A New Hope?

It’s time OUYA took a fresh look at their marketing strategy, and win back early adopters

The news today that OUYA have received additional funding and moved the date of their retail launch back by three weeks is a positive sign that the demand for the OUYA is strong and the console has the potential to go far.

It’s also indicative of just how far OUYA have come in such a short space of time. However, in blazing a trail, they’ve done a lot of throwing ideas around to see what sticks. That’s created a huge mess in it’s wake. Now is a good opportunity for them to clear things up and get back on message.

flashing lights

At the heart of the problem is the failure to pin down in consumer’s minds the value proposition the OUYA presents. People are quite rightly asking why they should buy the OUYA, and getting nothing back but a bunch of empty PR waffle about “great content” and “openness”.

Related, OUYA Inc, the company, gives off a very different image to the product they are selling. The console is billed as alternative and anti-establishment, while the company comes off as bland and corporate. Talking about Venture Capitalists to Forbes doesn’t fit with the actions of those hoping to spark a revolution in gaming

Another area OUYA would do well to rectify is in fixing the feedback loop with the community. It takes time for the ideas and criticisms voiced by the community become concrete actions or make their way into features and changes to the console itself. In the meantime, OUYA don’t appear to be listening, and that has been damaging. They need to make noises to indicate that they hear those concerns, and set expectations as to when they will be addressed.

If OUYA can make progress on these three points, they will be in a much better position to start winning back those early adopters who, after all, made it possible for OUYA to get this far in the first place

The 3rd Platform.

OUYA is the 3rd open platform (in addition to PC / mobile), but needs to better emphasise the opportunities it affords developers versus those other platforms

OUYA’s stated mission is to open up the last closed platform of gaming. But for developers who are already happily plying their trade on the other open platforms, PC and mobile, there needs to be something stronger than just “look! You can put your game on a TV now!” Something to motivate them to cross the divide and consider developing for the OUYA and TV environment.

spectatorsThe fact so many mobile games try (largely unsuccessfully) to adapt console favourite genres to use touch control schemes is testament to the underlying desire for what the OUYA, at its most basic level, provides. An open/easy way to make games for controllers. Indeed many of those developers already working on the OUYA are doing so for this very reason.

Going beyond the obvious, there are a myriad of answers to the question of what differentiates the OUYA from those other open platforms. The key is to understand the whole environment in which the OUYA is centred.

The lounge, with the OUYA-connected TV at it’s centre, is an inherently social environment, and unlike PC and mobile, content is consumed as a group activity. It is hard for more than an intimate couple to watch a movie together on a tablet, but with TV, many people can comfortably enjoy the same content.

More subtly, as a more personal space, within the home, where we invite friends and family to be together. Even a home PC is tinged with a sheen of the productive and professional world of work.

For game developers, that all translates to local multiplayer games, games that have an emphasis on getting close and personal with others, games where people want to more than just spectate, but feel the energy and atmosphere in the room where play is happening.

As well, the lounge is usually much more spacious and affords the players room to jump up and down and get active. This was something not lost on the makers of the Wii, which succeeded in part because it got people off their bums and playing games that required skills in more than just the thumbs and fingers.

The OUYA has the potential to take the innovations brought in with the Wii and take them to the next level, as indies and small developers have the opportunity to experiment with games that go beyond just what is on screen

There is plenty of scope for genuine innovation in the space in front of the TV. However, OUYA need to get better at making these arguments. If they can do that, the chances are raised of a game being developed that really shows of this potential and ignites people’s imaginations. In the mid to long term, that will pay dividends many times over for the platform.

Taking the Rough with the Smooth

There is no need to apologise for low quality games on the OUYA. It is part and parcel of an open system, and proof it is working

You can’t judge a book by its cover and many indie game developers are neither artists themselves, nor have the budget to hire one. That does not preclude them from producing a gem of a title, gameplay wise. The graphics may be primitive, but beneath the surface, it is the enjoyment of the game that really matters

Considering the OUYA institutes a mandatory free-to-try model, gamers don’t need to judge games purely on surface looks anymore, but can find out about a game for themselves by playing it. In this light, it’s even less justifiable to glance disparagingly from a distance and conclude many an OUYA game to most probably be crap

my first game

It’s also unreasonable to expect in the limited time (less than 4 months) the OUYA has been available to developers, that they can create the sort of high quality games or “killer apps” that you might expect with other consoles, unless they are indeed ports from other systems. Even critically acclaimed indie games like Limbo or Fez, of the calibre OUYA hopes to attract, had development times closer to years than months.

