Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

OUYA Is On Death's Door And Needs To Find A Buyer ASAP

Discussion in 'General Discussion' started by Aiursrage2k, Apr 30, 2015.

  1. Aiursrage2k

    Aiursrage2k

    Joined:
    Nov 1, 2009
    Posts:
    4,835
    Ouya
     
    MrEsquire likes this.
  2. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    Ouya was doomed to failure. It is better to let it die. We have better platforms.
     
  3. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,066
    I think that it's a shame because their core idea of allowing smaller developers to get their games into people's livingrooms was a very good one. It just never felt like they really had any momentum - they were deflating from the moment they released the console.

    I'm moving house soon and was contemplating all of my equipment the other day. I realised I wouldn't even bother hooking up the Ouya - might just toss it or give it away and call it $150 that was poorly invested.
     
  4. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    Agreed. There are multiple entries in that space currently (Fire Tv is doing quite well) and if the rumors about Apple announcing their update for the apple tv in June is true the micro console space should take off and it already seems pretty healthy. I think the category is here to stay but it's a shame that OUYA the main pioneer in the space didn't live up to expectations.
     
    Valkronos likes this.
  5. Fuzzy

    Fuzzy

    Joined:
    Feb 11, 2011
    Posts:
    266
    Would say was fun while it lasted, but.. well.
    At least I'm ready for import customs in the future and it was a great feeling to see your own game playing on a seperate console on TV.
    It also gave me the opportunity to learn some new things, but other than that can't say I used it a lot.

    Other consoles & companies just make it as easy to develop for them now.
    Who knows maybe the ouya hype in the beginning just started all that, or at least accelerated it.
     
  6. voltage

    voltage

    Joined:
    Nov 11, 2011
    Posts:
    515
    Do you think Nvidia Shield's Console due next month will suffer the same fate?
     
  7. Green-Thumb-Studios

    Green-Thumb-Studios

    Joined:
    Nov 4, 2013
    Posts:
    143
    Maybe in some countries? Although i think the overall idea is nice if it works.
     
  8. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    For whatever reason I just don't think a high end micro console makes sense (whether its shield console android tv or something else). At those prices a real console that has more AAA support (PS4 or XB1) makes much more sense than a micro console that is only a bit cheaper. Nvidia's game streaming service seems too early as well (not low enough ping time to streaming server and I doubt they'll invest the huge amount of money like netflix does for video to get distrubuted enough to every ISP or local region). Input lag will make that service really only viable for super casual games. Anything that needs fast reflexes won't tolerate being streamed until everyone has awesome internet and that won't be for quite some time. You can farm out some parts of the game more like what the major consoles want to do, but not the entire game server side and have your input take an internet trip to register.

    To me the micro console future should be less than $100 and that space should be quite healthy. Fire TV seems to be leading that pack currently but whenever apple enters the arena they will be pretty strong too. Ouya is obviously dying and the nexus player is struggling but android TV looks to be getting more devices so as a platform it should be fine.
     
    Last edited: Apr 30, 2015
  9. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    Plus at those prices there is another toy that I would much rather have.

     
    Dustin-Horne likes this.
  10. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,796
    Sad story. I did have hope for the OUYA, I would still like to see an OUYA 2 with a much more powerful chipset, that could show off much more powerful graphics, if they could pull that off for $99 still, and get a few exclusive or just great looking titles, they might have something, otherwise I don't see things getting better.
     
    Last edited: Apr 30, 2015
    GarBenjamin likes this.
  11. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I like OUYA and everything but anyone with sense knew the moment PS4 and xb1 came out, it was game over. It however should probably live on as the ultimate MAME station for all things brilliantly retro.
     
  12. Not_Sure

    Not_Sure

    Joined:
    Dec 13, 2011
    Posts:
    3,541
    Yeah, I just think that there are too many crabs in the bucket to have a successful micro-console. Also, hardware is bottoming out for cost. Just the other day I was reading an article about a duel core thumb drive computer with 2 GB of RAM and 32 GB of hard disk space that was being manufactured for less than a dollar a unit. (Looking for link to the article)

    Isn't that about Ouya's specs?
     
