It will! It's not yet clear to what extend this will reach, but I think it is safe to say it wil head in the PSN/XBL direction. Most likely will incorporate some sort of friendslist. It will probably be very basic at launch and extended as time progresses.
More details will be unveiled as we near launch date.
That's the one challenge I'm facing right now is that split screen is actually a bit difficult because we don't have profile access. In XNA / on the Xbox, you could call a function to show a sign-in guide, and specify the number of players (1-4 players supported). It would automatically show the number of sign-in UIs side-by-side, each one controlled by the respective controller. And then after the players had signed in, you had access to all of them via a simple SignedInGamers array. And for each gamer, you could trigger achievements, save preferences, open a file stream for game saves, etc. It even worked pretty well with networking support, so from an API standpoint it made no difference whether a gamer was on the same machine as another gamer or whether they had their own machine in a multiplayer game, which simplified quite a bit. For now, until OUYA comes up with their own system, I'm using Hydra Mobile for my game, and I've separated splitscreen mode from multiplayer since I can't have multiple signed in profiles. I hope whatever API OUYA comes up with is as simple to use as the XNA GamerServices API.
You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
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For now, until OUYA comes up with their own system, I'm using Hydra Mobile for my game, and I've separated splitscreen mode from multiplayer since I can't have multiple signed in profiles. I hope whatever API OUYA comes up with is as simple to use as the XNA GamerServices API.