Saturday, March 16, 2013

Ouya, Oh Yeah, Oh No!



            The Ouya.  I know that a lot of people have talked and speculated about the Ouya and joining a bandwagon isn't exactly my style.  But if the Ouya succeeds, it will have repercussions that many may not realize.  You see, provided the Ouya works, I think that it could well be the future of video gaming.  A middle finger to the bloated, expensive, frankly deplorable AAA video game market and just the shake up console gaming needs.  So, for the sake of the indie market and for how this new console could affect the video game industry, I've decided to take a moment to explore what the Ouya promises to be and what that means for the industry and gamers, good or bad.
Behold the Ouya.  The next big wild card in the console wars.
            Hardware.  The Ouya is an interesting machine, hardware wise.  It has an NVIDIA quad core processor, for moderate graphical prowess, certainly no match for a PS3, but at least as strong as most android or Iphones, possibly stronger depending on how it is used.  1GB of ram provides speed comparable with decent laptops for streaming or gaming.  8GB of flash memory allows for storage of games, which, while comparable to the PS3 and Wii U at launch, is still a rather small amount.  It can be expanded via USB storage.  It has full wifi, ethernet, and bluetooth capabilities, allowing internet connections of all varieties and wireless connectivity.  It has USB ports for porting programs from other systems and a relatively unique controller.  The Ouya controller resembles a Playstation Dual shock controller, with the face buttons changed to spell out O-U-Y-A.  There is also a touch screen included which can be used as a touch screen or to mimic a mouse, allowing for internet surfing and exploring the Ouya's stores or software.
If that controller's touch screen works out, this might be the make or break feature of the Ouya.
            What does all this mean?  Well, the Ouya is basically an iphone made into a console, though I think that's a gross oversimplification.  It shows the basic features of a video game console without any unnecessary extras crammed in.  No backwards compatibility with other systems, no DVD or blue-ray playback, no slots for CDS, etc.  It is a console that aims at digital distribution, streaming audio and video, and with the basic capabilities of a phone or medium range computer in terms of gaming.  The graphics of the Ouya will not be top of the line, however they will match and probably exceed those of top of the line Iphones, since they will not need a number of extra components which other consoles or phones would need for them to function properly.  The controller in particular seems steps above what the Xbox720 and PS4 are offering, by providing something sleek, which still has touch screen capabilities, making it even more attractive to some than a Wii U controller.  Thanks to it's supposed ability to mimic mouse movement, the controller has great potential for bringing PC games and console games closer together.

            Based on what can be gleaned from these specs, the Ouya seems to be aiming at gamers less interested in graphical fidelity and more invested in fun gameplay experiences, with the ability for it to be expanded into a digital multimedia system down the line.

            Price.  The Ouya aims to do what many console gamers have been dreaming of for decades.  Make a console that will not destroy their credit rating.  The Ouya aims to debut for only $100 at launch and one can assume that used versions could be sold for cheaper.  This proposition is a bit eyebrow raising.  True, many computer components are much cheaper if bought wholesale or if the company using them is in a contract with the manufacturer, but the price seems too good to be true.  Something that, as the software previews have shown, is at least as powerful as a low end PC with the capability to stream video from Onlive or Twitch TV that even a minor could afford simply by saving his allowance for a few months seems like a fantasy.  So, many are skeptical of the Ouya's ability to deliver on its low price promise considering the promised hardware and software involved.  I can only say this.  Is it possible?  Certainly.  It is possible to build a working console for that little, provided you have the capital to develop the necessary OS, get the manufacturing process hammered out, and to maintain manufacturing for an indefinite period of time.  And with the Ouya's pre-orders, successful kickstarter campaign, and any personal investment those behind it have made, I'd say it is possible to get the process rolling and make the Ouya with only a small loss for each machine sold.
The Ouya's managed to ship out its developer consoles already.  Will the commercial ones be as easy?
             However, price doesn't only figure into the hardware.  The Ouya's manufacturers have outlined that any software sold on their system will be split 70% to 30%, with the 30% going to the manufacturers, allowing them to feasibly continue producing Ouya consoles indefinitely, provided there is a strong software base.  More surprisingly, however, is that the Ouya requires at least one aspect of every piece of software on it to be completely free.  This has been dubbed, free-to-try.  This system can include whole games, demos, level packs, etc. but it ensures that any person who buys an Ouya will always have something to fiddle with even if they don't pay a penny over the $100 price tag.  I am not certain is this particular aspect of the Ouya is sustainable, however if the programs use in-game advertisements or other means, this business model could prove successful.
Seems too good to be true, doesn't it?  Still, cut out all the fat and just maybe the price can work...
            On the whole, the price point for the Ouya seems too good to be true.  Cheap, with free content being released constantly from both professional and independent developers.  What can this mean?  Well, it could mean one of two things.  It could mean that there will be much price gouging.  That free to play games with 90% of the content as purchasable DLC could become the norm.  This is a depressing thought, however if the market stays competitive on the Ouya, this may not be an issue, as price gouging games that are free could be beaten out by reasonably priced games that are complete, offering a free demo.  Conversely, it could mean that the Ouya is trying for an entirely different market than the bloated AAA console gaming crowd and will be aiming to make its money back through smaller products, but greater sales numbers, not unlike Steam.  Offering both a service and a price that makes gamers feel as if they are being respected, I can only hope that this is the case since it shows intelligent design with the marketing of both the console and the software.

