Yearly ouya? What is this I don't even

Am I the only person enraged by this?
http://www.engadget.com/2013/02/07/ouya-annual/

Ouya, consoles are NOT mobile. General mobile owners are happy with simple games and apps, and avid owners are happy to buy a new device every 1-2 years. Console owners want to play games without the headache of wether the game will run well or not on their devices, while the avid graphics-hungry gamers are already flocked on the PC. On top of that, this puts the ouya on a similar TCO of big consoles. In 4 years that'll be $400, already surpassing the launch cost of the Wii U.

Not to mention the possibility of a Duke Nukem Forever effect, with developers trying to push the platform by making graphically impressive games having to delay the game's launch several times because they need to keep updating the game for the newer hardware.
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Comments

  • MagnesusMagnesus Posts: 304Member
    edited February 2013
    I actually like it. It doesn't cause developers much problems while it gives us the ability to add optional, better details and graphics for those with newer versions of the console. And users don't need to update yearly. Tegra3 was too slow anyway to be able to withstand more than a two years without an upgrade. This is my opinion only so don't kill me for it. ;)
    Post edited by Magnesus on

  • I think maybe upgrading every two years would be better than every year...

    The planet is already heavily polluted with things people bin within a year or two and now it looks like there'll be more to add to that.

    That said though, I still support the OUYA.
  • SpoonThumbSpoonThumb Posts: 426Member
    I was initially angered by this. But actually, if you think about those high-graphics games, they take a year or so to make anyway, due in part to the need to create all those art assets. So being able to start developing such a game now, and know that in a year's time when you release, it'll be onto shiny new, high powered hardware, it will be a big confidence boost

    Seriously though, just from a PR perspective, OUYA need to stop talking about mobile, and especially that dirty word "Android", as it just doesn't float with consumers. Game devs can find out later that oh by the way, it's built on android, making it easier to make the games. But in the eyes of the game player, Android in particular has connotations of shovelware and generally lower quality, smaller scope games with grind-fest f2p mechanics that make many games feel like glorified slot machines

  • Jack_McslayJack_Mcslay Posts: 100Member
    edited February 2013
    Taking PCs as reference, games in general have a 4-year backward compatibility tolerance. In 4 years there'll be 4 Ouyas, so developers might push their games to have the best graphics on the 4th ouya while remaining playable on the 1st one. So, because of budget constraints, they might not optimize for 2nd and 3rd, and thus those hoping to get better graphics out of them might get ouya 1 graphics.

    PC games get away with it because players are already used to fine-tuning their graphics settings for optimal performance/looks, but the console audiences want out-of-the-box experiences.

    Having it be 2 years AND requiring developers to have all features available for gamers with the previous-gen ouya would be much better. You still get a reasoanable 4-year window and won't have to deal with several versions of the console.

    If anything, the yearly update should be more subtle, like having more storage

    I was initially angered by this. But actually, if you think about those high-graphics games, they take a year or so to make anyway, due in part to the need to create all those art assets. So being able to start developing such a game now, and know that in a year's time when you release, it'll be onto shiny new, high powered hardware, it will be a big confidence boost
    How powerful is "more powerful"? They can't know for sure until they get their hands on the hardware, and we're still months away before Tegra 4 devices are released to the general public. So by the time they get it released, the developers start working at it, and odds are they will finish it close to the time the next ouya comes out, and if anything they might be able to patch it later for better framerate/filters but not to actually make graphics on par with the hardware.

    Big consoles are able to make up for it because the hardware usually already exists years prior to the release of the console, altough more expensive, and therefore they're able to build fairly accurate dev kits for early developers. The same doesn't apply here because Tegra 3 is already top-of-the-line in it's category.
    Post edited by Jack_Mcslay on
  • mjoynermjoyner Posts: 168Member
    OUYA can add a manifest tag that could indicate what revision level the game/app is designed for.

    Kinda like the minsdk version for the os.
  • noctnoct Posts: 122Member
    This is great news! Like it or not, the OUYA is subject to a lot of complaints about the Tegra 3 and the longevity of the product. Knowing they have a plan for the future, with regular hardware releases to bring in new customers is great.

    I'll say that again; the point of yearly releases is to bring in *new* customers, by always having a competitive product on the market. You know what's worse than having annual hardware updates? Not having anyone to sell your game to. Or as a player, buying 4 controllers and tons of OUYA games only to have the platform killed off by a more modern competitor.

    You don't have to upgrade yearly, and in fact it's probably a bad idea to pay an extra $100 for marginal gains when waiting a second or third year will return much larger benefits.

