Hey Everyone!
As all of you I am as excited about Ouya as can be! Being an indie developer myself (Mango Down! with two of my friends) and studying the games industry's ecosystem, I came into contact with the people from Ouya on IndieCade where our game Catch-22 was showed.
We already decided to bring our game to Ouya, but having studied current app stores I also want to contribute in building a sustainable app store that offers the best for all parties (platform holder, developers AND end users). Because being indie is all about passing the torch for the next one, and Ouya is in my opinion as indie as can be. Especially with the open, positive attitude they have towards new ideas.
For many developers getting noticed is a big issue since we all know that getting featured is a matter of life and death for your game. Especially for small developers this is an issue which I believe can be solved partially from the inside of a platform, since they don't have big marketing budgets or inside connections to make that happen.
This makes discovering great games a pain for "customers" (hate that word because you start creating something for a human being, and afterwards he/she becomes a customer), and this is also a negative side affect for the platform holder.
My goals is to figure out and generate many ideas for the app store and to create sustainable solutions for the Ouya app store. And I would love to bring everyone in on this discussion and to crack some hard nuts that many of the present app stores are crippled by.
I'm looking forward to continuing this discussion with you and create some really great ideas for the platform that will benefit everyone that uses the Ouya platform!
Greetings,
Guus (Dutch for Gus)
Comments
simple quick thought- have a "I feel lucky" button kinda like google has-when you click it- it shows you a random game's "page"....
also-maybe the ability to vote up or down the game might be useful-but that comes with it's problems..
1. No Charts (Top 100 downloaded)
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Maybe limit the number apps a person can vote on in a day (up or down) to reduce votes for hire schemes.
Simple algorithm using apps that you voted for that other people also voted, showing apps they liked you haven't installed yet.
maybe your up and down votes could also get posted to twitter and fb?
OUYA, Inc.
Allowing both tends to result in immature users making demands in return for stars, and a well-written review is more informative than any attached star rating anyway.
At the very least, please make sure the system can't be manipulated. The "black market" russian companies that manipulate your chart position for cash thing that has plagued the mobile phone market is discusting.
I like alot of the ideas here, but at the end of the day an indie dev's game's success is still going to come down to its quality and what kind of social media marketing can be mustered to get a strong performance out of the gate. If we could do something about the 30 day make it or break it time period that the Play store suffers from, that would be great though. Its also going to come down to how many games we have to compete with, the mobile market is pretty flooded as is. I'm sure theres a huge flood of phone game ports coming our way.
Also looking forward to hearing just how the $700 promotion for 1 year of marketing support is going to work (especially with something like 1000 of these packages out there).
Equally, lists get bumped up to the top are ones that include games you've already played or looked at in the search, so that again it can work as a sort of player-created "If you liked this, you may like that", rather than just what some algorithm thought you might like
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For instance, say game A has 1000000 downloads total and game B has only 1000 downloads. Then, in a certain week, game A makes 10000 downloads while B makes only 100 downloads. Game A will rank much lower than game B because the user base grown only by 1%, while game B grew 10%. This will allow to show interesting new games while keeping stablished successes away from the top charts.
I admire the OP for a more formal thread created for store discussion, but could not disagree more with a lot of what followed. Forgive me for chopping but this didn't help in the OP
"Especially for small developers... don't have big marketing budgets... makes discovering great games a pain." (again @MangoDown i am not having a dig at you, just the subjective, un-referenced "suggestions" that followed)
Firstly, please make sure you understand a basic sales funnel: http://en.wikipedia.org/wiki/Purchase_funnel
Next you need to know what a landing page aims to achieve:
http://en.wikipedia.org/wiki/Landing_page
I am not going to give specifics lessons on the above, to have weight in this conversation you need to understand the core concepts
Value:
This is not necessarily just a $$ figure, it is the VALUE a customer puts in a product for a future purchase. "i don't need it" - less value. "Thats cheaper than other options" - more value.
Availability:
Call-to-arms
Ideally there will be a raving customer demanding to buy something - but for the 99% it means there will need to be a prompt for purchase. This will get the customer to evaluate what they have just seen and make a purchase decision. More than 3 choices starts to get too hard, and most people can only process 7 things at a time.
SO?
OUYA's main importance is Speed / Ease. Without leveraging the availability of "right now" service, the value and everything else goes out the window and users start to stop or make "boxed decisions" (ill just get the chart-topper, or I'll buy another time). This also means that OUYA must have ability to purchase easily - so the default button on game's landing page is 'install' and maybe optionally one publisher-set 'default' purchase button - the rest hidden in a subfolder
Reviews are great at establishing trust, but this is still trust of OTHERS (last priority). The free demo already assists priority #1 - themselves. Friend's purchases/suggestions is the next most trusted and the "Editor's Picks" is the next best as OUYA is already trusted aswell.
Charts are a great fall-back and this doesn't have to be "most downloads" as recently mentioned.
-=Hicsy=-
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My suggestion:
!!! Get rid of "Store" this was mistake #1
I see 2 "Landing pages" in the sales funnel - the Dashboard, and the "game page" ("app page"). Both should be dynamic, based on where the user came from and what they already own.The user can set preference to have "Games" or "Apps" for the default Dashboard page containing:
1/ This is where "suggestions" start (maybe 50% of space)
3/ Most recent used game(app) link
The idea here is that the shopping experience has started straight away (wide funnel). If a user then chooses to press "browse more games/apps" then you can narrow your funnel with categories, friend's games, more suggestion types & charts.
If the user has just returned from a game/app then obviously the "landing page" will be of that category and SOME suggestions will be based around that last used product (more content if available otherwise similar items)
- An about game section
If the user already has it installed then put more emphasis on web links, expansion packs / subscriptions, upcoming achievements... as well as rate/feedback/recommend/uninstall buttons.
The feedback ideas mentioned seem good (youtube style suggestions + rankup/down) but too much info will turn customers away - hence i think should be a sub-menu/section
Lists/Charts could include Trending, Newest, Top Downloads, Top Rated, Editor's Picks, Friend's (and followed) Favourites (compiled automatically from their suggestions and ratings), A-Z Games, A-Z Genres, Addons for games you own, and others suggested in this thread like: recommended for you - The top suggestions based on games/apps you use already or that other users bought with similar interests
-=Hicsy=-
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oohh i just thought of another category:
"Unrated" "Undiscovered" @noct
It could be en entire category, or just a single completely random game that has not been rated/reviewed yet. Obviously if there are none at that moment unrated/untried then it could throw up a random title that has less than 100 installs and <30% thumbs down's
The idea is to entice players to try something new (why not, its free!) - and it totally plays hand-in-hand with the weighted-reviewer thing (rate lots of random games, get a badge)
-=Hicsy=-
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Charts really distort the market with its self-reinforcing mechanic of more downloads = higher in the charts = more visible = more downloads. It's bad for the vast majority of developers for obvious reasons, but it's also bad for consumers because they get less variety and more games that are designed to get maximum downloads rather than designed to sell on the quality of the gaming experience
Categories are not a problem in themselves, but the problem is who sets the categories. What category would you put a game like Civilisation on Google Play? Brain & Puzzle? Action & Arcade? The ever nebulous 'Casual'?
Lists are one way to let people create their own categories and groupings (though I'm sure not the only way)
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It could be en entire category, or just a single completely random game that has not been rated/reviewed yet. Obviously if there are none at that moment unrated/untried then it could throw up a random title that has less than 100 installs and <30% thumbs down's