            Approachability.  The price point already makes the Ouya approachable from almost any developer or gamer, however it seems to have far more than price going for it.  In their FAQs, the Ouya's manufacturers claim that a store similar to an app store will be set up to sell the software.  This can mean that anyone who develops a game for Ouya can sell it without the need of a publisher, beyond the Ouya's manufacturers, of course, without licensing fees, and without need for excessive testing from either the Ouya's manufacturers or the development team.  This could mean that the Ouya will have more experimental games, that it might be an open door to fledgling designers, or that it could be a playground for scammers.  The marketplace seems to be aiming at as low a barrier of entry as possible.  This could be solved with refunds provided for broken products, self regulating product reviews that shut down scams like those that appear on other app stores, or by regulation from the Ouya manufacturer, such as people releasing a scam being permanently banned from releasing on the console again.  Approachability is a double edged sword.
This is a mock up of what the Ouya app store could look like.
            This approachability seems to go beyond just a business model, however, with the Ouya being easily moddable without punishment from the manufacturers and with all the tools necessary to develop games for the Ouya included with the console.  It has been years since anything beyond the PC has allowed for such approachability and flexibility.  The Commodore 64 springs to mind with homebrew games being capable of being ported to a floppy disc and sold commercially.  What does this mean for the Ouya?  Well, let us do a little math.  Let's assume that 100,000 people buy an Ouya in the first year.  And of those 100,000, let's speculate that at least 1,000 develop a game to completion where it can be released on the Ouya's marketplace.  Now, assume one last time that of those 1,000 games, 100 are successful financially.  If we follow this model, then the Ouya could release at least 100 quality home brew games yearly.  This means that the Ouya could be a self sustaining gaming platform, without the need for support from large publishers or developers.
This is the Ouya taken apart.  Four screws.  That's all it takes to mod this baby.
            The Ouya seems to be a very approachable console, but it may end up being too approachable.  Releasing a scam game on an Iphone doesn't require as much effort as one might think and the same could be said of the Ouya.  Games with so many bugs or glitches that they are unplayable could also become a problem.  However, if the app store is properly regulated and decent games are released, both from professional designers and from regular people making homebrew games, it could become a timeless machine, where one does not need a $10,000,000 budget to make a game.  They just need the time and the will.

            Focus.  This category seems a bit odd, but just stick with me.  You see, the Ouya appears to be focusing, at the moment, on gamers.  Not simply hardcore or casual gamers, but gamers in general.  Developers like Mojang and Square-Enix have made promises of having Minecraft and Final Fantasy ready for the console, while any number of android apps which captured the imagination of casual gamers also seem to be lining up to be ported.  The promise of Onlive streaming services for games as well as Twitch TV, which showcases competitive video gaming, seems to further demonstrate the Ouya's focus of being a cheap, accessible console that all gamers can enjoy.
What does it take to make competitive video gaming relevant again?  Get it to the people!  The Ouya can do this.
             The Ouya also seems to embrace its limitations, with its conservative design and ambitions.  This means that the focus will be on smaller game development from teams of tens or even only a few people, without the bloated design groups of a AAA title like Dead Space 3 of Final Fantasy 13.  I have already explained how both illusion in gaming and how limitations can enhance a product, so hopefully recognizing this will allow it to avoid the excessive costs of the AAA console market while still delivering a solid product.