    Now, it is a bit of extra work for developers who want to take advantage, but it's completely optional; 2D games might not need any tweaking at all. For a game like Castle Crashers for example, I can't imagine how you might upgrade it for new hardware. For everything else, there's a number of low-cost options like tweaking particle counts, bumping LODs, etc.
  • Jack_McslayJack_Mcslay Posts: 100Member
    When in gaming history has a platform been killed off because of a marginally more powerful competitor came an year later?

    NES vs. Master System & Atari 7800? Not even close.
    Mega Drive vs. SNES? Nope, toe-to-toe in this one, it took years of sega's mistakes for them to be surpassed.
    PS2 vs. Xbox & Gamecube? Not at all.
    X360 vs. PS3? Not even PS2's popularity saved PS3 from lagging behind

    Creating LODs is not as straightforward as you may think. For example, if you use one model with all the fingers, you won't be able to use that UV on a lod that has a fused fingers hand, if you model a helmet separate from the head, you can't reuse the UV on a LOD that has the helmet fused to the head. On realistic graphics you can probably just bake everything, but on paint-y graphics common in several indie games such as Trine, Torchlight and Giana sisters you'd have to redraw the UV textures. Not to mention the large undertaking that is ramping up levels themselves.
  • DreamwriterDreamwriter Posts: 768Member
    edited February 2013
    I think this is horrible - it removes one of the biggest advantages consoles have over cell phones/PC's, the ability for developers to target just one single platform. No longer will we be able to really push the hardware as far as it will go - today I can work on the very edge, adding just enough enemies and effects to the point where performance starts being affected, so my game is tuned perfectly for the OUYA running at 60fps. And over time, as we really learn the device, we can really push it far beyond what anyone would think it was capable of, programming it to the bone.

    But next year I have to target two OUYA's - if I tune my game perfectly for one of them, the other suffers. I'll have to either tune the game for the new device and have it run or look like crap on the old one, or tune it for the old one and then what's the point of the new console? More realistically, it'll end up in the middle, not being as good as it could be on either system. It'll be designed to take advantages of some of the new console's extra power, while still being low-end enough that it's still somewhat playable on the old console. And I'll always have to be learning how to take advantage of each new console's abilities, so won't have time to really master any single OUYA hardware.

    This is where PC's and cell phones are, it's why GPU manufacturers can put out amazing looking demos for their new graphic cards but no game looks anything like those for years, it's why you end up with situations like the new Sim City where they design the game for modern PC's but then limit the city sizes to super small for all hardware so that old hardware can run the game. It's how an XBox 360 with 2-year old graphics architecture at launch can have graphics comparable with PC, and can survive for 6 years without an upgrade, graphics constantly getting better while PC graphics only tend to get better when you buy new hardware.
    Post edited by Dreamwriter on
  • AyrikAyrik Posts: 429Member
    I agree with the 2 year idea. It is still way often for consoles, but not too often for developers to have to frantically come out with updates to make it shine on the newer models.

    1 year is too much too soon, especially for a small company like OUYA Inc.
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  • NexusGameStudioNexusGameStudio Posts: 42Member
    edited February 2013
    I have rather mixed feelings about this. While its great to see that it will be adapting new tech every year, I think it harms developers in the long run. If you plan on making small titles (<6 months dev time), then not really an issue. What about the devs who perhaps want to invest in making a longer term, bigger project (a year +), by the time development is finished, they're already into the next console and then have to (well, should) spend time to enhance the game to take advantage of the new hardware. This may also force the entire ecosystem into a casual game market, developers may not want to risk spending so much time on a "hardcore" title.

    I'm more in favor of a 2 year cycle than a annual one. As @Dreamwriter said, constantly having to make your new project also work well on older hardware, which is already a massive pain in the mobile space, is just another headache to worry about. It's just more time, more money spent in order not to alienate a consumer base.

    I couldn't agree more with @SpoonThumb, OUYA needs to stop the comparison the mobile, I think it may be doing more harm than good. Every site I go to that has an article related to OUYA, there are a plethora of comments that are the exact same, "why do I want to play mobile games on my TV", or "so pointless, I don't like mobile games", etc. WE as developers know this is not the case, but to others, they see it as a system that plays cell phone game ports on a TV screen.

