonymous Coward · · Score: 0

      If you look at the specs (source wikipedia), the numbers don't add up.

      SGX543MP4 = 7.2 x 4 GFLOPS, 35 x 4 million triangles per second
      XBox360's Xenos = 240 GFLOPS, 500 million triangles per second

      So no, GPUs in modern tablets are still not at the level of XBox360.

    4. Re:Higher res needs faster shader HW by beelsebob · · Score: 1

      The issue is that this ignores that the SGX is a TBDR while the Xenos is an IMR, meaning that the SGX ends up rendering significantly less.

  17. The last console like this printed money by tepples · · Score: 1

    The Ouya is okay for today, but it'll be decidedly shoddy in five years' time

    That's what wii said about the last budget console wii saw, but for a while, wii ended up seeing it printing money.

    1. Re:The last console like this printed money by VGPowerlord · · Score: 1

      The Ouya is okay for today, but it'll be decidedly shoddy in five years' time

      That's what wii said about the last budget console wii saw, but for a while, wii ended up seeing it printing money.

      Yes, it did print money... for the first few years. Then the prices started dropping on the "expensive" consoles. Right now, you can get the cheapest Xbox 360 for $50 more than the Wii. Whats more, the cheapest Xbox 360 model can play Xbox (original) games, while the cheapest (read: only) new Wii model currently for sale can't play GameCube games, thanks to Nintendo making a hardware modification that removed backwards compatibility without dropping the price.

      Not only that, but the bottom has dropped out of the market niche the Wii occupies, which is why Nintendo is trying to get its successor, the Wii U, out by the end of this year.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  18. Claim that noninfringing use is not substantial by tepples · · Score: 1

    Yeah, I was interested in it mostly as an emulation machine. Anything wrong about that?

    Nothing wrong with your interest, but perception as "an emulation machine" will hurt the console's chance of success. For one thing, AAA video game publishers probably don't want to publish on the same platform that's known to be widely sold for the express purpose of emulating infringing copies of their own game. Then the AAA video game publishers might try suing the manufacturer for contributory infringement, claiming that the device's noninfringing use is not substantial and therefore does not qualify for a defense under Sony v. Universal. In fact, I was told on Fedora legal that Red Hat's fear of having to spend attorney's fees on such a lawsuit is why Fedora doesn't carry NES emulators in its repository, despite the existence of freely licensed homebrew games for NES.

    1. Re:Claim that noninfringing use is not substantial by geminidomino · · Score: 1

      AAA publishers don't want to publish on any platform that comes from outside the status quo. If soeone thinks it's the emulation that's going to keep the likes of EA away from this thing, they've not been paying attention.

      Expecting AAA games on the Ouya is delusional, at best. And if the games are going to be running on the Zynga model with Diablo III DRM... well, I guess there's still something to be said for a $99 box for playing video off an external hard drive. Not much, but something.

  19. Horseradish by pinkushun · · Score: 1

    These skeptics can't string two original thoughts together: fuss-potting on the DRM aspect, which is clearly not the main focus of this new console!

    Time to wake up, The Humble Bundle statistics prove that DRM-free games are indeed wanted.

    Similarly, and open gaming platform is much needed. The corporates are just afraid of losing their fatty grips.

    1. Re:Horseradish by Tyler+Eaves · · Score: 1

      Humble Bundle proves that when you have massive promotion and media attention you can sell some widgets. It does exactly zero to validate indie gaming as a sustainable ecosystem.

      --
      TODO: Something witty here...
    2. Re:Horseradish by westlake · · Score: 1

      Time to wake up, The Humble Bundle statistics [humblebundle.com] prove that DRM-free games are indeed wanted.

      The Humble Bundle (eight games in Bundle V) can expect to see $8 from the Windows gamer and $12 from the Linux gamer --- for games which have already had broad exposure and sales on the Windows platform.

      The Indie game with a solid reputation (Amnesia, Limbo, Machinarium) sold for five percent of their retail price.