How gamer focused is the Ouya?  Someone has already developed and SNES emulator for it.  Nuff said.
            The Ouya's marketing also seems to rely heavily on indie game designers embracing them as a more cost effective way of getting their games out there and making money for their teams.  A more indie focused console could create a niche for itself that will either supplant mainstream console gaming or live alongside it as a niche.  Either way, the Ouya seems to win.  I believe that its focus, at least in this department, is admirable, as it does not aim to compete with the unique features of the Wii U or the graphically superior Xbox360/720 or PS3/4.  Instead, it aims to create a place for itself.

            Game Development.  Honestly, the Ouya's impact on game development is what has me the most excited.  They aim to streamline the development and release system while creating a more symbiotic relationship with developer and publisher.  Ouya games can be created on the Ouya or created separately and made to work on the Ouya, then submitted to the Ouya store and published with none of the hassle.  While I have said that this could lead to shoddy or buggy games, it also allows genuinely good game designers to release their titles without jumping through hoops for larger publishers, allowing them to remain small and independent, making a career out of their game design rather than being tied to a publisher for their paycheck.
Cryamore is PC Kickstarter JRPG.  That has promised Ouya support.  THIS is what you might expect from indie game designers for the Ouya.
            The Ouya seems to be aiming to put the power back into the hands of the developers rather than in a shareholder meeting asking the question "Is it guaranteed to sell?"  I am excited for the prospect because the Ouya could work alongside crowd sourcing websites like Kickstarter or Indiego to allow gamers to choose what gets made rather than a group of businessmen.  With any luck, this will also have a sort of self regulating effect.  Under this kind of system, gamers vote for games, sequels, genres, etc. with their wallets, allowing them to regulate the market based on demand.  If there is a demand for a JRPG, then one can be put on the Ouya and it will be successful.  Complemented by the free-to-try model that the Ouya is adopting, it would seem that gamers will be allowed to have all the choice in a game.  If they like the first level, or the demo, or the free game, they can throw money at it and be rewarded with what they want.

Some big developers have promised Ouya support, but don't expect Final Fantasy 13 on the Ouya.
Final Fantasy 3, though?  Yeah, I can see this on the Ouya.
In terms of game development, the Ouya could revolutionize the industry.  With the over bloated, often disrespectful, price gouging methodology of the modern console gaming scene, a crash like the video game crash of 1983 seems all but inevitable.  The Ouya, however, favoring the indie scene, could survive that crash and become a beacon for gaming culture, much like the NES did.  However, that is only one possible scenario.

            Conclusion.  The Ouya still has a lot to prove, to be honest.  The price point needs to be proven, the software support needs to be proven, the ability for developers to quickly and easily release products for the system needs to be proven, and some form of quality control will need to be exercised.  There are a number of ways the Ouya can fail, from internal bugs in the OS, to support falling through from its partners.  However, this is true of any product.  I am cautiously optimistic about the Ouya, thanks to being an avid member of Kickstarter.  I did not support the Ouya during its time on Kickstarter, but I have supported a number of indie game designers who promise Ouya support and seem excited at the prospect of a home console tailored for them.
This is every gamers dream.  As Jordan Mechner put it, a game console that's $99, plugs straight into the TV and has a huge library of games ready to try out of the box for no cost?  Yes, please!
             The Ouya may not revolutionize the games industry as I have said it could in my more extreme predictions, but I believe that it will be, at the very least, a moderately successful console.  If it can maintain a low price, stay in touch with its fans and supporters, exercise quality control to cut back on any would be scams, and truly support those who use the console as a development tool, I believe that it will be able to breathe some new life into the games industry, bringing casual games to a wider audience than before and giving indie developers a place they can call home.  If the information that is available to the public about the Ouya is true, then I am 100% confident that it will at least achieve some level of success.  It could become a mega hit which every console gamer will buy as their second or even first console after their main one becomes out dated.

            So, will I be getting one?  I'll have to wait on the game library to become more concrete before I decide on that.  And for a bit more information on how certain things are handled.  Computer technology isn't black magic, it's science, and computers, even supposedly plug and play machines, are often finicky.  I may wait till the Ouya gets some of its bugs or details hammered out before I jump into the Ouya pool headfirst.  I can say this, though.  It's a damn sight more likely that I'll buy an Ouya than a PS4 or Wii U.

            More information about the Ouya can be found at it's website, here, and at its Kickstarter page, here.

