- DarkBen64
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- Legendary Member
Posted by: TwistedDippy666
quote]Posted by: TwistedDippy666
Posted by: DarkBen64
Posted by: TwistedDippy666
Posted by: DarkBen64
[qute]Posted by: What Is This1
You can still play simple indie games on a smartphone. It isn't ideal, but the people that buy they do so for a quick thing to do. The OUYA on the other hand doesn't have much appeal since most people are not going to drop $100 on something that has relatively no games and can do less than what they can do on their PC.[/quote]You'd be surprised. You also need to take into account the appeal on the developer's side as well as the consumer side.[/quote]
There won't be much appeal for developers on the console that's the thing. Given the choice to develop for xbox,steam or even the app store-most developers would go for one of them instead of the ouya in favour of actually making a profit on their products. The community for the ouya will be a very niche market and as such a bad business move.
Ouya is only going to become "babies first devkit" type of thing. Only people who want to make games yet don't care enough or aren't skilled enough to get it onto steam or XBLA.
It will be good for practising making games but that's about it- there won't bem many stellar made indie games: those devs will be using steam.[/quote]You're so wrong. Developing for Steam or XBLA is far more expensive and time consuming than developing for OUYA.
Apart from the fact that it will result in fewer returns from their product and as such lower profit margins. Ask most people on consoles or PC if they will get a OUYA and they will say no. Let's have the $9m funding- say each person donated about $25, that leaves 360,000 people who invested/bought the OUYA so far.
Say each game is sold for $2 and costs 50c,per copy, to make/distribute. That leaves a total profit, if everyone bought it, of $540,000.
Place the same game on steam for costs of $1 and sold for $2 still. Steam has over 40m users therefore the total potential profit is $40m- any smart business/developer would stick to the steam platform.It might work that way in numbers but you know damn well that's not how it will work in the real world. A start up development team isn't going to sink a huge amount of money into the software needed to develop for Steam, XBLA, etc. I've seen first hand the influence the OUYA is having on the indie market, and where the devs will go, a lot of the customers will follow.
Proof of how you have seen the devs trending.
Besides most software needed to create an indie game for steam is free, you can get access to various game engines free and uploading it to XBLA is free as well, it needs to be certified by microsoft and they take 20% of your profits as fee.
It can cost nothing to make if you know what your doing.Go onto the Unity forums, or an OUYA forum, it's obvious. I AM an indie dev, I have more of an insight than a lot of you.
You can't get access to half of that for free. If you want to use a decent game engine, you have to pay for it. You have to pay for PhotoShop. 3D modelling programs. Sound programs.
XBLA is NOT free. The fees on it are terrible. That's the problem Fez had with Microsoft, they refused to patch a large bug because of the fees.