The Impact of Ouya

So now Ouya has its first announcement of exclusive content.  This is pretty interesting and yes, I’m going to buy one, I feel almost morally obligated as . . . er, well me.

So let’s assume they can somehow turn $5 million into a good functioning game console running Android.  I figure it’s going to happen between the enthusiasm, the public, the money, and the fact they’re being watched like a hawk by the people who provided $5 million.  My guess is the worse the Ouya is going to be is mediocre.

So based on that assumption, what’s going to happen during and after release to everyone else?

Developers:

  • Developers are going to have to consider it’s role in their products.  For Android game developers it’s going to affect some development plans (screen size, controls), but hey it’s something else to put things out on.  For non-Android developers, then the question comes up “do you support it?”
  • I expect people to have big plans for the device, but some will be disappointed in the results their games get simply due to the randomness of fate.  Expect some “sales haters” when the launch happens.
  • The Ouya could become an excellent educational tool/device for training and education.  It’s cheap, hackable, and runs Android.

Microsoft:

  • This is a weird one.  Microsoft makes a great product with XBox, and the Ouya, no matter how good it is, may not be as polished.  At the same time this provides a less-gated, more diverse competitor appealing to a tech crowd.  I think they may ignore it for awhile, but I’m sure they’re curious.
  • Microsoft should be OK in the end as they’re evolving a broad device.

Nintendo:

  • Nintendo is still king of the oddball controllers and the Ouya can’t beat that – yet.  But with a hackable and open device, a lot CAN be done.  It won’t be an issue at first, but who knows what will be done (say, any Android phone as an equivalent of a Wii U controller?)
  • Nintendo has a dedicated oddball and property space, so I actually imagine they’ll do OK.

Apple:

  • Look, at some point they’ll have to talk gaming device.  This may just push them into something “gamesque,” even if it’s a variant on Apple TV with some games and controls.  By now I don’t think they can – or want to -ignore it.

Maker Culture:

  • Will go freaking insane for this.  Expect controllers (as noted), hacks, additions, and things involving Arduino you can’t imagine.

GameStop:

  • I imagine they’ll want to sell this thing and will go out of their way to do so.
  • This could actually be good for their continued expansion and diversification if they’re able to get in perhiperals and other devices.  May give them more geek cred.

Google:

  • Is smiling.

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach for professional and potentially professional geeks, fans, and otaku. He can be reached at https://www.stevensavage.com/

A $99 Xbox? More Than Meets The Eye . . .

OK so Microsoft’s launching a $99 X-Box with Kinect. Sure you then need to pay a subscription fee (which comes with access to XBox Live Gold), but you also get a warranty.

So that throws things back into Sony’s part in the price wars on their aging platforms. I think it’s got a few interesting repercussions beyond that:

  • It’s pretty smart pricing – totally you’d pay $29 for the subscription model, but you also get a lot of benefits. Microsoft may be trying some new plans that won’t just be for this system – but for the next.
  • As it’s a two year plan, my guess is we won’t be seeing a new XBox for 1 1/2 to 3 years.  If you’re developing for XBox, breathe a sigh of relief – but not if you just started a new project.
  • This is an experiment. How it pans out will be watched by others – and responded too.  Pay attention.
  • It reverses common methods of pricing game systems – and merges them with online services all-but-totally.  If you work in gaming, pay attention (and notice how Microsoft is even more of a gatekeeper).

Steven Savage

Tween Girls Double Gaming Time?

Who’s doubled their game playing time per month this year? Tween girls, according to a study.

This intrigues me as this is a market NOT typically associated with gaming, and oft associated with shovelware and secondary works. There are some standouts for tweens, as noted in the article, so I’m wondering if this will affect development for the demographic.

In fact, if it does, who knows what surprises may come up. “My Little Pony” was intended for a younger female core audience, and we know what happened.  Wizardry 101 was intended for a younger audience and it was a hit in an older demographic.  Those working to appeal to this growing demographic may find a lot of surprises.

Steven Savage