Quote Originally Posted by Killswitch View Post
The main problem with the MOJO is that it's a Google Play Box. If you're just going to make an outright purchase then it may not be worth it since most of those games are not controller ready and OE only has like 40-50% of the game available, that was poor planning. "Hey let's put Google Play in a box and overprice it so people can do nothing more than they can do on a tablet but they can now do it on a TV". But you're looking at it for other reasons. The problem with OUYA is how it was "marketed" and the lack of marketing now to get people to truly understand what it is and stop saying crap like "mobile gaming on your TV" or competitor to Playstation and Xbox. OUYA could fight that stigma but so far it doesn't seem like they plan to. So both platforms have issues, MOJO is more on the tech side, OUYA is the public perception side.

Hopefully this thread helps people in relations to MOJO including the developers who are on OE and those who still refuse to be on OE for whatever reasons. I'm still not running out to buy one but it's better to know the info than to just guess.
Think about it this way though, maybe they didn't do anything with regards to perception to throw off the competition?

Case & Point: MadCatz MOJO. Everyone (most likely including them) thought OUYA was just phone games on a TV. MOJO probably thought 'that is easy, we'll do the same' and then once released wondered why they got no sales, turned to OUYA (probably bought one) and said "...shit!" realizing it WASN'T just a google play, Phone games on TV box, but an actual console! Then they be like "Yo OUYA, I hear you like consoles, so how bout you put your console on our console and we'll play what you play" and thus OUYA Everywhere became a thing! BAM!

-- Best. Speculation story. Ever--

Look at all the other devices that didn't necessarily take off either.. I dunno, I am beginning to think that the perception was the plan an unintentional plan, but a plan nonetheless.