    3. Re:Horseradish by pinkushun · · Score: 1

      Pointing out my OP did not refer to the "Indie game makers" aspect within the HIB, but specifically to the DRM-Free aspect. I just used HIB as a measuring stick, as I believe a great portion of the game buyers believed in the principal of DRM-Free content.

  20. End users don't care about indie games by tepples · · Score: 1

    They are clearly making these claims to attract big commercial developers. This is a mistake as those developers will not come. They should be trying to attract indy developers with free to play content.

    I thought they were targeting the major labels because most end users are thought to give neither a damn nor a fuck about indie games. If people like CronoCloud are to be believed, end users want games developed by people who have paid their dues to the video gaming establishment by moving to Austin, Boston, or Seattle and working on someone else's project.

    1. Re:End users don't care about indie games by Anonymous Coward · · Score: 0

      Developers that haven't paid their dues tend not to ship products and when they do they tend not to be as good. I'm sure there are exceptions, but they're just that exceptions. Free is a low enough price for most folks to consider playing, but if you're asking for money having a CV with some impressive projects helps a lot.

    2. Re:End users don't care about indie games by tepples · · Score: 1

      So how does one feed oneself while working on the multiple impressive projects to fill one's CV?

  21. An open gaming platform exists; it's called the PC by tepples · · Score: 1

    The Humble Bundle statistics prove that DRM-free games are indeed wanted.

    The Humble Bundles are the exception to the rule; almost no indie game makes it even that far because if CronoCloud is to be believed, people give neither a damn nor a fuck about indie games. I seem to remember that a lot of the games in Humble Bundles are only popular because their developers are known for having worked for the establishment. And even among the exceptions, none of the Humble Bundles has yet sold a million copies. Compare to the million-selling mark used for "Player's Choice" or "Greatest Hits" or "Platinum Hits" branding among major-label console games.

    Similarly, and open gaming platform is much needed.

    An open gaming platform exists; it's called the PC. PCs can use USB game controllers or wireless game controllers with a USB dongle. Please convince me of why an open gaming platform marketed for connection to a television is needed.

  22. Obviously fake or lying. by Anonymous Coward · · Score: 0

    I kinda thought that all the fake footage (Gears of War? Really? Madden? Minecraft? They were busted about their Minecraft statement) and the fake development board in the marketing material (Go check, doesn't match speak, definitely no Tegra3, too many USB ports.) gave it away.

  23. "We" should remain skeptical? by peppepz · · Score: 1

    Who's "we"? I understand that the DRM folks might raise their eyebrows (and with no reason, since rooting an Android device doesn't defeat its DRM schemes, but that's another question). But why shoud "we" care?

  24. Horrible! Controlling hardware you purchased? by gavron · · Score: 1

    How awful. You buy this hardware. Then you can control what runs on it?
    Seriously?

    Someone should go shoot someone else. It's against everything that's right
    to be able to run whatever you want on your own hardware. That you paid for.
    That you purchased. That you own. That you should be able to do whatever
    you damn well please.

    RMS said it best.

    E

  25. Re:An open gaming platform exists; it's called the by Anonymous Coward · · Score: 0

    And exactly why are you stroking CronoCloud's cock? Between the Humble Bundle, Indie Royale & the success of the Indie Bundles on Steam, surely you must by now realize he doesn't know what the hell he's talking about.

  26. Re:An open gaming platform exists; it's called the by tepples · · Score: 1

    And exactly why are you stroking CronoCloud's [rooster]?

    Because every single time I've come out in favor of indie games on Slashdot, he has come out strongly against me. He thinks the only way to make money from video games, apart from a handful of exceptions, is to work for the establishment in Austin, Boston, or Seattle before starting on your own original production.

    Between the Humble Bundle, Indie Royale & the success of the Indie Bundles on Steam

    How many of those bundles had games designed for the living room? Do fighting games and games like Bomberman, where every player's character is on the screen anyway, work better if each player has to use a separate screen and a separate copy of the game?