  13. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
  14. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    Yeah the intel stick looks promising if they can get the cost down a bit more and the performance a bit better. Likewise, the arm based fire tv stick or the roku stick or others do ok and are good for cost (~$40) but are underpowered for casual games. I'm sure eventually there will be a sweet spot found for an all in one media, games, etc. micro console. In general I don't think people will care if it looks like a small box or is in stick format. In that space I see apps availability being more important than OS so whether IOS, Android, or Windows will win who knows (and users probably don't care) but as long as one or more healthy TV app store ecosystem emerges it should be good for gamedev. The market will probably look more like mobile currently than PC/console so I would think cost for device would have to stay below $100.

    The mobile space has encouraged single player style games (and a few online) but local multiplayer has really taken a back seat since Nintendo consoles started to struggle. I do look forward to when these cheap micro consoles are more prevalent. Some of my favorite gaming was during the N64 days whether it was local multiplayer Mario Kart, WCW wrestling, Goldeneye, Super Smash brothers, etc. Micro consoles on the TV should be able to handle games like that soon enough if not already (I love bombsquad) and pretty soon I'm sure the winner platform will be built straight into the TV and bluetooth controllers will be everywhere.
     
  15. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    I think after the original hype it all died out, they didn't even bother updating there site and keeping there forums clean and user friendly, if they not going to support the product then of course it will die out eventually when it becomes to much of hard work keeping it all together. I tried to build a game for the Ouya but it was poorly compatible with Unity Editor, poor plugins and took forever to workout the control setups. Just my experience.
     
  16. Green-Thumb-Studios

    Green-Thumb-Studios

    Joined:
    Nov 4, 2013
    Posts:
    143
    Does anyone have experiences like that with smaller consoles or anything for the nvidia shield or steam boxes and such?

    Just want to see what people think on all these.
     
  17. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    My game is on the fire tv and fire tv stick micro consoles store and I've deployed to dev Nexus player (but not on the store yet). For the most part it is just like android. The only two caveats is designing for controller and dealing with TV overscan (don't put your UI close to the edges). Other than that it's just like any other platform doesn't need any special work.
     
  18. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    What about the sales? I ask because I feel no point doing extra work for smaller consoles if the sales will be non existent, unless you do it for hobby or fun.
     
  19. Green-Thumb-Studios

    Green-Thumb-Studios

    Joined:
    Nov 4, 2013
    Posts:
    143
    Yea i was thinking the same thing. As surely because they barely have a market and the ones they have gotten to some would of dropped off or no longer pay attention to it.


    I have heard UI is a problem for oculus in the same regard although that's another topic.
     
  20. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    Take my results with a grain of salt since my sample size is small (around 10,000 downloads across all platforms for a free ad supported game) but revenue and download (about the same percentages) approximation percent by platform (Amazon 60 %, IOS 20%, Google Play 12%, WP 8%).

    Out of the Amazon chunk 84% is from the Fire TV the rest being Fire tablets. I will say that typical mileage would be a bit different now since I launched in August last year and the Fire TV was only out a few months at that point (I think I was around game 250 or so). There are currently 732 games so a bit more competition and the ecosystem seems quite healthy. In general I think you'll find the market smaller but way less saturated.
     
  21. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    I worked at a digital agency that did work for OUYA for about a year and a half. I got to build the original version of their games page that displays info about all the games on the system (It's since been tacked onto and hacked apart by the company who succeeded us, who loves this paintbrush aesthetic and videos everywhere... not a fan of it, personally).

    It was a very frustrating experience to work with OUYA. They never missed an opportunity to shoot themselves in the foot. We would make recommendations (for example, with their Free the Games Fund initiative, we strongly recommended against the $50k minimum asking price for projects, and I personally begged them not to send their disappointed Kickstarter backers $13.37 as an apology) that they would ignore or argue strongly against, and when they went through with their plans, they backfired just as we said they would.

    I think the root of their problems was the fact that they had no clue who their core demographic actually was. The idea of getting your game into living rooms around the world so easily was a great opportunity for hobbyist and small-time indie devs. It could have been like the minor leagues for developers to be vetted before making it big. But instead of embracing this, OUYA tried marketing themselves as direct competitors to Microsoft and Sony, which they clearly weren't. To make matters worse, their "Every game free to try" mentality created a consumer environment much like the mobile market space, and I think it only encouraged players to not spend money on games.