Most importantly though is to understand that there will be crap games on the OUYA. You have to take the rough with the smooth and accept, however hard that might be as a gamer, it is something that comes part and parcel with an open platform. There will be experiments, because you can’t have innovation and exploration in game development without trying things and finding what ideas don’t work, as well as those that have a kernel of something great, but need the time and effort to bring them from toy/play thing to fully commercial, realised product.

And there will be “my first games”, but the fact that they can sit along side more polished and complete offerings gives encouragement to game developers, and an opportunity for them to get and give constructive feedback in the context of what others are doing. It’s all too easy to sit coding away in isolation and never get that different point of view or the eurkea moment when someone suggests “why not just change it slightly and do that instead..?”

Of course, there is no point in celebrating mediocrity or poor quality in the name of principle and variety. However, OUYA already has the sandbox and the algorithmic engagement metric, the “O-Rank”, that allows the better games to rise to the top

OUYA the company, and as a community, need to stop apologising, and accept that the appearance of the rough and ready games alongside the smooth and polished is proof that the system is working.

Rebranding Always Online

Games that require always on internet provide immense benefit to both game developers and customers, but the case for their use is not being made

The recent controversial tweeting by one Microsoft executive about the prospect of an always online console was not what lost him is job, but rather the attitude it displayed. It is one reflecting a deeper frustration amongst those in the game industry with consumer resistance to games and platforms that require a constant internet connection.

There are of course a multitude of excellent reasons why game developers would want or require an internet connection for single player games, or those that do not use the internet directly in the game itself.

always online

Collecting data about gamer’s habits, analysing where in the game they get stuck, frustrated or bored. Gaining feedback on game balance issues and detecting bugs and defects more precisely and in a way that is useful to developers without having gamers require detailed technical knowledge of the game or needing to manually report. These things help make better games, and therefore eventually benefit gamers, even if not directly / at the time.

Yet the concept of an always online game has become toxic in the minds of many gamers, and grown to represent perceived corporate greed and the running rough shod over gamers’ concerns by large studios and publishers. The internet is also abound with innumerable stories and anecdotes of jumping through hoops, over barriers and gamers being generally prevented from just being able to get on with the game experience.

It is therefore interesting to consider the OUYA, a console that works purely based on digital distribution and though not quite demanding 100% connectivity, essentially needs an internet connection to be in any way useful. It has not encountered any of the hostility directed towards other games and platforms, such as Sim City, Diablo III and the rumoured upcoming Microsoft console.

The key to understanding this is to realise that the benefits of an always online OUYA are obvious. So clear and easy to understand that consumers can see exactly what the direct benefits are to them.

It is in making the case for similar always online products that game developers and publishers have thus far failed. Explicitly spelling out those benefits I listed above, and accepting and accommodating those who are not convinced (i.e. giving them a way to opt out of the data collection) is the bafflingly simple solution that for whatever reason, isn’t being acted on.

In a world where people are increasingly aware of privacy issues and the data they are inadvertently creating, it only makes sense to offer control and give people a stake in the management of the data that, after all, they created in the first place. It’s time companies woke up to customer concerns and understand this is not a technical or anti-piracy issue any more.

Big Screen Rivals

OUYA’s biggest threat comes from Valve, but OUYA has the ability to harm steambox sales through PC streaming apps

Valve’s upcoming Steambox console has the potential to really upset the hegemony of the big three console makers head on in a way that OUYA is only able to do indirectly. As champions of the PC platform, Steambox is also well positioned to bring their loyal customer base across to console. With many AAA games being released cross platform, including on PC via Steam and on other consoles, it should be relatively straight forward for developers to port their offerings across to Steambox.

Big Picture

It can also provide indie developers new opportunities to get their games onto the TV and likely with a considerably larger audience than OUYA will initially have. All that adds up to a serious threat to the OUYA.