  27. Why the FUD effort? by jedidiah · · Score: 1

    If this device isn't really all that then why the effort to create "anti-hype"? If it can't deliver on it's promises, then just let it die quietly. There is really no need to go out of your way to FUD the thing.

    Really. Why bother?

    Are you some pathetic loser with no life that has to troll some niche product like a bully pulling the wings off flies or are you trying for some perverse Streisand Effect?

    --
    A Pirate and a Puritan look the same on a balance sheet.
    1. Re:Why the FUD effort? by Anonymous Coward · · Score: 0

      I'd guess it's warn people about throwing $100+ their direction without guarantees, especially since there's a very real chance it won't be a good product.

    2. Re:Why the FUD effort? by Anonymous Coward · · Score: 0

      They've raised five million dollars on kickstarter. They won't quietly die. They will take $5 million with them.

      There's simply no way they can deliver what they've promised at the $100 price point. They barely have enough to buy components and assemble the devices, and they also have to design the console, design the controller, and develop the software. No way it can be done.

  28. A second chair by tepples · · Score: 1

    Because those monitors are usually on desks

    And bedroom TVs tended to be on dressers. All you really need to play 2-player shared-screen games on a PC are a second chair and a couple gamepads, yet conventional wisdom is that even that is too much of a hurdle.

    1. Re:A second chair by geminidomino · · Score: 1

      Working under the assumptions that the game is best played with a gamepad, that the desk is positioned in such a way that the two chairs can both positioned for viewing the screen, and that there's enough room behind the desk.

      None of these, among other things, are givens. Combined with the fact that very few customers are clamoring for split-screening on PC games, all supports my statement that it's not just about the hardware, no matter what size the screen.

    2. Re:A second chair by tepples · · Score: 1

      So would people instead be comfortable playing a cooperative platformer or a fighting game on two PCs?

    3. Re:A second chair by geminidomino · · Score: 1

      Obviously, they are. Or on consoles where, SF IV excepted, both of those genres seem to live.

  29. naive much? by lymang · · Score: 1

    Their CEO seems extraordinarily naive. "Hacking and openness are about getting what you want to do with the hardware." Well, sure, AND it's about doing things with the hardware that the corporate overlords don't want you doing. Like playing emulators and pirated games.

    --
    Meh.
  30. Yes, you should be afraid by Nyder · · Score: 1

    Ouya will be just as secure as any other Android-powered device. In fact, because all the paid content will require authentication with Ouya's servers, we have an added layer of security. Hacking and openness are about getting what you want to do with the hardware. Rooting the device won't give you any more access to the software.

    Since this company doesn't understand the meaning of rooting, or openness, they are going to be very disappointed.

    Also, it makes me think you'll need to buy the apps that work thru Ouya, via Ouya, for them to authenticate it. So I'm guessing if you already own 3 versions of Angry Birds, you'll need to buy another to play it on the Ouya.

    Anyways, when you make an item like this, doing a loss on hardware sales is stupid. You make it cheap enough that you can either break even, or make a small profit on the hardware sold. Add in a Xbox Live type Online System, with adds and lots of content, and make you're money that way. But keep it cheap. You do NOT need triple AAA titles, like Call of Duty on this thing, just fun time wasters, not unlike the stuff that Nintendo does.

    Grab your niche and be happy with that, don't try to be everything, like pretty much, everyone else tries to do these days.

    --
    Be seeing you...
    1. Re:Yes, you should be afraid by Anonymous Coward · · Score: 0

      People pay money for Angry Birds?

      Where?

      It's free on Android Market/Google Play/Whatever They'll Call It Next Year.

  31. What? by corvax · · Score: 1

    So people are saying oh noes it will be open and you will be able to pirate software this console will fail! Trying to force the companies hand to implement security measures. Then out of the other side of their mouths saying oh noes this console is using ubi soft always on phone home drm as a security measure its not open at all this console will fail. Dear ouya dont listen to these morons go for the open approach ignore all the bs!

