Not entirely accurate. During the first office hours hangout hosted by Bawb, James, Kellee, and Co., Bawb brought up they were looking into this and wanted feedback. I asked Bawb directly via twitter if we could provide feedback even though we weren't present for the actual session, and he said of course.
So while it wasn't a mass email to all 30,000+ developers, a small fraction of which are actually taking the platform seriously, they did NOT spring this on developers that take it seriously enough to attend or at least review their office hours hangout. And assuming Bawb was telling the truth (no reason to believe otherwise), there was opportunity to express opinions prior to this announcement.
No. You are pretty much spot on. I'm sure there are some "lazy" developers out there that don't want to bother with coding a demo, but its difficulty is highly subjective to the game. It's not fair to make a blanket statement about a developer's motivations or competency based on a demo. In fact, a badly conceived demo itself can give an inaccurate feeling about a game, either positive or negative.
Here's my own personal account... If your game level based, it seems logical that you can just cut off at a certain level. My game is level based, but it has "training" worked into the narrative. So the beginning of the game is a little cut scene heavy, and may leave the gamer with the impression that the entire game is like that even at the most logical stop point. Do I pad extra levels in to somehow remove that impression? Do I end up making the demo too long as a consequence? Will gamers see through the attempt and decide it's too fluffy and I'm being deceptive? With that, now I'm faced with having to design some of the game's story and early levels around the desire to make a demo. From a business perspective, I personally think it will help customers make a confident and happy decision which will hopefully reflect favorably upon my brand, perhaps at the cost of artistic integrity. But I can definitely see how some developers might feel this violates their artistic "vision" of the game's flow in some way. If I didn't have to worry about it, odds are the game would release faster because there would be one less "mode" to test in the game.
And I haven't even fully decided if I'm going to target OUYA yet, so it's a problem not unique to this platform, which is why many app stores don't make it a requirement.
One thing I have a really strong opinion on is.. The behavior here is a little over-reactive if developer support is desired at all. Not saying consumers should worship the ground developers walk on, but can you imagine how any developer that's been approached by the orchestrated efforts presented in other places on this forum might feel if they decide to give OUYA a look and come here to see what it's all about? The loudest and rudest are going to stick out the most visibly. It could very well ruin chances of a developer supporting the platform at all, whether they intend to make a demo or not, simply because of way they're being viewed/treated here. It's shouldn't be an "us vs. them" scenario, and continuing to cultivate such an atmosphere is highly toxic to the platform and this community. It's clear that developers have options as to where to peddle their wares. And whether consumers of OUYA believe it or not, they're really NOT in a position of power here. That's not said to troll or make anyone feel bad. But it's an unfortunate reputation that this community has earned outside of this forum by having low adoption, famously not buying games (or at least thats how the press spun it), and constantly complaining how something isn't "open" enough based on their own expectations more than reality.
You can be assured you will see more "journalism" next week picking apart how the reaction has been here and spinning it into another troubling aspect of the whole micro-console ideals and OUYA specifically.
And speaking of those orchestrated efforts, it's more likely than not that at least some of those developers who've been approached by anyone here, and were given a "No. We're not developing for OUYA" response gave that response because of the demo policy. Being closed minded about this particular thing is a little hypocritical. It comes off as "Please come to our platform.. but only on our terms." Does that scream "open"? No. Not really. The choice really is.. you can have it without the demo, or not have it at all. If a game is good enough to pursue in a twitter-a-thon or email campaign, is a demo really needed? The message sent by those efforts really says "no" as well. So again.. hypocritical. Unless the message is.. "come to our platform so we can try a portion of your game for free". And if that's the case, no developer will bother, and not sure I can blame them.
To be quite honest with you, I prefer a demo. If something's cheap enough, I won't lose sleep over losing a few bucks on a bad game. But that bad game will damage that developer's brand in my eyes if they didn't give me an opportunity to judge their effort without paying. But I don't feel entitled to that. So when Bawb mentioned it during that hangout, I personally didn't provide an opinion one way or the other, especially if it meant more games. Premium games become free to play all the time on Google Play.Developers Vs. Developers
Not being a developer and having limited experience on this forum I probably shouldn't comment here, however I'd love to see developers banding together, and a change of policy now is not going to ease any tensions in this camp.