Rewind back to summer 2012, and one of the early hopes for the OUYA came in the form of OnLive. The cloud gaming/streaming service allowed gamers to remotely play video games over the internet, with their games controller sending inputs to the central servers playing the game, and the corresponding audio and video stream being piped back to the gamer’s TV.

Unfortunately, as good as the idea was in principle, the business side of the equation was unable to make the concept work, resulting in eventual bankruptcy. Despite being bought out, a big question mark was left hovering over the future chances of OnLive coming to the OUYA.

While cloud gaming may have failed to take off (at least for the meantime), there exists a far simpler solution, and one that may yet put OUYA on a collision course with Steambox: Streaming games from PC to the TV via the OUYA.

Most PC gamers naturally opt for high end machines capable of both running the latest games and handling the processing needed to capture video output and stream it across the network. In turn, the OUYA is perfectly capable of receiving that stream and outputting it to the TV in full HD. With Steam’s Big Picture mode, designed for when PCs are directly plugged into the TV, it would be relatively easy to stream the OUYA controller commands back to the PC and have them mapped to whatever setup the player desired.

The network latency problems that come from cloud gaming would be much reduced, as people stream across their local network, rather than to a distant central server. In fact, such streaming apps already exist for PC to Android streaming, and it is not hard to imagine one retrofitted with the OUYA in mind could have a big impact.

I should point out that this is all hypothetical. The current PC/Android streaming apps are not ideal for use with games and the OUYA, and the Steambox has not even been seen by anyone outside of valve (much less launched to the general public). Never the less, these two new entrants to the console market may find themselves stepping on each other’s toes, and perhaps not entirely unintentionally

 

An Exclusive Problem

As cross-platform tools become increasingly prevalent, we will see a showdown between game developers and platform holders

While the mobile revolution has been grabbing all the headlines for the past couple of years, a much quieter revolution has been taking place: The rise of the cross-platform tools and engines.

Somewhat born out of the duopoly of the mobile world, where it was obvious to anyone that given the choice between developing for iOS, Android or both, it would be silly to choose one over the other.

exclusive

At the same time, the low barriers to entry for developers and the small scope, low budget and often indie (or at least Independent) nature of those developers and their games necessitated that those platform tools be low cost themselves. Then mix in the attractiveness of not having to reinvent the wheel, but instead using a pre-made engine. Given that mobile doesn’t require bleeding edge technology and suddenly it is viable to package that in as well at the much reduced price.

Meanwhile, platform holders need to differentiate themselves, and find those killer apps that will drive sales of their system. The killer app won’t be much good if it is available in a whole bunch of other places, and one of the easiest ways to draw attention to a killer app is to highlight its exclusive availability on that platform.

However, as the cost of putting a game on multiple systems, from a technical perspective, plummets, the rewards of foregoing that small amount of extra work to potentially make huge gains has to be made up somewhere.

Herein lies the potential for conflict, as platform holders unable to sufficiently differentiate themselves, resort to straight up financial incentives to attract that exclusive content. This in the long term is unsustainable and causes problems when developers find themselves locked into deals that are increasingly less and less beneficial as the success of the game / app multiplies.

Even if (or maybe only if) your game is unlikely to be a killer app, there can be advantages to exclusivity on a new platform. Holders have a need to showcase their technology, both to consumers, to justify the price and investment in technology, and also to other game developers to exemplify the riches on offer when targeting that system. Knowing this allows game developers to ride on the back of the general marketing surrounding the platform, thus being of mutually benefit to all involved.

I think OUYA is different in this sense to almost everything currently out there. It isn’t trying to showcase bleeding edge technology, and has some genuine unique selling points. Though it might not be immediately obvious, the unrestricted ability for the OUYA to connect the TV with a variety of controllers and other devices (including smartphones, tablets and even PC), gives it far more paths to grow along than other, more closed systems

As OUYA are finding, that’s quite abstract and a tough sell, even to developers, never mind regular consumers. However, it allows OUYA to sidestep the cross-platform vs exclusivity conundrum. The OUYA can do things other platforms inherently can’t, and in time that will lead to natural exclusives

 

Making of a Killer

Killer apps are rarely identifiable ahead of time. OUYA needn’t be worried yet

A common criticism of the OUYA is that it lacks a killer app. Something that people can point to and say “This is reason alone to buy the console.” Of course it somewhat misses that most killer apps are only regarded as such in hindsight. It can often take years for such things to emerge and be truly appreciated for what they are.

killer knife

That doesn’t mean OUYA should sit back and wait for such an app to naturally occur. Instead, OUYA should work to maximise the chances of it appearing and make every effort to create the sort of environment where a killer app can take hold.