  32. Absurd by Anonymous Coward · · Score: 0

    Those are totally absurd fears on the part of industry investors. Anyone with the know-how to accomplish these pirating techniques with a cookie-cutter Android system is more than capable of doing so with any other Linux- or Windows-based system, and there are no shortage of those with HDMI ports. Anyone with a desire to build an emulation console and an IQ high enough to formulate Google searches could build their own, or easily convert any of the breadbox PCs available on the market, /right now/.

    That train has left the station. It left a long, long time ago.

  33. suckers by Anonymous Coward · · Score: 0

    all of those suckers that pledged over $3 million....stuff like this already exists at www.aliexpress.com...

  34. hacks and other craps by fluffythedestroyer · · Score: 1

    On the hack side: every console is hackable to a point that you can play "backup" games on any console. Hell, I soldered my old ps1 myself and took me around 20 minutes and it worked. lots of sites exist which you can order the equipment and they ship you a DIY kit.

    Hardware opinion: you can put in the most powerful equipment in a console but it all comes down on how to code it since all i've been getting feedback on that side is that new consoles tends to be a problem on the coding side.

    Biggest problems imho: controls in the game. No matter what console you use, if you play a game with bad control, the game will get refunded...or uninstalled. Open source console or not, this will be a problem so this is a dev problem, not console.

    Glitch, bugs, and camera problems: all present in ALL consoles, open source or not, this will be a problem. Again this is a problem with devs, not console.

    Conclusion: this is clear in my post that my problem relies on the developer side as they tend to release games with bad control, bad camera (layout or movement...both sometimes) and lots of bugs and glitches. But since this is a open source, maybe it will be less of a problem since the devs will have a chance to update their games if they have the oportunity to do so as I don't have all those details. This is compared to closed source games console like xbox or ps3 as when a game is released with bugs or bad control, they stay with bad controls and bugs.

    1. Re:hacks and other craps by VGPowerlord · · Score: 1

      On the hack side: every console is hackable to a point that you can play "backup" games on any console.

      As I recall, it took them four years to do so on the PS3, and it stops working again if you upgrade to firmware 3.55 or newer.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:hacks and other craps by fluffythedestroyer · · Score: 1

      I should of told in my first post but my point is it's possible to hack any console open source or not. It really doesn't depend on what company makes console or create or use security measures because people will always find a way to bypass it, ignore it or go around it so they can do what they want with their console.

  35. I already HAVE an Ouya, more or less by Dr.+Manhattan · · Score: 2
    The Asus Transformer Prime my wife bought for me has:
    • A Tegra 3 CPU/GPU
    • An HDMI output, and
    • Can use PS3 controllers, just plug-n-pair

    Some of the more 'high-end' Android 3D games support controllers - I have Max Payne, Shadowgun THD, and Dead Trigger, all of which support the PS3 controller with no extra configuration. I haven't had time to play with emulation yet, that's coming, and the emulators out there support controllers, too.

    Of course, the Prime costs a bunch more than the Ouya is supposed to cost. I'm still dubious about them getting things ready in time, and getting developer support... but from a technical perspective, it's almost a solved problem.

    --
    PHEM - party like it's 1997-2003!
  36. OpenPandora, anyone? by sgtrock · · Score: 2

    Granted, these guys didn't have Kickstarter available when they first began work on this project. Granted, development of each release has been agonizingly slow. But if you're looking for a small, open console that plays a bunch of games, why buy Ouya when this is out there? Seriously. If these guys ever get serious dough rolling in, the price on these would drop through the floor now that all the sunk costs have been paid for. I want one. Now. It's definitely high on my list to buy once we get our debt paid down.

    1. Re:OpenPandora, anyone? by geminidomino · · Score: 1

      It took them too long to come to market and they screwed up their sourcing. By the time you could buy one with an expectation of getting it within 6 months, the price was up to $500 (from $350, which was already WAY too high for what you got) and the age of the smartphone had begun. For half the price, you could get a crappy android phone with more power and a wider range of capabilities. Today, you can get a goddamn iPad for the same price or less.

