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Author here. I've updated my post to include some words on the current Android games market and how none of it maps to the Ouya. Simply, a game written for a 4.
by hazzen 14y ago
Author here. I've updated my post to include some words on the current Android games market and how none of it maps to the Ouya. Simply, a game written for a 4.5" diagonal phone screen will not scale down to the 2-3" diagonal touchpad on the controller and then back up to the 52" diagonal of a TV. You have lost too much fidelity in the process; the game will feel wrong if it even works at all.
As for Android being the future of gaming - I don't believe it. Why might a motley collection of devices with disparate specs upend a highly focused and adaptable juggernaut, besides it making a great story? This won't kill the current gaming juggernauts anymore than streaming content killed television ones.
- slantyyz 14y ago>> Why might a motley collection of devices with disparate specs upend a highly focused and adaptable juggernaut Isn't that what gaming PCs are?
- angersock 14y agoIndeed, that's what ultimately dethroned Apple in the personal desktop computer business: lots of developer support/embracing and bargain-bin hardware.
- angersock 14y agoYou already did a hack job comparing architectures ( kevingadd hits this point first, so I won't elaborate too much). It's unfortunate too--you probably could've made a strong case that, for example, the six hardware threads on the 360's Xenon may exceed the performance of the Cortex chipset in the Ouya. As far as mapping issues, if you are referring to direct porting of mobile games, you may well be wrong again. If the game uses vector art, it seems reasonable that that will scale, and then all you worry about is the control scheme being tolerant enough to work. If you allow for any porting effort at all, I imagine that developers will have no trouble getting the touchpad to work well enough. As far as your analysis about why people might not prefer this to the XBLA/XBLIG or similar venue--consider the issues involved in getting updates pushed out to Fez, and what happened there. Consider also the ease of developing with such cheap devkits (consider what it costs for developing on a PS3 or 360, in earnest!), and that Android devs can target a fixed hardware target and optimize for it. You can't put enough value on saying "Fuck it, we target 4.0 on Ouya, with this hardware, screw the rest." The launch hardware count, additionally, may or may not be increased in supply depending on how their logistics pan out. I don't think you're even remotely fair in your criticism there. Frankly, you seem to be full of shit. Enjoy your 15 minutes.
- MichaelJW 14y agoI think you misunderstand vibrunazo's point about some games being "Ouya ready". You can already plug an Android into a TV and connect it to a controller, so some games already offer proper, non-touch gamepad support, designed to work on a big screen. Here's a video of Sonic 4 Episode 2 that demonstrates this: http://www.youtube.com/watch?v=8fUP6mh3aOg http://www.youtube.com/watch?v=8fUP6mh3aOg Plus, touchscreen games don't all require you to tap specific points on the screen (as in your Reversi example). Look at Temple Run: you duck and jump by swiping down or up, from anywhere on the screen, rather than tapping on-screen Duck and Jump buttons.
- iuguy 14y agoI have a question, and I'm genuinely looking for an answer here. Why would I want to play games designed for a phone or tablet on a big screen when I can play them on my phone or tablet already?
- nuclear_eclipse 14y agoI personally find it much more comfortable and relaxing to be able to hold a controller in my lap while looking up at a TV. With games on my phone or tablet, I either have to strain my arms holding it up high enough to be in front of my face, or I have to strain my neck to look far enough down that I can hold the device in my lap to play; there just isn't a comfortable way to play a mobile game for more than 5 or 10 minutes.