Tuesday, March 5, 2013

Diminutive Diatribes: The Problem of Reading in Modern Gaming



I'm working on one of my longer articles at the moment, however I thought perhaps something short and to the point might be appreciated every once in a while so I think I'll start a new section called Diminutive Diatribes, tackling issues that, while important, don't quite warrant a full analysis.

            This one is about the size of text in modern video games.  You see, I recently started playing Darksiders 2 for the PS3.  However, what struck me most was not the moody atmosphere, sarcastic and amusing main character, or the interesting world.  It was the size of text on everything from subtitles to menu screens.  It's so microscopic that it is impossible for me, with a 30 inch CRT television, to read when I am sitting less than a foot away.  I do not understand why so many modern games insist on doing this.  The Dead Rising series is another notorious offender, but it doesn't stop at just size.  Some games have text that is colored the same as the background.  Good luck picking out story details from that.
It may look a decent size from here, but this image was taken from a widescreen enabled television.  So, look at the font, the size, and the color of the already small text.  Now, decrease the size by half.  That's what it's like trying to read Darksiders 2's menu screen.
            Game developers, I realize that you may not think about the size or color of your subtitles or texts or menu screens since they're not as flashy as the graphics or cut scenes or gameplay, but really, you need to.  In older games you could tweak a huge amount of the menu and text screens, from how fast they could appear, to the color or size of the backgrounds of text boxes, up to some games allowing the text's font or color to be changed.  What I do not understand is why this was ever taken out.  And why it was not expanded.  Games are loved by people of all ages and creeds.  However, not all of us are equal in certain regards.  Some of us need glasses to drive or to read and so we can't read a game's menu without them.  Others have good eyesight, but cannot afford a large 30-50 inch television so that the text can actually be read.  Some people are on a budget.  And for these people, you will undoubtedly lose sales if they buy a game, realize they can't understand what's going on due to the small text, get frustrated, and demand a refund.
This problem is especially prevalent in MMO games.  Look at how tiny that text is!  I'm supposed to keep track of that in the head of battle?!
            This is impossibly simple to fix.  It's little different from going into Microsoft word and changing the font or the color of the text there.  Why do game designers not give players the option?!  Look, I can sympathize to a degree.  In previous console generations, there was not as much a need for this kind of discussion because everything had text of a certain size to correspond to the average size of a CRT television, which used to be the predominant model.  But with the jump to HD graphics, wide screen, and LCD televisions, you need to accommodate for people who cannot afford the biggest or best television.  Otherwise, you will lose sales and long term customers.
AAA games do this far too much.  Look at Ni No Kuni.  White text on a flashback with foggy white borders?  Yeah, that's not hard to read at all...
            If these size, color, and display problems continue, other games will be affected as well.  Maybe people don't worry about an action game like Dead Rising having these tissues, but in a shooter or an RPG where knowing the stats and capabilities of weapons, spells, etc. are essential to survival, this will be a make or break issue for gamers.  Worse yet, many younger gamers learn to read or practice their skills reading through video games.  I know I did when I was young and a number of other gamers, like the Spoony One, attest to learning reading through video games.  However, if the text is unreadable, those games become crippled, unlikely to appeal to as wide an audience as they could if the size could be changed.
Compare modern gaming text to Chrono Cross, a game made in 1999
Not only is the text readable and it pops, but you can choose for yourself the kind of frame you want for the menu and dialogue boxes, choosing ones that are better for your eyesight, resolution or just personal preference.
A 14 year old game offers more customization options for the player than modern AAA titles.  What's wrong with this picture?
            This issue is not as widespread as say, region locking or pointless deaths or over used cinematics, admittedly.  So far, only a handful of games have adopted the too small to read or too similar in color to the background to understand.  The problem is, the games that have are AAA titles.  Darksiders and Dead Rising come to mind, but even something like Ni No Kuni has these problems.  The white text of that game sometimes gets hidden by background or foreground objects, like clothes or snow or a fence that is the same white color as the text.  Or if important words are outlined, they are so dark they cannot be read.  For a game with that much development time and that big a team, do not tell me that you could not hire one person to change the color or size of the text, or at least offer an option for a text box to make it easier to read.
I miss the days when menus and text used more colors than dark grey on grey or white on clear.  This is too hard to read!
            If game developers do not nip this issue in the bud now, it will be a big problem down the line.  You cannot put a voice to everything...menus, battle data, stats, etc. will continue to be silent and will need to be read to be understood.  And a game that players cannot read is a game that players cannot play.  And games that cannot be played will inevitably bomb.  Hard.