      A textbook case of "too little, too late." The OpenPandora's little more than a conversation piece for gadget addicts with too much money.

    2. Re:OpenPandora, anyone? by Anonymous Coward · · Score: 0

      Geek marketing fail.

      If I saw one of those things at a garage sale, i would assume it was an electronic organizer from 1989. Yeah, its a nerd toy, but at least try to have a bit of sex appeal if you want people to buy it. Also it certainly does not help them that Pandora.com is much more widely known.

    3. Re:OpenPandora, anyone? by kamapuaa · · Score: 1

      Two totally different things, there's no comparison. Open Pandora is $500 and portable. Nobody would ever buy one for home use, because you'd be better off buying a cheaper but more powerful netbook or desktop.

      Whereas the Ouya is purely for home use, and cheap.

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
  37. Wrong Premise by Belial6 · · Score: 4, Insightful

    This article starts with completely the wrong premise. Platforms don't become popular because of DRM. DRM gets put on popular platforms because there is nothing the purchaser can do about it other than do without. The idea that EA would choose not to earn a million dollars on non-DRMed software because they could have gotten 2 million if DRM was in place is ridiculous.

    I point to http://www.gog.com./ If an inexpensive console had just that DRM free library of games, it would be a viable platform. There is no question that DRM free software can make money.

  38. Exactly, open architectures never succeed by cwgmpls · · Score: 1

    That is why the IBM PC was such a failure and Microsoft never made any money writing software for the PC platform.

  39. Re:An open gaming platform exists; it's called the by CronoCloud · · Score: 1

    While I wish he wouldn't quote me, the humble indie bundles are the exception, not the rule. The vast majority of indie games are suck not worth playing And part of the HIB success was that you could pay as little as a penny for them. IIRC most paid a buck or less, with LInux users actually tending to pay more, believe it or not.

    The lure wasn't in their "indie" status which some people brag about just for geek street cred, but the fact that they were "almost free" And even then the things were STILL pirated.

    And lets take a look at what was in the first bundle:

    World of Goo by 2D Boy,
    And look what I find on wikipedia:

    2D Boy is an American independent video game development company founded by Kyle Gabler and Ron Carmel, former Electronic Arts employees who left their jobs to form an independent development and production company.

    So they were professionals with industry experience BEFORE doing World of Goo.

      Aquaria by Bit Blot,

    From Wikipedia:

    Aquaria was developed by Derek Yu and Alec Holowka over the course of two years, off of a concept that Holowka had thought of a year prior.[20] Yu was the lead artist, and Holowka handled the programming and audio components. Both designers had previously worked in video games; Yu had made several freeware games, including I'm O.K with Holowka and others, while Holowka had worked for several video game start-ups, none of which had ever gotten a game published.

    Penumbra: Overture by Frictional Games

    Frictional games isn't a "one guy in grandma's basement" operation, they even rely on external people for somet hings. Penumbra was originally designed as a tech demo to show of their game engine,

    Lugaru HD by Wolfire Games.

    Wolfire games was founded in 2001 and had done some games before Lugaru, starting out developing of Mac OS 9.

    Now even though they aren't attached to a big publisher, none of these dev houses is truly "indie". They didn't come out of nowhere, many of them already had industry experience. Personally I think "Indie" should be treated as a marketing term, nothing more nothing less, an attempt to get street cred by a small dev house that might not be widely known, but that has already had commercial sucess.

    And need I remind you that the last HIB contained 3 games that had been distributed by large publishers, (Psychonauts? Indie?)and games by developers that already had a game included in an earlier HIB and thusly, wasn't really all that indie to begin with.

    And finally, putting the bundles on Steam effectively gives the games a "Big Publisher" arrangement, making them not-so-indie anymore.

  40. Re:An open gaming platform exists; it's called the by CronoCloud · · Score: 1

    You worship at the indie altar too much, that's why I speak out against "indie". There's good indie games, yes, but as I say, many "indie" developers aren't really all that indie in the first place. I resent the use of "indie" as a "street cred" marketing term by professional game developer houses that have years of experience. I also think too many slashdotters are falling allover themselves to trumpet the indie bandwagon just for their own street cred her on slashdot.