    I still think there may be a market for something kind of like the OUYA. The idea of a true indie console not bound to the restrictions of big publishers would be a great way to discover new and interesting content. But I imagine it'll take some different form, like a cloud-based service or something. And maybe it's for the best that OUYA won't be part of that next step, but instead serves as a reminder of what happens when you try to force something that isn't happening instead of embracing your strengths and running with them.
     
  22. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    Its sad news... alas... I really wanted Ouya to become a bigger platform and be more mainstream, but it just remained too small. The hardware really holds it back, its way too under-performing to do anything really good. The likes of the new NVidia console at $200 or whatever with several times the performance looks more appealing now, though the pricepoint is less so. Ouya had all the markings of a good movement, indie-backed, indie-focussed, `the peoples console` and all that, being open to feedback from the audience, etc.. but they rested too much on their laurels.. they should've come out with Ouya 2 1 year after launch, they missed that opportunity. There is no momentum there, and with very poor audience numbers and little in the way of sales potential except for the very best games (and too many crap games) it just didn't develop the way it needed to.

    It would make a nice doorstop if it didn't weigh so little.. .maybe a paperweight? lol
     
  23. Gigiwoo

    Gigiwoo

    Joined:
    Mar 16, 2011
    Posts:
    2,981
    I wasn't a 'Ouyra' believer, anymore than I'm a believer in 3D TV's or the current generation of HMD's (i.e. Oculus Rift, etc).

    Gigi
     
    Ony, GarBenjamin and AndrewGrayGames like this.
  24. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,822
    The Ouya did inflame my imagination, in ways that the Oculus Rift or 3D TV fads haven't been able to do (guess what I think is going to happen to those two devices?) I mean, seriously - being able to write for a "console"!? That people play in a living room!? Holy crap, where do I sign!

    ...Then it launched, which was a disaster in and of itself. In addition to Ouya not knowing what in the Good Lord's Green Earth they were doing, the monetization of games immediately dissuaded me from releasing anything for it - I've made more on making the game I was going to release on it, The Hero's Journey, from releasing it as a free game on GameJolt and getting ad revenue, than I would have from the "mandatory free demo" setup in the Ouya market.

    I waited and bided the market - and Ouya themselves - to see if it would change. It did not.

    Ouya was a great experiment that failed due to poor logistics, and general incompetence. I hope the next runner up does a better job.
     
  25. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    1 year in, they still hadn't gotten consoles to all their Kickstarter backers, so it would have been yet another kick in the teeth to them to release an OUYA2 while they still hadn't gotten theirs. Now if they would have shipped those people the version 2, sure, but it wasn't production of the consoles holding them up as much as it was their shipping partner.

    On top of that, when they tried testing sales of a larger capacity system, people were flipping out about it and claiming to have been screwed over by buying the lower capacity one. It definitely didn't help that they pissed off their initial backers and core audience so much that most of their customers were just waiting to jump on them any time they did... well, anything.

    Ugh, that's one of the things I hated most about the system! The weight of the 3 ft. HDMI cable was enough to pull it out of place! It's like it wanted to just fall behind your entertainment center and be forgotten! :D
     
    Meltdown and AndrewGrayGames like this.
  26. RichardKain

    RichardKain

    Joined:
    Oct 1, 2012
    Posts:
    1,261
    Yes, I think this was a big part of the problem. OUYA could have made something of themselves by embracing the idea of being a scrappy underdog. Instead they seemed obsessed with becoming bigger than they could realistically achieve. What they really needed was some focused development efforts to help promote their platform. More titles like Towerfall, that played to the systems strengths while downplaying its weaknesses.

    But by forcing their own ideas on developers, (like the required demo mode) they turned away a lot of the support that could have made it a more appealing platform.

    I actually donated to the Kickstarter for OUYA, and I don't regret it. I personally feel that OUYA already managed to serve its real purpose. Well, its real purpose for me, anyway. I wanted to prove the viability of a small-form gaming system with low specs. Now everyone and their dog are following step, culminating in the push towards Smart-TVs with micro-console capabilities. This is the future I dreamed of when I backed OUYA, and OUYA's successful Kickstarter campaign was the beginning of this trend.
     
