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Android Cloud Games

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.
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OnLive Coming To Ouya Android Console

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  • by Anonymous Coward

    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.

  • Is it going to be touch-screen or something? Why bother using the android OS instead of writing something more specialized?
    • by h4rr4r ( 612664 )

      Why reinvent the wheel?
      The NDK already makes some great looking games possible locally.

      • Saying "why reinvent the whell" in the context of Android is redundant. Android is the wheel, reinvented.

    • 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.

      • by h4rr4r ( 612664 )

        Link?
        Or name of your game.

        • by Guspaz ( 556486 )

          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.

    • 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.

      • 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.

  • 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.

    • 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.

    • by jonwil ( 467024 )

      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 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

  • An onion crossed with an olive? Sounds gross.

  • OnLive has been "coming to" iOS for like two years now. They've had pictures of iPads floating around their site for ages, and I think there's an E3 video of someone using it. What have they actually produced? OnLive Viewer. So you am watch strangers play a game that you can't play.

    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.
    • by h4rr4r ( 612664 )

      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.

      • 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.

      • It makes me wonder how they get around the "no app store in the app store" issue Amazon had.

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