    How many of those bundles had games designed for the living room?

    Several bundles had games that ended up on one or more of the PS3, Wii, or 360.

    Do fighting games and games like Bomberman, where every player's character is on the screen anyway, work better if each player has to use a separate screen and a separate copy of the game?

    For adults who didn't babysit a bunch of kids with older systems connected to SDTV's,,,,,yes.

    You did know there was an online Bomberman didn't you? People who grew up playing Bomberman on their NES/SNES are now adults. They can't do that "afterschool at the babysitters/college dorm room" multi like they used to because scheduling is harder....so online multi. And since the average gamer is an adult, online multi is the way to go.

    Sure some games offer same screen too, but really...online multi is more convenient.

  41. Ouya and "open" by jmerlin · · Score: 1

    A free-of-charge SDK is not "open." Sorry. And please stop designing systems with DRM. Why are you morons so willing to design defects into your software? Hell, you're targeting indy developers, not billion dollar game studios. Please, feel free to go fuck yourself with your DRM. If I can't buy something without DRM attached to it, I always pirate it instead since then I actually have control. If I ever purchased an Ouya, I would absolutely pirate every single game so that I can play them on my PC and on my other Android devices, too.

  42. Troll by SoftwareArtist · · Score: 1

    Let's just replace "Ouya" by "PCs"...

    With a standard USB port and Bluetooth support, it will be possible to use controllers and peripherals with it other than the one it comes with. What this also opens the door for is piracy and emulation. No doubt a chunk of the audience interested in PCs are those intrigued by the idea of having a box that hooks up to a TV and can run Super Nintendo or Genesis emulators. Others will look at the system's open nature as an invitation to play its games for free; if it's as open as advertised, it should not be difficult to obtain and run illegally downloaded copies of PC games.

    Clearly no one will ever want to develop games for PCs.

    --
    "I'm too busy to research this and form an educated opinion, but I do have time to tell everyone my uninformed opinion."
  43. Split vs. shared and not split by tepples · · Score: 1

    "Ha ha, you all are stupid to play Goldeneye with a tiny little corner of a screen where you can see where each other are....real men play networked so you have your OWN screen"

    Then I'll admit GoldenEye was a bad example. I should have mentioned a fighting game instead; those share the screen without splitting it.

    1. Re:Split vs. shared and not split by CronoCloud · · Score: 1

      I should have mentioned a fighting game instead; those share the screen without splitting it.

      Doesn't matter. Online multi is better for adults because of the reasons I listed above, and a few more besides.

      Suppose a game has only local mutliplayer. I'm limited to playing with:

      1. people who like that game
      2. who want to play that game
      3. whom I know and live reasonably nearby
      4. that can play at the same time I want to.

      But online multi, doesn't have those limits.

      I used to play the PSone version of Diablo co-op same-screen with a friend, we later jumped to some PS2 diablo clones. The guy didn't have his PS hooked up to the net so we couldn't do network play in the games that supported it. We eventually moved to sacred 2 on the PS3, and he eventually got the PS3 hooked up to the net (it was a Wife-acceptance-factor) issue). We now solely play online multi, because it simply works better.

    2. Re:Split vs. shared and not split by Bert64 · · Score: 1

      There shouldn't be any arbitrary limits...
      Take a game like quake, it can do local multiplayer, it can do online, it can use third party tools like gamespy for finding servers to play on, you can host an (albeit small) server on the same system your playing the game on or you can run a dedicated server (preferably somewhere with fast connectivity)...