    Ony, AndrewGrayGames and Schneider21 like this.
  27. RichardKain

    RichardKain

    Joined:
    Oct 1, 2012
    Posts:
    1,261
    This is the wrong attitude, and part of the reason why the OUYA tanked. Bigger and better is the opposite of what the OUYA was going for. Instead of embracing the minimalist nature of their platform, they got caught up in their envy of their larger competitors.

    More powerful hardware and better graphics wasn't what the OUYA needed. What they needed was a larger number of games that took advantage of the power that the system already had. Games with decent art but low power requirements, such as Towerfall, were a perfect fit for the OUYA. They needed more of that, not more graphically powerful titles.

    The OUYA could have been textbook example of Gunpei Yokoi's strategy of using inexpensive, dated technology to it's greatest potential. Instead it's become a cautionary tale of a company's reach exceeding it's grasp.
     
    Ony, Ryiah, AndrewGrayGames and 2 others like this.
  28. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,822
    Also, developers need to be able to make money on their games for there to be an ecosystem in the first place. The very first headlines about Ouya? "The most popular game, Towerfall, only made $3,000 in the first month of the platform's public release." A number of people - me included - stopped right there and walked.
     
    Ony, Ryiah and Gigiwoo like this.
  29. Gigiwoo

    Gigiwoo

    Joined:
    Mar 16, 2011
    Posts:
    2,981
    Boom! Says it all.
    Gigi
     
  30. RichardKain

    RichardKain

    Joined:
    Oct 1, 2012
    Posts:
    1,261
    Honestly, that's not the most important aspect. What's really important is that developers need to have the freedom to do what they want with their creations. If that means selling them in the fashion that they want to sell them, then that's what's necessary.

    Making money is important, but having different options is even more important. OUYA's ecosystem failed to take that into account, thereby limiting the options of its developers. And it's content that makes a system, not hardware. Again, a major point of the OUYA's original design that was lost by its creators.

    This is part of the reason why Steam continues to be such a dominant force in digital distribution. Valve has been very good about empowering the developers who release games on their system. They provide options, as well as numerous tools and services, and they take developer feedback seriously. The money that developers can make off of Steam is obviously important too. But the ability to make that money was built on top of a long history of Valve empowering developers. (and numerous other right-headed decisions)

    This is also why the home consoles have been turning things around in the indie space. All of them have pulled their heads out of their butts and started communicating and working with smaller indie devs in a more effective manner. This change in attitude has also helped to erode the potential development support of systems like the OUYA.
     
    AndrewGrayGames likes this.
  31. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    @RichardKain I'd argue that OUYA never even really supported independent developers all that well. Not when compared to the effort they went into courting established teams to try and seem like a "real" console. I was told that they paid a good bit of money for Telltale to bring The Walking Dead to OUYA... and it was like a year and a half after its initial release. Who wants to play The Walking Dead that hadn't already played it on their PC, console, or phone/tablet?

    There were a few sweethearts that OUYA courted (Matt Thorson of Towerfall) to try and get that killer app, but I believe even Thorson spoke out against the restrictings OUYA was trying to enact to keep his title exclusive to their platform. That's not indie-friendly. That's exactly the kind of behavior OUYA set out to revolt against.
     
    AndrewGrayGames likes this.
  32. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,822
    You're right about giving developers choices. Part of what turned me off, was that they forced the "Free Demo" thing down any prospective Ouya developer's throats. They gave me no option to just provide a hard sell...or much of any other option.

    Still, though, the $3000 on the far and away most popular game on the platform was a red flag in and of itself. I interpreted it as proof that the people buying the console weren't spending money on the games, and given the forced demo thing, it's not really hard to see why.

    It's like the demo staff at a grocery store (source: me, in college, it's what I did to help pay tuition) - when you teach people that they can get a free eat, they will go for the free eat, and not buy the thing you're selling. Given enough time, they come to believe that the point of you being there is to distribute "free" food. My sales drastically improved when I stopped giving out samples - I went with a hard, direct sell. Guess what? Things improved, people stopped taking me for granted, management began giving me pats on the back for selling so much, I was slightly happier.