But as a developer and consumer, I'd like to see the platform succeed. If that's accomplished by allowing some developers into the party by loosening the demo requirement, I don't know how that hurts the cause. Honestly, I think it hurts the developer more since there is a sector of the audience here that clearly wants demos. But I think it's the developer's burden to shoulder that disappointment and hopefully that gets reflected where it hurts most. Not by hurled insults, but by how well their game performs in the market.
I know some have said this is some sort of "broken promise", but I don't see it that way. Businesses evolve and have to make hard decisions sometimes to keep the doors open and ensure users can enjoy the product long term. They delivered what they said they'd deliver, and the games were free to try until they discovered that was closing the door on a lot of opportunity, so it's hard to say they have had any ill intent here. I highly doubt there was any devious plan to eventually disappoint everyone. I actually believe that's the case of all their decisions, even one's I've vocally berated myself. What business does that willfully?
It was a sacred cow, and a lot of people are paranoid about the impact. But the reality is.. free-to-play IS where the current growth is. When Apple first opened the app store, all you could get was premium "pay before you play" apps. In about a year after enabling "Free to Play" APIs in iOS, the free to play apps eclipsed the premium by a large amount. Yes. Apple's customers. Famous for buying anything and everything were suddenly getting more free apps than paid apps. Why would developers pursue it if Apple's customers buy everything? I expect that trend to continue on OUYA, who has (like it or not) a reputation of having customers who don't want to pay for anything (and some of the reaction in this thread doesn't help that)
The reality is.. we'll see some games here with an up front price. But the notion that nobody will offer demos because there's no incentive anymore has no real solid ground. How much developers will embrace it will be 100% decided by sales. Nobody here lives in a vacuum, and they've demonstrated they will voice their opinion. The first developer that releases an awful game for an unfair up front price will not have many victims and enough 1 star ratings to bury them deep in the o-ranking.
Even the so-called research that says including a demo damages sales reeks of bias. There are no games on XBox Live arcade that don't have a demo, so that research must have been referring to retail or on-demand games. But they failed to mention that these games are also available to rent through various outlets, giving customers an inexpensive means of "demoing" games that don't have an official demo.
Essay... heh. Amateur.Everyone Vs. The Ouya
This is the one that saddens me most. It's so easy to hate something you've never really tried, or that has made a few mistakes in it's time. It's important to remember here is that the guys who are 'Ouya' are a young company still. They have a lot to learn, and it would be great if this forum could be a place where we instead of kicking and screaming over some of the issues and kinks and honest mistakes that they make, could instead give them feedback to grow from. This thread clearly highlights something we as a community are not happy about, so now we need to move forward and put some suggestions in place - what do we want to see if this IS implemented? Is there a better way than this to solve the 'big developer issue'?
Of course, not all of the responsibility on that last one lies with us, we could now use some strong Ouya representative voices to come forward with some statements that we can post feedback on directly, and communicate with regularly on solving this issue.
Hopefully we can liaise with some Ouya staff on this, have a look into how the submission guidelines can be used to help stop awful ports and get really good quality titles in - some direct communication with them and some response to our feedback would be excellent!
A bit of an essay - I went a bit crazy![]()
I've suggested OUYA attack this from a different angle. Such as providing tools to automate demo-making for common situations.
Also, instead of pushing a restrictive policy, perhaps reward developers who actually go through the effort of making a demo even if it's for a brief period of time..
Something like.. a better than 30% cut of the game sales if a demo is released on launch date.
An automatic bump in the O-Ranking just for having a demo
I'd guess the better royalty cut would turn heads pretty sharply and cause even the most stubborn developer to reconsider not making a demo.
Positive re-enforcement almost ALWAYS gets better rewards than negative. The fact is.. it doesn't matter if you're coaxing developers, or raising kids and arctic dogs.
Someone else (I think Darth2D) mentioned segregating the games into separate areas. This is how Google Play does it, so it's a real life case study that seems to work for them.
Dani actually did provide a demo to her backers. I've played it. It has a lot of potential to be a great game. Not really because of it's mechanics though. Nothing wrong with them since it's highly influenced by the 2D Zelda games. But you're right. The production values of the art and music will definitely sell the game without anyone ever touching a controller.
Which brings up an interesting point. If Dani chose to bring this to OUYA, but couldn't figure out how to make a demo for it... would you want that to be what determines if it appears on the OUYA at all?






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