OnLive Coming To Ouya Android Console 52
Earlier this month, we discussed a Kickstarter project for Ouya, and Android-based gaming console in development by a company of the same name. Their fundraising campaign was wildly successful, and now they've partnered with cloud gaming provider OnLive for the console's launch. (Which is somewhat unexpected, because OnLive already sells its own pseudo-console.) In the same post, the Ouya creators showed their most recent design for the console's controllers.
There is nothing unexpected about this. (Score:1)
Onlive makes it's money from Subscriptions not selling hardware. There are a ton of TVs with OnLive support now.
Personally I don't like OnLive, but I guess it's nice that it's there. Just like there are Netflix apps on everything now.
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That controller design looks terrible and unergonomic. Plus their designer seems to have gone a bit overboard with the brushed metal look.
The look of the controller shouldn't mater a bit. The whole point of Ouya is to do what you want with the hardware.
Don't like the look of the controller? Make a new one.
Want it wireless? Go for it!
Want to replace the whole case? Big deal.
The best part is...None of this voids the warranty. I think it will be awesome to see the neat stuff that comes out weeks after the launch. Now might be a good time to invest in a MakerBot.
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The best part is...None of this voids the warranty.
It's things like this that make me think this is vaporware. A warranty is a means of reducing support costs. If creating an entirely new case for the product doesn't void the warranty then the people making Ouya are going to have support costs from hell.
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The best part is...None of this voids the warranty.
It's things like this that make me think this is vaporware. A warranty is a means of reducing support costs. If creating an entirely new case for the product doesn't void the warranty then the people making Ouya are going to have support costs from hell.
The personality types who are most likely to do extensive modification to the device, are equally likely to provide their own support.
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The personality types who are most likely to do extensive modification to the device, are equally likely to provide their own support.
And the most likely to abuse a warranty by being careless in their modification since, hey if they fuck up, they can just send it in.
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It surely will be fun for the color blind:
Game: "Now press the green button"
Player: "Which one?"
Game: "The one that looks like a circle"
Also whats up with the dpad? I thought Nintendo's patent on the cross design expired so that people would now be allowed to build good ones instead of those weird circle things?
Interesting but... (Score:2)
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Why reinvent the wheel?
The NDK already makes some great looking games possible locally.
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Saying "why reinvent the whell" in the context of Android is redundant. Android is the wheel, reinvented.
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Because developers like me who are already making android games can easily make a few adjustments and sell our games on this console instead of having to work a lot harder to make a port.
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Link?
Or name of your game.
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What, you need some sort of proof to back up the statement that porting an Android game to the Android-based Ouya will be simple? It's kind of a no-brainer... The Ouya SDK's customizations have mostly to do with payment-related stuff, not the actual interactions with the hardware or OS.
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Maybe I'm naive, but I just figured it was more of a request than a demand.
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There is a growing number of games on Android that provide controller support already, so it's not absolutely required that an Android game MUST utilize touchscreen technology. Besides, the Ouya controller will have an integrated touchpad on the face of the controller so you can use the controller even while you're playing a game that might require some aspect of touch.
People who don't already own an iControlPad (Score:2)
it's not absolutely required that an Android game MUST utilize touchscreen technology.
Unless you want to reach the market of people who haven't already bought a $62 iControlPad or an Xperia Play phone. If your game costs $2 and it doesn't work well with a completely flat touch screen, then it ultimately costs the user $64 to play.
Why is that suprising? (Score:2)
If OnLive follows the Microsoft & Sony model of console sales, they take a loss on each one, which they try to make back by selling when you buy games & services. If someone else is making the console, they don't have to take that loss on each console. So they're getting a potential 40k+ new users.
What was surprising was when Sony hit Connectix with the lawsuit [wikipedia.org] to ban the Virtual Playstation. (maybe not in hindsight, with the control that Sony wants [wikipedia.org], but it made no sense to me at the time.
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They only take a loss initially until hardware costs go down. Neither company has lost money on their hardware sales for a couple of years now.
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The Connectix lawsuit was all to do with the fact that unlike a real PlayStation unit, the Connectix product did not (and could not) carry out the checks that identify if the disk is a genuine disk or an unauthorized copy.
That Controller. (Score:1)
That damn controller looks uncomfortable as hell. It's like they took the XBOX 360 controller and stripped out all of the contouring that makes it so comfortable and fitting for the hand. I still haven't canceled my backing pledge, but that's not so much because of my excitement over playing games on it as my excitement at having a conversation piece collector's item on my shelf ten years from now. I'll either end up with a first-run version of a super popular console or an only-run version of a total failu
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Hopefully they will just be standard bluetooth controllers.
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I don't see why that's a problem. They intend to sell the final product for $99 and what you're pledging for on Kickstarter is a console from the first production run. So, if after the 8% Kickstarter and Amazon fees, they have $129.20 per console that they already plan on selling at $99 for a profit, then they're doing damn well. They're looking at 30% *above* what they've already determined could be a profitable price to sell at.
Remember, this money isn't to fund the entire project, which is already pretty
What's an OnLive? (Score:2, Funny)
An onion crossed with an olive? Sounds gross.
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How about you put it the word you are wondering about into google and see what happens?
You might just learn something all by yourself.
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Please tell me your humor sensor is at the shop.
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That was humor?
How high are you?
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It was worth a chuckle. In contrast, your first post's blatant grammatical error made me cringe.
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I voided my humor warranty when I tried to use it in a way that was not intended.
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Not a fan of martinis then?
Sure it is... (Score:2)
It's an impressive service, but they should probably keep their eye on the ball and get it onto popular systems that have the important benefit of actually existing.
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It is already on Android.
The issue with getting it on iOS is not technical it is business related. They do not want to give apple a 30% cut of their subscriptions, they probably can't afford to the AAA games.
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Wouldn't giving Apple a 30% cut only come into play if OnLive is making subscriptions available via in-app purchases? If OnLive is able to get people to sign up for their service on a website (like, say, Netflix) and set up subscriptions there, I don't see how Apple would be able to take a piece of their revenues that way.
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It makes me wonder how they get around the "no app store in the app store" issue Amazon had.
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I've got a PS2 Twin Shock paired with my Transformer Prime and it works like a charm as long as it is supported by the game. It is even supported by the Amiga emulator I got on it.
The Ouya IMHO is quite possible at the 100$ price point. They can be very cheap. Think Android tablet without the touch screen and the battery and the need to be as thin as an IPad. All stock components. Why reinvent the wheel with the controller? Unless they got a sweet deal with Logitech