    I could be completely mistaken and a yearly cycle can work out perfectly for OUYA. I totally understand their reasoning, it get's the latest tech to devs and makes the console more relevant in comparison to other consoles. Just thinking longer term, don't want this to be an Apple situation where a consumer purchases an OUYA 8 months into it's life cycle, only to be outdated in 4 months by OUYA 2. Regardless, shall keep open minded about the whole situation.
    Post edited by NexusGameStudio on
  • Jack_McslayJack_Mcslay Posts: 100Member
    Having a better thought, I'm actually more in favor to a 3-year window myself, with 2 year being a bare minimum. 3 years would be enough to let the developers accostumed to the old one, avoid people waiting for the next version, having a price drop down the road prior to the release of the next one and grow enough of an userbase to motivate developers to support the old one for some time after it's discontinued.
  • TristTrist Posts: 71Member

    Sounds like a good idea at first. I mean using nvidia's solution would mean backwards compatiblility. Thats on thing consoles don't really do right becuase they change the hardware so drasticly. but every year? Technically speaking tegra 3 is already 2 years old since announced in febuary of 2011, but developers are just starting to show what it can do. Look at the tegra zone and the line of tegra enhanced games vs the cross device version.

    I think what the ouya guys are missing out on is that cellular phone manufactures make all there $ on the hardware and contracts, not the software, in fact the software aspect is an after thought. Consoles are the opposite, why do you think that the big guys even consider taking a hit when it comes to the hardware. Doe's the Ouya needs to wait 5+ years for an update, NO.  and this is where it can seperate it's self from the traditional console cycle. Does it need on every year though, Don't see a point.

    I'm sure the ouya crew will run their camp how they see fit and Devs will do what they want. At this point I'm getting confused though. Is the ouya a console or a phone wanting to be a console? The whole PR behind it also makes things more of a mess. We all know android as a mobile platform so for them to put it at the forefront of their campaign is the reason why so many people are unsure about it. Then this news about uprading yearly adds to the point of it being more of a phone becasue we all think that yearly upgrade is a mobile thing.

    A word of advice and a truthful fact, if sony, microsoft and nintendo all lisend to the mockery of PC gamers and critics about underpowered hardware, then they wodn't be doing so well would they.

  • TristTrist Posts: 71Member
    Also as a side note. If this yearly upgrade thing does happen, what will happen to the controller? Just upgrading the Base unit and nothing else isn't much of an upgrade.
  • DreamwriterDreamwriter Posts: 768Member
    Trist said:

    Sounds like a good idea at first. I mean using nvidia's solution would mean backwards compatiblility. Thats on thing consoles don't really do right becuase they change the hardware so drasticly

    Well, backwards compatibility to a point.  If someone *really* wanted to make the most of the Tegra 3 hardware, to the point where they were programming its registers directly in assembly language, chances are that game wouldn't work on a Tegra 4.
  • arcticdogarcticdog Posts: 235Member
    edited February 2013
    I was initially angered by this. But actually, if you think about those high-graphics games, they take a year or so to make anyway, due in part to the need to create all those art assets. So being able to start developing such a game now, and know that in a year's time when you release, it'll be onto shiny new, high powered hardware, it will be a big confidence boost

    Seriously though, just from a PR perspective, OUYA need to stop talking about mobile, and especially that dirty word "Android", as it just doesn't float with consumers. Game devs can find out later that oh by the way, it's built on android, making it easier to make the games. But in the eyes of the game player, Android in particular has connotations of shovelware and generally lower quality, smaller scope games with grind-fest f2p mechanics that make many games feel like glorified slot machines

    Agreed.  Android doesn't mean anything positive to anyone but developers (and even many developers turn their noses up at it). And it just plain confuses the consumers who think it means everything they bought on Google Play will not have to be re-bought for OUYA.  That question has been floated here on the forum more than a couple times.  And in the Kickstarter comments section more than that.

    Amazon and Barnes and Noble have the right idea.  Their tablets are Android based, but they don't go out of their way to market that.  In fact, the point is well hidden at B & N until you sign up to be one of their developers.

    I'm sure Julie is trying to woo mobile developers to the platform.  But I imagine any and all who are interested are already here.  

    As far as the planned obsolescence.. this is probably a given, but I am not sure I would have personally made a bold statement indicating it's part of the strategy.  There are a lot of people who will skip a generation if they know another one is around the corner.  It also puts developers in an uncomfortable situation of fragmenting their audience.  Do you use the latest and greatest features?  Or do you try to reach as many consoles as possible.  There might be some situations where you can gracefully downgrade the experience and get both of those, but that will depend heavily on how the ODK is handled from hardware generation to hardware generation, and how much of the future versions of Android add new features relevant to OUYA.

