OUYA Android Game Console Available In June
An anonymous reader writes "The WSJ reports that OUYA, the $100 Android-based gaming console, will reach retail availability in June. The makers have partnered with Amazon, Best Buy, GameStop, and Target for distributing the devices. The console will come with a controller (which has the traditional thumbsticks, D-pad, buttons, and triggers as well as a built-in touchpad), and additional controllers will be sold for $50. OUYA CEO Julie Uhrman said, 'For the last year or two years all we've been hearing is that the consoles are dead. The reason is there isn't new, innovative intellectual property. It's expensive to develop on it. You're seeing a major shift of games being developed on the television. Our viewpoint has always been that console gaming isn't dead, the way we think about it hasn't changed. We're bringing the best screen and the best device to interact with that by creating a platform that is open.' There was a recent 'Game Jam' to create game prototypes for the console; you can browse the 166 entries."
I withdrew my backing after the first day of hype -- and I'm pretty easy to lure into your Kickstarter (I've backed about 450 of them, so far). I think the only value in this product will, ultimately, be in its conversation value as something sitting on your shelf in fifteen years. With the PS4 and the next Xbox coming out this year as well as the various Steam Boxes and the next round of high end GPUs for PC about to drop, the Ouya's brief appeal seems even less relevant. Most of the excitement at the time had been that it was touching on this mass appeal for *some* sort of new hardware in a world of aging seven-going-on-eight year old consoles this cycle.
Worse, the whole "we will support Ouya" thing became a plague on every single game related kickstarter afterward. And if you didn't say you were going to port your game to Ouya, people would spam your comments non-stop about "hey, you should contact Ouya and consider porting your game to it". Because when you're trying to produce a game on the cheap that is iffy to begin with, the best thing to do is hitch that wagon to an unreleased piece of hardware that will probably have little success and certainly not offer you anything remotely near the existing platforms that you're already developing the application for, like the PC. Blech.
Their console design looks a little retro to me.
http://www.ouya.tv/wp-content/uploads/2013/01/photo-1-e1359051832288.jpg
Does anybody know why they left away the start/select button? Those seems rather fundamental to a whole lot of modern game designs and not having them will probably be a rather big annoyance. Do they have anything planed for the GUI that will address this issue?
I know if I saw anything unfavorable about kickstarter I'll get modded down no matter what merit it has, but I sure can't get excited about this. There are extremely hot Android tablets for $200 with their own high resolution screens. Take out the GPS, the NFC, the bluetooth, and other features and you can build a decent tablet for a hundred bucks complete with a screen and HDMI out. Why should I spend that amount for an Android device without a screen that can only be used for a limited subset of games when I should be able to buy a tablet that can do so much more?
I'm an American. I love this country and the freedoms that we used to have.
An Ouya controller includes physical buttons and a trackpad, and games will be designed and balanced around this input device. What input device comes with the RK3066 Android stick? Sure, there's a USB hub, but there's really not much standardization in the button layout of USB game controllers. I'm not fully convinced that all users will have the time to sit through control calibration ("Press up, down, left, right, jump, shoot, in that order") for each new game that they install.
IMO, everyone misses the biggest deal with the OUYA: Its payment API stinks.
In the OUYA developer API: All programs must be down-loadable for free. There's no option to charge for the game first. There's no option to have a free version and a paid version -- It's got to be an in-app purchase if you want that, it's more complex and harder to get right, esp. from a security standpoint, esp. when trying NOT to annoy your customers. The payment API has re-occurring subscription payments, it has replenish-able items that can be bought multiple times (think Zynga Energy Bars, or game currency), and it has one time purchasable items (like unlockables). This means I just say NO to OUYA.
This means developers who just want to sell you the whole game once and you have it and that's it, really only have one option: Game Demo -> Try Out -> Purchase Rest of Game -> Wait for it to download the rest of the game. Otherwise, OUYA games really will be the most hackable: Download full game -> It's got locked features -> Run the keygen / crack. -> You've got the full game -- I wonder what the Venn diagram looks like for people to which a $100 console price point is compelling vs people who've ever ran a game keygen / crack... I bet it it looks pretty much like a single circle.