      If you only have online multiplayer, especially one where you require a centralised server controlled by the publisher your limited to:

      1, people who like that game
      2, who want to play that game
      3, playing with a fast low latency connection (which still aren't available everywhere, and are sometimes prohibitively expensive).
      4, that want to play at the same time you want to
      5, that are able to play at the same time as you (network congestion, peak time usage charges etc)
      6, playing against players who are latency-wise fairly close to you, or suffering slow/unfair gameplay.
      7, subject to the centralised server being online
      8, subject to the centralised server being local enough to you that the game is playable
      9, subject to the centralised server not being overloaded

      online games are often impractical, there is no reason not to implement lan play and it would also be far preferable if you were able to run your own dedicated service

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    3. Re:Split vs. shared and not split by tepples · · Score: 1

      3, playing with a fast low latency connection (which still aren't available everywhere, and are sometimes prohibitively expensive).

      CronoCloud has a term for people who don't live in and can't move to the service area of cable or DSL: "edge case not worth serving".

      4, that want to play at the same time you want to
      5, that are able to play at the same time as you (network congestion, peak time usage charges etc)

      These two don't vary among the shared-screen, LAN, and online cases.

      6, playing against players who are latency-wise fairly close to you, or suffering slow/unfair gameplay.

      GGPO apparently allows even intercontinental matches because all actions are timestamped and queued for a few frames before being acted on, and if games desync, the game is instantly re-simulated in fast forward from the last agreed state using all the timestamped actions.

      there is no reason not to implement lan play

      This leads to discussion of relative merits of LAN multiplayer vs. screen sharing, especially for fighting games and other genres that don't benefit from each player having a separate view of the action. CronoCloud thinks screen sharing support is without value in games intended to be played by the median gamer, who is an adult of legal working age.

    4. Re:Split vs. shared and not split by Altrag · · Score: 1

      4, that want to play at the same time you want to
      5, that are able to play at the same time as you (network congestion, peak time usage charges etc)

      These two don't vary among the shared-screen, LAN, and online cases

      It differs significantly: LAN you have a pool of maybe a few friends. Online you have a pool of hundreds or thousands of potential players. I can load up an online game at any time of day or night and find someone to play with/against. It might not be as fun as playing with a friend directly, but its almost always available.

      there is no reason not to implement lan play

      (OK I'm responding to the GP here, but I don't feel like double-posting:P.) There's a huge reason to not implement LAN play -- it requires that you distribute the server code. Depending on the type of game this may or may not be a huge deal (games with offline single player would have to do this anyway for example,) and you can argue whether this is a good (in the moral sense) reason, but its a pretty big one nonetheless -- companies don't like giving away a single bit more than they absolutely need to.. and even less so if it simultaneously involves giving up potential data mining opportunities.

    5. Re:Split vs. shared and not split by Bert64 · · Score: 1

      Well to put it another way..

      I spend a lot of time travelling for work, most of which is spent travelling with like minded colleagues...
      We might have to spend hours on a plane, or train, where either there is no internet available at all or its very slow/unreliable and/or expensive.
      When we arrive, we also spend time in hotels.. Again, internet access in hotels is often slow/unreliable, expensive and often restrictive.

      If LAN play is allowed, then i can play with my colleagues over an adhoc wifi network or via an ethernet crossover cable or small portable switch...

      If play is only allowed online it's pretty useless, when i am in front of a fast low latency internet connection i am usually either working, or have other things to do... Most of my free time is spent with slow or no internet connectivity.

      There is still nothing to address latency, peak vs offpeak etc... And even if your local connection is fast, if the servers are far away your gameplay experience will be poor anyway.

      Such a setup is also often not fair, since everyone will have different connections and different levels of latency to the servers...

      There really is no excuse not to implement lan play, and i won't buy (or download) any games which don't.

      --
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    6. Re:Split vs. shared and not split by CronoCloud · · Score: 1

      If you only have online multiplayer, especially one where you require a centralised server controlled by the publisher your limited to:

      Yes, but that's still a larger pool of players than available locally.

      there is no reason not to implement lan play

      When tepples says local multiplayer he means same screen NES/SNES/N64 style, not Lan play.

      Personally I consider lan play subset of the ability to play online. I don't use it myself, but it's nice to have.