In this regard, I think OUYA are making excellent progress. With an open platform and as many barriers to entry removed as possible, plus the shortened feedback loop between developers and OUYA, there are plenty of reasons to believe some of those developers working away on the OUYA right now could spawn a genuine hit or two.

I would still argue they need to do more to attract developers into the fold to begin with. High level press coverage isn’t nearly as effective as taking a small group of developers aside to pitch to them on a personal level, and I hope OUYA will do more of this in the future.

On the flip side, the unfortunate reality is that the number of consumers / paying customers using the platform also directly impacts on the ability to attract developer support, leading to a certain level of interdependency that is hard to escape (i.e. a chicken and egg scenario).

As well as creating the right environment, it is important to be able to identify early on those apps that have most potential to turn into that killer app. That way, when such an app does begin to really gain traction (and not before!) and start to cross the threshold between merely selling well to the existing customer base, and actively attracting people to the OUYA, the marketing machine can swing into action and accelerate that process

Where it gets harder is when the killer app is something more abstract than a single, easily packaged and identifiable product. To a certain extent, this is OUYA’s current problem, where the unique selling points are abstract things like hackability and potential for interesting indie titles. Those things are a tough sell to consumers raised on a high-octane diet of explosive action scenes and high visual impact imagery.

Games are a visual medium as much as anything else, and whilst gaming aficionados might complain about shallow gameplay mechanics and narrative behind the scene, the brightly painted cardboard cutouts at least do the job of getting people through the door.

With its explosive start and tight schedule, OUYA seems to be racing around at a million miles an hour, it may be once all the hype subsides after the June retail launch, that the OUYA can get really going on the long, slow burning path to true usefulness, and I think it is during this period that a killer app will emerge.

Who needs Friends?

Friends like to play together, but reinventing the social network on OUYA is pointless

Relationships are all about communication, but that’s not easy when all you have to write with is a video games controller. It is one of the big downsides of the TV experience, and perhaps something this traditionally one-way medium will never be able to fully capture.

In the time since the outgoing generation of video games consoles first released, the world has gone online, and once there, it’s been getting social. Games too have gone online, with increasing movement towards multiplayer games and games as a service.

no friends

Consoles have evolved during that time as well, with increasing emphasis on social integration. So much so, that it has become one of the key selling points for Sony’s new PS4 console, with a “share” button built straight into the controller.

However, other social networks, those dedicated to the task like twitter and facebook, do a much better job of connecting people. In a world where ever more people have a smartphone or tablet to hand when sat at the TV, it is wasteful to try and replicate that experience on the TV simply for the sake of trying to tie people into a network they are not vested in.

So why have social features at all? Friends still want to play together and enjoy each others’ shared company within the virtual game environment. Whether competitive or cooperative play, multiplayer is just plain better when experiences can be built on over multiple gaming sessions with the same people, and that is impossible without being able to create and form relationships.

Rather than concentrate on how best to get around the problems that the TV/console controller setup introduces into this equation, it would be better to simply tap into the existing, real life relationships that already exist, and merely be an enabler of connections.

In practical terms, that means finding friends, finding what games they are playing and being able to jump into the action with them. No chat or private messages, no sharing this or linking that. In fact, sharing, especially trivial or things completely unrelated to the type of relationship between individuals can add to the general noise and devalue the channel of communication. If I add you on twitter because you’re an expert in your field, I don’t care what you had for breakfast this morning.

It’s also useful to consider what isn’t social, and that’s leaderboards and achievements. Both are inherently egotistical and about appealing to completionists and optimisers. It doesn’t really matter who the other people on the leaderboard are. The point is the leaderboard acts as a way to measure progress. Neither of these things are invalid or bad (unless implemented in such a way as to create noise), but should be treated separately from the social sphere.