    A better strategy would probably be to subsidize some of the cost by building partnerships with television manufacturers and having OUYA become a gaming "standard" built into televisions themselves.
    Post edited by arcticdog on
  • Considering that the hardware currently is so far behind what Xbox360/PS3/WiiU and especially what Xbox720/PS4 have I think this is a good thing, and the OUYA is already going to be so cheap at launch that it's better if they make it more powerful with time instead of even cheaper. 

    That being said I do like the fixed hardware of a console. 

    All in all I'm mixed but I lean in favor.
  • DreamwriterDreamwriter Posts: 768Member
    edited February 2013
    But, it's not supposed to be competing with XBox 360/PS3/Wii U, especially not in graphical power.  It's a budget $99 game console with an emphasis on indie games.  And it's not "so far" behind 360/PS3, it's definitely more powerful than a Wii in terms of graphical ability.  With some experience working with the system, a game with a normal console-game's budget could probably look like early 360 games on the OUYA.
    Post edited by Dreamwriter on
  • TristTrist Posts: 71Member
    This would appeal to Devs that usaully through some simple things together. But I'm pretty sure that this is one thing that alot of develpoers prpbably wouldn't benefit from. UNLESS the ouya crew can find areas to put all that extra power towards. But again, the average game dev. Seems more like a headache trying to develop for a moving platform.
  • MagnesusMagnesus Posts: 304Member
    edited February 2013
    Android has a great positive meaning for OUYA - maybe even higher for users than for developers. Without Android OUYA wouldn't win Kickstarter in my opinion. Why? Because people out there know what is available on Android (not only games but for example media centers, video/music players, emulators - don't ever forget emulators! etc.) and know that at least those things will be easy to sideload on OUYA if not directly available.

    OUYA won not because it was a small console with slowish Tegra3. It won because it is a hackable console with Android. And even if no games were made directly for it people knew it would be able to run SNES, DOS, Amiga emulators and be used as a media center to play movies and music or even be used as a simple PC with mouse and keyboard (because there are already apps for that on Android - and Google Play is not that needed if you can sideload them). And people knew all of it would be possible even if developers failed to notice OUYA.
    Post edited by Magnesus on

  • DreamwriterDreamwriter Posts: 768Member
    edited February 2013

    It's got the fastest Tegra 3, not a slowish one.  But we're not talking about Kickstarter - yes it was a good idea to talk about Android then.  But now that they have their funding and are talking about it to mainstream consumers, they shouldn't be talking about Android, it's not really an Android device, it's a game console that happens to use Android as its back-end OS.  Talking about Android now just causes confusion among consumers - it makes them only see the device as a cell phone they can hook up to their TV, and puts images of crappy cell phone games in their heads rather than full console games designed for the TV and game controllers.

    It does the OUYA a disservice to say they are making any decisions based on it being a mobile device.

    Post edited by Dreamwriter on
  • TristTrist Posts: 71Member
    By the way. Nvidia Doesn't release a new tegra every year. If you look at it, its been over two years since tegra 3  and tegra 4 is still in the works. the only upgrades I can see is minor upgrades such as higher clock speeds on a refresh down the road kind of like apple. at that point it would definitely be a waste and bad idea
  • kiwicocokiwicoco Posts: 86Member
    I'm all for this idea!! Especially if it becomes a 2-year cycle. It's probably too much of a rat race to be testing on this year's hardware, hoping for next year's push and accommodating for 3 older ones =S

    I'm sure at a 2-year cycle it wouldn't be that bad. But even at yearly releases, Ouya would still not be QUITE as fragmented as the mobile space or the PC space. As long as we can offer several versions under one storefront, we're good (users should seamlessly avoid downloading tons of assets that were meant for another version of the Ouya, they should just get the right version automatically)

    But this is a pretty nice middle-ground, the way I see it. We have quite a controlled environment (if you've developed for mobile, you know targeting 4 or 5 platforms is not such big deal) and yet we get a nice push every year or two!

    Still annoyed?? Think about the alternative: Imagine this was never announced and you'll have no new hardware for 4 or 5 years. How would you make your game 4 years from now if you knew it could only run on this original Ouya? Make that game.

    Ouya isn't taking anything away from you as a developer, they're just giving you more possibilities every year if you wanna push the limits. You're perfectly welcome to ignore the new hardware and just make everything backwards-compatible as if this announcement had never been made. ;)
  • noctnoct Posts: 122Member
    It's not a bad idea if it drives new customers to purchase the console; remember we're developers, we make money by selling games, and a larger customer base means more sales.

    Maybe I'm just used to it from iOS dev, but I don't find handling annual updates a chore at all (provided the API stays backwards compatible... looking at you Apple). Adding per-version features isn't required, and many top-selling games are identical aside from support for changing resolutions, which won't be an issue here. Certainly developers have the option of targeting new editions with custom features, but it's not a required strategy by any means.