I've done research on the try-before-you buy "game demo" method in my own apps. What happens is that players impulsively download the games. Some forget about them, then delete them without ever playing the games. Most play the game first, feel their curiosity is mostly satisfied, then they forget about it and delete it later. A rare few will download the game, play the demo, then after that impulse has passed, return to the game and buy the "next episode" or "full game".
So folks like me who actually love making and playing games, and have no interest in being nickel and dimed to death or doing so to our customers see the OUYA as a non-starter. Less Choice Is Bad. OUYA gives devs LESS CHOICE about how to sell their game, they're betting big on the Free to Play (read: Pay to Win) model that I will never buy into. There's some controversy over whether or not game demos actually hurt sales, so IMO it's foolish to leave no option other than to have game demos, or free to play. Additionally, I've done all the research I need. I've seen our sales numbers much lower for apps released with trials vs those without trials. A better method is to not do trials and simply reduce price slowly until you discover the impulse buy amount.
The OUYA dev platform didn't have all the payment and registration services even working to test games against when I checked a couple of weeks ago. As a developer: Screw OUYA. I'll release some of my 100% free games there if I remember. This console has "cheap" selling point that targets people opposite to the ones that will actually buy the games. The folks that have disposable income are the ones who unlock the full game after playing the demo. They're the ones that spend $60 on "energy" to get some in-game artificial delay, rather than the poorer sap who'll grind away tons of time to achieve the same. Protip: these non-in-game purchasing grinders are the bigger fans; The grinders will buy the next game, or nearly anything new you ever make -- esp. if it's not free-to play.
I'm not seeing WHY people will buy the OUYA (other than all the damn hype). Having a portable game system (smartphone / tablet) that can optionally hook up to the TV and use wireless gamepads, or having a portable game system / tablet and also spending an additional $100 non portable OUYA that you must hook up to your TV, uses a gamepad, and doesn't run all the games your smartphone / tablet will. Folks are not going to say: OUYA! Great! Now I don't need a SmartPhone! No, they'll buy those, and then see the OUYA and think either: "I've got disposable income, so I'
I have to say that I'm kind of amazed by the lack of vision on the part of so many posters here so far. Most of the complaints that I've read so far are either petty or short-sighted. I think this thing will take off pretty well.
What is there not to like about it?
Price: one third the price of other consoles. About the price of a top Roku model or Apple TV. If this thing takes off I can actually see it eclipsing Google TV in the media apps arena too. If the games are in the $1-$10 like some people predict, that will also be a bonus.
Openness: more open than any other consoles.
Ease of developing and releasing for it: great - Android, no expensive licenses or development platforms, etc.
Ease of use and buying games: great - looks like it will be well-designed. All games have some free element to them so you can try them first. All games are downloaded. Not having to go to a store or wait for shipping, combined with the anticipated price of the games should make for lots of game sales.
Power: fine. It will do 1080p. Sure, you won't be playing the latest Crysis or whatever on it, but look at where the money is going in gaming nowadays - casual games and mobile games. Imagine some of the better casual and mobile games running in 1080p and this thing will kill, especially if the price of the games is in the $1-$10 range.
Internet buzz: pretty strong. I keep reading about this thing constantly. If you're into games, you've heard about this.
The only ways I can think of this thing failing is if there's some major flaw with the hardware or software, or if patent trolls gang up on it and kill it, or if the game prices get inflated to significantly over $20.
Really, I have not yet read one single legitimate concern out of the other (early) posts so far. Sure, you can complain about the low hardware power, but for the price and the category of games they're going for, that shouldn't be an issue. It would only be an issue if they tried to run AAA FPS games, etc.
Ouya so far seems to be doing fairly well with the opportunity to coalesce the whole indie, casual, and mobile gaming markets on to one affordable device, and could build a significant library of games pretty quickly.
So again, what is there not to like about it?