Social networks that succeed do so because they are simple and intuitive and don’t come with some baroque feature set. If OUYA can follow this principle, it will tie in well with their clean, simple UI and design philosophy and save them a lot of wasted effort trying to get people talking when they just want to frag each other

Progress Update: Complete but not Finished

Executive Star is now functionally complete! That means it has all the features and parts to play and have a fun time with your friends. However, what is missing is the polish and fine tuning that is needed to make the core great game into something that truly sparkles and shines on every level.

That means all the extras like menus, music, as well as things like tweaking the UI and altering the button presses needed to perform various tasks, so that the game is as intuitive and easy to play, as it is professionally good looking.

Over the next few weeks, I’m going to be relentless in my pursuit of perfection, but if you can’t wait to get your hands on the game, you are welcome to help with the beta testing. To do that, email me at:

contact [dot] crystallinegreen [at] gmail [dot] com

or shoot me a message on twitter to @CrystallneGreen or @JamesACoote . The one condition is that you will need your own OUYA to be able to test the game on.

Don’t worry if you only have one controller, as I’ve created a “pass the controller” mode, but if you have multiple controllers and can also test that mode, that would be really helpful. Alternatively, if you have PS3 Dual shock controllers, they are also supported and I can provide additional instructions on how to get them set up with the OUYA (It’s actually very easy / straight forward).

Finishing Service

What Indie developers really need is a finishing service

Another take away from Richard Nash’s excellent (if rather long) take on the state of the literary/book publishing industry is that publishers (especially editors) actually perform multiple roles that add value, and while some of those roles are now obsolete, others are absolutely still relevant. Perhaps even more so in a world flooded with digital content.

Chief amongst the tasks of an editor is ensuring that manuscripts are up to standard and ready for market. In other words, that they are polished and have had all their rough edges smoothed out. Translating this to games, I’m not talking about finding bugs or play testing and balancing, but the little things that make a game feel professional and complete.

polishing

In some cases, that rough, unfinished feel to a game can really add to the indie credibility / authenticity, but all too often, potential customers don’t get past the shoddy packaging to find the real treat of a game inside. Especially in an era of free to play games where consumers are oversaturated with choice, and need to make a rapid assessment on a game’s attractiveness, if the outside façade doesn’t look promising, first impressions will form and players won’t even get past the front door.

Of course, no one goes indie to have a publisher telling them what they can and can’t do. The problem is that traditional publishers own and control the brands/IP and bundle in financing and marketing along with testing and finishing services. This needs to be unbundled to provide indie devs with a pick and mix of services that they can select based on their appropriateness and cost effectiveness for their business.

As a consultancy service, developers can choose to take on board or disregard the advice they are given as is their prerogative, rather than having it foisted upon them. It also allows the providers of that service more scope to provide a sliding scale of services, tailored to the needs of the developers.

Often indie games can be a bunch of ideas mixed together in a crazy mess of the creative energies that spawned them. It may be that developers need help to pick out the mechanics, aesthetics or elements of their game that are unique, so that they can build on those and ditch other parts of the game not core to the experience. This works to give indies both a better, more focused game, and assist them in thinking about how the game will be marketed.

Equally, a game may simply need tweaking and minor adjustments made here or there to make it really shine. The little things that gamers and testers are unlikely to be able to consciously articulate, but that can make the different between a good, solid game, and something that really makes players feel energized and immersed.

Or perhaps if that sounds a little fuzzy and waffle filled, there is the other end of the spectrum, where a great set of mechanics and art are lacking all those peripheral things that make a game feel professionally produced. The menu screen might be the first thing the player sees, and no matter how good the game inside, it leaves the player their first impression of the actual experience of being in the game. Equally, developers might not want to spend significant time providing the tutorials, controls remapping, and options setting screens that are not really central to the game, and so not really what those developers are interested in (and ultimately not what they should be spending their valuable time and resources on). Those things though, act like the in-game customer service, helping players get an experience optimised for them. It makes sense to delegate creation of that to a professional services company

As for OUYA, I don’t expect as a platform holder for them to provide this kind of service, especially since the company is small, and just starting out. However, the winds of change are blowing the industry towards indie shores, and without the support and infrastructure of a large studio / publisher, many game developers will find themselves in need of these kinds of services. Having third party companies able to offer that would indeed be an indication of a richer, more complete ecosystem, dedicated to ensuring games reach their potential as more than just commodities