    I feel a good paraphrasal of what you said, was "The financial output of a platform to developers isn't as important as the choices for developers to manage their properties." I'll take the second part of what you say, without question. More choices for developers to work with are a Good Thing™, beyond any ghost of a doubt. But if you say that money isn't as important to a platform, I'd beg to disagree, or that heading wouldn't have been such a powerful force for so many developers, including me.

    One speculation/concession I'd happily make, is if the first month had passed, Towerfall had made $3,000 USD, but we had more options to distribute, I think a few more people would have shrugged it off as a mere "slow start" - after all, the Ouya wasn't widely known outside of indie circles (I can corroborate this, half of my friends and coworkers didn't know Ouya was a thing, at all.) Merely spreading the word would have solved the problem by getting more people to write for it or buy the games. Had developers had more choices in the matter - as you say - eventually a "killer app" could have materialized, that led to the developer writing other titles. In that case, we would not be having this conversation, because it would not be a failed platform.

    But, that didn't happen; the system performed poorly in the initial month, developers had no choices, and Ouya themselves behaved like big babies (remember those times when they twitter-spammed developers to try to irritate them into writing for the Ouya?) As far as I'm concerned, they "just" screwed up, in most possible ways. I don't count them as a cautionary tale in overreach, I count them as a strategy guide in "How Not To Conduct Business 101." In fact, selling that would probably get them a reasonable sum of cash to stay afloat. They should try it.
     
    Ony, Ryiah and Schneider21 like this.
  33. RichardKain

    RichardKain

    Joined:
    Oct 1, 2012
    Posts:
    1,261
    I would agree with that assessment. And that was part of their downfall. There were multiple different "identities" that they had to choose from. They chose wrong.

    I have no rancor over the OUYA. I'm glad it happened. But I'm also not going to cry over it going away. I am confident that other opportunities will rise, and other intrepid teams will step up to fill the gap in the market that the OUYA leaves behind. In many ways, other companies already have.

    Also, if anyone starts to hear about clearance sales on OUYA hardware, be sure to post about them. Once word of this potential sale gets around, it's likely that any retail establishments still hanging on to OUYA hardware are going to look to dump their stock. I wouldn't mind getting a few more OUYA units and controllers at clearance prices.
     
  34. RichardKain

    RichardKain

    Joined:
    Oct 1, 2012
    Posts:
    1,261
    I'm not saying you're wrong about the money. Being able to make some decent scratch from your software is a big issue, and once some use-cases got out the results definitely did scare away a lot of potential developers. I'm just pointing out that the money wasn't the root cause. It was just a natural extension of other bone-headed decisions.
     
    AndrewGrayGames likes this.
  35. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,822
    I think they managed to write the strategy guide on "Bone Headed Decisions." I wonder what they'd title it?
     
  36. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    So true, but would never happen. I wanted them to just once admit a failure and apologize, but they constantly acted as if everything was going according to plan. With their core market being developers and other, rather savvy individuals, this was the wrong move. Most of their customers, I imagine, understood the industry well enough to recognize what was happening.

    Oddly enough, a few months ago quite the opposite happened. OUYA stopped selling consoles on their site, and all their partnered retailers were out of stock. Used systems started popping up on eBay for as much as 50% over what a new system normally cost.

    I managed to sell my console for $122. My buddy had to re-list both his (regular and white, special edition) due to non-payment, and by that point they were selling them again, so he got under retail value. Very interesting phenomena, though.
     
  37. RichardKain

    RichardKain

    Joined:
    Oct 1, 2012
    Posts:
    1,261
    "How We Screwed The Pooch: The OUYA Story"

    "The Precipitous Drop Less Traveled: How To Steer Your Company Off A Cliff"

    "Good Intentions: And The Road Paved With Them"

    I won't be selling my OUYA. It's an original backer-unit, in mint condition, with all of the original boxing and inserts intact. And it is a permanent part of my extensive game collection. I wouldn't mind acquiring some retail units cheap in order to use them for hobbyist projects. I've been meaning to build some new minimalist arcade cabinets, and the OUYA would be perfect for using as the guts of one of those.
     
