Originally Posted by number1laing
They've added APIs for gaming in every iOS update, including a full platform with achievements, matchmaking, and friends lists. They talk about gaming on their hardware with every keynote (indeed, a lot of Nintendo/Sony fanboys always got into a tizzy whenever Jobs put up a chart showing the number of games available on iOS vs. 3DS/PSP). They bring out game makers to talk about their games, like Epic with Infinity Blade. I don't see how anyone could interpret this as "dismissive of gaming".
While Jobs was still in charge, games were the red-headed stepchild, and were as openly acknowledged for the success of iOS as porn. Only after Jobs' passing has Apple begun to acknowledge the role that gaming has played in the success of their iOS devices, but it's only because they've been dragged into it. At this point, all the real work is being done by developers and publishers. Apple's done very little to support or facilitate a healthy gaming industry other than saying: "go make games."
Of course, in many ways, being left alone is what has made games so successful on the platform. So I'm not sure I would actually want
Apple to take an active role in the gaming industry. It isn't their strength, and it never has been. It's only thanks to the "happy accident" of the App Store that gaming is so big on the platform.
Originally Posted by bbexperience
Just tell me this: What, exactly, is the market for this?
So who does that leave, really? People that are ultra cheap and don't even want to shell out for a WiiU or a last gen console, a few stragglers from the above categories, and those that are really trying to seek out new experiences. So, the question is how many of those are there, and of those how many would then buy this. I think very, very few.
Again, the huge success of their Kickstarter campaign says you're very wrong. Clearly there's a market. That doesn't mean the device will be successful, but it does mean that people want
it (or something like it). They were aiming for $950k in a month, and they're now over $4m in just 4 days. And a quick look at their Kickstarter page reveals that the majority of their backers are at the $95 and $99 level--which promises those backers an actual unit once it launches in March 2013. People want one.
I'm not sure who these backers are, but something about a cheap console with a controller and the promise of open development has struck a major chord
. Again, not saying that Ouya will be the one to do it, but some device will. And when it does, it'll hit the jackpot.
Originally Posted by Yrd
I don't know anything about marketing (I'm betting barrelbelly does, he seems to have a huge vocabulary of buzzwords), but I think these cheap games are selling for a reason. Console games are too expensive. People buy and sell and trade because of the price of the games. I've always thought that lowering prices would be better in the long run for selling a game. Lower the price of admission and more people will show up.
I don't think it's just about inexpensive games. I think it's also about the so-called "barrier to entry." Big budget console games require literacy with game design and complicated controllers and game mechanics. They require a commitment of time, energy, and of course money. Small games don't. You can play for 30 seconds or for 5 hours. You don't lose anything by shutting a game off mid-play. No saving games. No big 10-40-hour narrative arcs. No 2-hour raids to complete. No 3-hour FPS lobbies to see through to completion.
Put simply: small games have recaptured the "gaming" part of game design. They're "games" first, and "experiences" second. They have brought back what made the arcades so much fun (for everyone) in the first place. This was the original promise of Xbox Live Arcade. But even that's become almost as bloated as AAA development. I agree that most of my favorite games this gen have been XBLA/PSN titles. So why not build a console around them?Edited by confidenceman - 7/12/12 at 2:46pm