  44. MP games rated E, E10+, or T; spawn installation by tepples · · Score: 1

    the average gamer is an adult

    I agree, but not all gamers are average. If all multiplayer games were targeted exclusively to "the average gamer" who is 17+, all games would be either single-player or rated M. And even if LAN multiplayer is superior to screen sharing in all cases, why is there no such thing as spawn installation anymore? The original StarCraft could be installed with a given product key, and that machine wouldn't be able to start a single-player game but could join a LAN or Battle.net game started by the owner of that product key.

  45. Approaching publishers by tepples · · Score: 1

    So once a startup company has developed a fighting game that works on a PC, how should the startup company approach established publishers so that the game can be ported to a platform where it has a chance of actually selling?

    1. Re:Approaching publishers by geminidomino · · Score: 1

      If their business plan is to get the game ported to the target demographic/platform after it's been made, then I'd wager they won't be around long enough for the game to matter.

    2. Re:Approaching publishers by tepples · · Score: 1

      So is the following statement true or false? Any company that wants to produce a successful video game in a genre traditionally associated with consoles must first produce a successful video game in a genre traditionally associated with PCs.

    3. Re:Approaching publishers by geminidomino · · Score: 1

      False, with mountains of examples to the contrary.

    4. Re:Approaching publishers by tepples · · Score: 1

      So how should one produce a game in a genre traditionally associated with consoles so that one has something to put in a portfolio before one has a chance to move and work for The Industry? What are the most representative examples of a debut game in a console-associated genre among your "mountains of examples"? I'm having trouble coming up with Google keywords this time, but I did a couple searches on Metacritic, and it appears only nine PC fighting games (eleven if you count wrestling as fighting) and one PC party game in the past decade have met the bar of having been "reviewed by multiple publications" (that is, four). I realize I am missing something very basic, that I don't know what I don't know.

    5. Re:Approaching publishers by geminidomino · · Score: 1

      Make a different genre of game first, that might actually sell on PC. Or make the game on one of the more accessible platforms (Wii store, XBLA, iPad, Android, etc...)? I don't know, nor have I ever really cared honestly. With the big-three growing ever more abusive, I decided a long time ago that this generation (Wii/360) was my last as a console customer, so I care even less now. If the game's not made for PC, I won't be playing it.

  46. Games that require a friend code by tepples · · Score: 1

    I can load up an online game at any time of day or night and find someone to play with/against.

    Provided that it's a game that allows play with strangers. A few games for Nintendo DS and Wii require a mutual out-of-band key exchange just to start a game. In any case, they disallow communication with strangers, except in a few limited cases that involve human curators employed by Nintendo (I can think of Everybody Votes Channel, Check Mii Out Channel, and WarioWare DIY theme contests).

  47. Re:MP games rated E, E10+, or T; spawn installatio by geminidomino · · Score: 1

    And for those gamers, there are consoles.

  48. Re:An open gaming platform exists; it's called the by pinkushun · · Score: 1

    An open gaming platform exists; it's called the PC. PCs can use USB game controllers or wireless game controllers with a USB dongle. Please convince me of why an open gaming platform marketed for connection to a television is needed.

    It may be a fallacy to assume everybody will be carting their consoles wherever they go, yet I agree that PC's are the best choice for most of us here. Well said, Sir

  49. Re:An open gaming platform exists; it's called the by tepples · · Score: 1

    While I wish he wouldn't quote me

    It's the only way I know of to ask other people whether your opinion is the rule or the exception.

    The vast majority of indie games are suck not worth playing

    Yes, I'm aware that most of, say, XBLIG is Hello World crap, just as most of YouTube is crap and most of the web in general is crap. So would someone need to have self-produced something substantially better than "the vast majority of indie games" as freeware just to get a second interview for a job in the industry?

    And finally, putting the bundles on Steam effectively gives the games a "Big Publisher" arrangement, making them not-so-indie anymore.

    Any more than putting a game on Apple's App Store or Google Play Store or Amazon Appstore does?