    AndrewGrayGames likes this.
  38. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    Yeah, I didn't want to sell mine. But I have a terrible habit of collecting electronic things that I'll "use someday" and never do, and I was cleaning house of some stuff and just jumped at the chance to turn my Ouya experience into a positive one.

    Sad to think I made more money off my Ouya system than most developers did with their games on the platform...
     
    Gigiwoo, Ony and AndrewGrayGames like this.
  39. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    I thought about buying a OUYA but never got around to it. It seemed to be like the dream console of retro (and hobbyist) gamers such as myself. Will check on Amazon tonight and see if I can grab one. A secondary community driven market may well spring up and it could maintain a sort of cult following. Much like there are still people playing games on C64s and Amigas to this very day and new games continue to be released.

    Oh and @Asvarduil those samples are excellent. Not for sales you're right but several times I needed a snack and those vendors sitting in-aisle with little tables with their samples provided that for me. Usually the stuff was quite delicious and for free too how could I not be happy?! :)
     
    Last edited: Apr 30, 2015
  40. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    The only concern I'd have is the unknown of whether it will continue to function if OUYA shuts its doors. If their server running the store API is shut down, I'm not sure if console owners could even access their purchased games, much less download new ones.
     
  41. RichardKain

    RichardKain

    Joined:
    Oct 1, 2012
    Posts:
    1,261
    Yes, that is a real concern, and part of the reason why I was leery of spending any money on the system. (yet another reason why the system failed to take off)

    This generally doesn't deter me from acquiring the hardware, though. The system itself is still root-able, so I can wipe the standard OUYA OS and replace it with whatever I please. (most likely some flavor of Android) For anyone to use it as it was originally intended, it would be a serious concern.
     
  42. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    Oh right it had some kind of built in marketplace connection. I remember reading about that. Can you not point it to another place to get games or otherwise load them in on an sd card, usb or something? I will have to read up on it. Been a while since I checked it out.

    That's a nice thing about a C64 or Amiga. Those die hard users have Internet access to buy direct from developer websites as well as being able to continue working with the ole mail order practice.
     
  43. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    I don't know a lot of the inner workings, but I imagine you could copy APK files over and run them... I just don't know for sure. As Richard said, though, if you get in there and root it, you could do whatever you pleased.

    I know the system at one point did a call-home check to see if it was online and could reach http://ouya.tv. I don't know if it was required for the system to operate or not, though.
     
    GarBenjamin likes this.
  44. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    Yeah, if it's like any other Android device the free apps will continue to work but paid ones phone home to check the license every once in awhile to validate. I wouldn't be shocked if the server is shut down that they stop working.
     
  45. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    Yeah you can sideload apk's and can run google play and amazon store apps on the ouya (although most of those aren't designed for the controller). Paid apps of those stores (ie. bombsquad of fire tv would probably run on the ouya) however that wouldn't help you because you'd have to pay for it again to "authorize" with amazon's servers.

    We won't find out for sure until later but I would suspect that the paid ouya apps would stop working. As always though I have a feeling the xda forums Ouya page will find other ROMs that you could load up to try and make it more useful when that day comes that they shut down their servers.
     
    GarBenjamin likes this.
  46. delinx32

    delinx32

    Joined:
    Apr 20, 2012
    Posts:
    417
    I didn't get in because of the crappy registration system, but my boss is at build and demoed that. He said its nowhere as good as they made it look in that vid, which is too bad, because that was some serious future jetsons stuff there.
     
    Ryiah likes this.
  47. Tomnnn

    Tomnnn

    Joined:
    May 23, 2013
    Posts:
    4,148
    I bid $1 for Ouya. Anyone care to bid higher?
     
    Aiursrage2k likes this.
  48. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    For an OUYA console or do you mean for the whole shebang platform and all? Lol
     
  49. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,510
    Knowing @Tomnnn, I think it's pretty clear which he meant. :rolleyes:
     
    Tomnnn, Kiwasi and GarBenjamin like this.
  50. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    Its mostly a gimmick for me at the moment until it proves itself on the market. But compared to the Wii, Oculus Rift, etc this is a gimmick I think I would actually enjoy messing around with. Unity is supposed to be getting full support for it.