    Jack, the market dynamics of expensive custom-hardware consoles don't apply to an inexpensive commodity hardware console. Unless the OUYA completely dominates the market, it's very possible for someone to round up some funds and kill them. Look at the OUYA itself, from kickstarter to retail ship in a year, all for a meager 8.5mil.

    I agree with Dreamwriter on Android; it was a great way to pitch the product, but from now on the focus should be on the OUYA as a console.
  • TristTrist Posts: 71Member
    The big question here should be if the ouya crew intends on supporting their products for more than a year?
  • noctnoct Posts: 122Member
    From the article:

    But don't fret, nervous game buyer. Uhrman assured us that "all the games will be backward compatible" going forward. 

    So I think the answer is yes. I do believe they'll need to drop the requirement eventually, but hopefully they'll stick to at least 3 years of compatibility.
  • TristTrist Posts: 71Member
    edited February 2013
    @noct:The question was if OUYA inc. Not developers because if you don't look at from our point of view, it seems like we just got stuck with supporting legacy hardware even if we only want to develop for the shiny new ones. Either that or she made a boo-boo and meant the hardware and not software which would make more sense.
    Post edited by Trist on
  • eLimeLim Posts: 8Member
    I'm fine with it. As long as it's $100 every year I have absolutely no problem. $100 is the price of a standard AAA game title in Australia (yeah our prices are ridiculous) so that seems like a more than fair deal to me in order to bring more guts to power my games.

    Also I bought an OUYA simply for the purpose of practicing developing games for a console. The more powerful the console the more fun I can have pushing my tech!
  • noctnoct Posts: 122Member
    @Trist Ah, sorry; that is a good question. I do hope they support the software side (on their end) so first edition owners aren't left out of new features.
  • Jack_McslayJack_Mcslay Posts: 100Member

    noct said:
    It's not a bad idea if it drives new customers to purchase the console; remember we're developers, we make money by selling games, and a larger customer base means more sales.

    Maybe I'm just used to it from iOS dev, but I don't find handling annual updates a chore at all (provided the API stays backwards compatible... looking at you Apple). Adding per-version features isn't required, and many top-selling games are identical aside from support for changing resolutions, which won't be an issue here. Certainly developers have the option of targeting new editions with custom features, but it's not a required strategy by any means.

    If you're thinking of APIs, you've missed the point entirely. Those who reap the benefits of fixed platforms are hardcore programmers. I wonder how many types this point must be repeated:

    A console is not a smartphone!
    A smartphone reaps the benefits of greater processing power instantly because you can run more and more apps concurrently, not to mention all the extra stuff they might introduce in newer iterations like 3d, NFC, 4G that might attract customers. In addition:

    A console is not a PC either!
    If you want to make a PC game that will impress everyone in graphics you can build your game based on a U$1500 powerhouse that it will likely be affordable a few years from now when you finish your game. On consoles, you have one fixed hardware and no real way of predicting how will future hardware be, since they're not freely configurable. All you can do is make the best out of what's available, therefore, with too frequent updates, you will be buying a console playing games designed for outdated hardware, defeating the whole point of yearly updates.

    Also, who says Ouya has to stay put and watch? Over the time, consoles get price drops, storage upgrades, new accessories or even versions of the console with functionality outside gaming.

    And big consoles are $300-$500 machines with $40-$60 games (not counting used or downloadable, of course) while Ouya is $100 with (probably) $2-$10 games. That means investing on a similarly priced console a player would need to put up the equivalent to 10-50 games as opposed to 5-12 games of major consoles. A competitor will have to be really good to convince people to buy them over just getting more Ouya games. "The competition is going to eat me!" is not how you run a business.
  • Killa_MaakiKilla_Maaki Posts: 504Member
    I think if you're smart as a developer, this can work just fine. It's actually a bit like developing for Apple devices but without the limitations and ofc it's a game console and not a mobile device.
    Basically, you should separate your rendering from your gameplay (this should already be obvious anyway, but still is worth saying). You should be able to gracefully degrade your rendering, possibly maintain different "quality levels" that you can switch between (Unity has this feature already built in)
    So a game developed on OUYA 2 would have at least two quality levels: one designed to run on OUYA 2, and one designed to run on OUYA 1. This of course wouldn't impact gameplay at all, since as previously mentioned gameplay is completely separate from rendering.
    Many PC games already have similar features, where it automatically detects the capabilities of your hardware and chooses what quality to run at.
    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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