I'm rather frustrated and annoyed that none of the games in the store have up-front price tags of any sort. It's dishonest for games to lure players in with promises of free gameplay without actually telling them how much they'll be paying for the full experience: I had a nasty case of sticker shock when Pinball Arcade, which I assumed might be $10-15 at most, told me I had to pay $30 to unlock all the tables!
Is there any chance of this changing in the future? I know the whole "free game store" idea is one of Ouya's Big Ideas, but I'm wary of downloading game demos if I can't easily find out how much I'll be paying for the full version. (And if I've already made up my mind that I want a game, I'd like to be able to buy it outright!)
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Plus not every game has a single price. If I have a free game with 100 different extra-items and power-ups, each with a different price, which price gets displayed? (You can't reasonably display all of them in the store)
If only games with a single, unlock everything price get their price displayed in the store, that will again make it uneven. Some people won't want to even try games without a single price, while others may lump together games that are totally 100% free with games that are free, but where you really need to buy all sorts of extras
Ultimately, if the game is not up-front with the price and/or you think the price is too much, don't buy that game.
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You could also regard the unlocking of individual pinball tables an "in-game microtransaction"... so how are you going to distinguish?
A game with a demo and an unlock could have multiple entitlements, such as "Buy Full Game" "Buy Full Game - Holiday Sale 20% Off!" "Buy Full Game - Special Edition" etc. Each with different prices, details etc
Meanwhile a free to play game could have multiple entitlements as well, such as "Unlock Sword of Zor", "Unlock Spooky Dungeon" and so on
So there is no easy/quick way for the OUYA store to tell what is and isn't a one-time purchase game.
You could have developers declare it when they submit their games to the store. However, that goes back to the whole trust / being up front thing. A developer could say "You pay once to unlock the whole game, and it also has one or two special edition items just for show/aesthetics" and so label their game under "unlock", when in fact, those "special edition" items are in reality virtually impossible to win the game without
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And The Pinball Arcade is a terrible example to give, because you're talking about optional DLC, not a single "full game" purchase. That's like complaining that Train Simulator 2012 has $2000 worth of optional DLC, what's it matter what purchasing every single optional thing is? Also it seems crazy being surprized by the cost of that or expecting it to be $10 to $15 at most, for 30 accurate recreations of real pinball tables, licensed from the original pinball manufacturers and other sources. Especially when you have expensive licenses for tables like Star Trek TNG or The Twilight Zone that have to pay for movie licenses and actor representations and the like.
As for displaying a price before downloading, the problem is that price could change - developers can change prices at any time. Imagine how much worse it would be if you saw the price of something was $.99, you downloaded and played the demo for a few days, then went to buy it and it was $5.99! You didn't know it was on sale when you downloaded it.
But think about it. How do you determine that price?
It's easy if there's one item. It's the price of that one item.
But what if there's more than one? What if a game has a "full-version-unlock" item, and maybe other items for DLCs or map packs? How does a computer determine which of those is the full version unlock item when there's no system in place for specifying it? Or indeed, even if there was it could be easy for a developer to forget (or, possibly, "forget") to mark a full version and the price not to be displayed.
Additionally, on OUYA anybody and their grandma can upload a game. But on Steam that isn't the case. So while Steam can reasonably trust people to mark whether their game is paid, or free to play, or whatever. OUYA can't really trust anybody and everybody to do that, especially now that so many games have been uploaded.
I totally agree with this.
That said, I do think it would be a good idea for this price to be prominently displayed in game. For example, instead of having a "Purchase" button on the main menu, have a button that says "Purchase - $4.99". As soon as you boot up the game you'll see it (long before you actually decide to buy), rather than being slapped across the face with a pricetag only after you've hit the Buy button.
The problem is, IAP products are not implemented for specific games - a developer's IAP product list could have 6 products in it, and each of their games could request any of those products. You could even have a product being used by multiple games if you wanted, or a game that requested different products based on what happens during gameplay.
I can't seem to locate the onlive app on my system. Am I missing something?
Any assistance would be greatly appreciated! Thanks!!
I think you can find sideloaded stuff in the Make folder from the main menu.