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[Table] IAmA: Hey Reddit, we are OUYA! Founder/CEO Julie Uhrman, Head of Developer Relations Kellee Santiago, and OUYA Games Guy Bob "BAWB" Mills. Ask us anything!

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Date: 2013-05-03
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Questions Answers
1) Why is the site www.isouyashipping.com so incredibly different from what you're telling us? That sample size should not differentiate as much as it does without something significant. 2) Also, why does it seem that most of the people are receiving their Ouyas and shipping information are on the West cost of the US rather than anywhere else in the country? Are you actually shipping there first and if so, why? 1) It's a great site and idea -- but it requires folks to tell them (the site) that they've received their OUYA. Unfortunately, not everyone does. We know what we've shipped/made and that's what we report.
3) Lastly, do you think the future versions of Ouya will keep the same price point of $99? And in additon to that, will you still sell the older versions at a discounted price? 2) Don't know why. We're shipping everywhere. Maybe more folks on the West Coast bought them :). Being from CA this makes me happy :).
3) Really just focused on OUYA 1.0 :) but our plan is to sell OUYAs as inexpensively as we can so you can play, play, play.
Can we get some real, hard numbers on the amount of units that have shipped? Shipping -- I knew this would be my first question. ;) As of today we have produced over 50% (just) of our units to satisfy our KS orders...yeah...this includes Limited Edition units, International orders, and orders with multiple controllers. We have finished our first run and thus are now at max capacity -- yeah. On track to deliver everything by end of May ahead of retail. I don't have exact numbers as there are units coming off lines, in transit, on planes and in cars heading to doors -- just the reality of how this works but big picture we're shipping.
Support Ticket #5465 - March 26th 2013. Your shipping address has been updated. We will begin shipping this week. Though it'll take a few weeks to ship all consoles, you will receive an email confirmation with tracking number once yours is on its way. Best," The shipping email comes, stating it's still going to my old address. In San Francisco. In a condo we sold. While we now live in San Diego. Support Ticket #15572 - May 1st 2013. Sorry for the inconvenience, it appears that some address changes did not go through. We can no longer change shipping addresses. Your best bet is to contact DHL and see what they can do. Your additional controller will be sent after your initial shipment. Best, Sarah" Ultimate end, "sorry, we screwed up but now that it's shipped it's not our problem thanks for your money good luck with DHL" Seriously. Actually help me with this and get new customer support staff. What's the scoop, Jules? Ahh, honestly we fix this. If it's our mess up you don't suffer... hit me up -- I guarantee you can figure out my email and I'll sort it today.
Being an open console, could we get more insight into the manufacturing process? How many have been made so far? What have some of the challenges been in getting the hardware from design to reality? I know many of us are very interested in how this has gone from concept to product. Great question -- they don't call it HARDware for nothing. It's a lot of wor to get right and we're doing it in an incredibly condensed timeframe which means we count on everything being perfect.
We have 3 different partners we are coordinating -- console manufacturer, controller manufacturing, and a supplier for the aluminum. They all have to work together -- this doesn't include the multiple logistics partners that get our product between vendors in China, then to you, distributors, retailers, etc. It's a dance and when one is off it slows everything down.
Also, it was important for us to ramp production so we could actively be involved in the quality review and control of our product. We didn't want to product 10k bad units day one. I'd rather that be 10 and then we fix and the next day it's 100 great. This was always the plan -- we just started later in March than we expected thus our continued rolling shipments today through May.
Why did you delete a tweet telling customers to get refunds by issuing a chargeback? Proof: Link to i.imgur.com An email chain to OUYA support also confirms this method Link to forums.somethingawful.com. Because we found a way to do it which was much simler and easier -- so everyone is happy. And if you're not happy we will find a way.
I haven't heard much about OnLive. Do you happen to know the status of that? Will it actually happen? 1) We are working closely with them to bring OnLive to OUYA. There is mutual interest to make it happen. 4) That's kind of the best part -- I didn't OUYA to be limited by my creativity so by opening it up stuff I haven't even thought about will happen...
When are the pre-orders set to ship? 2) Kickstarter units are shipping now. Pre-orders from OUYA.tv will ship after but all will hit before retail.
What's your favorite OUYA game that you have played? 3) Favorite game -- I'm really digging Knightmare Tower right now but daughter (she's 4 1/2) loves Puddle so we play that a lot. She also kicks my ass in Canabalt and Vector.
It is said that it can be easily modded. What kinds of things did you have in mind for people to do when you made it that way? Hey there --- thanks for you questions...Here we go.
What are you planning for the future of the store? Currently developers everywhere are getting fewer and fewer downloads per day. This is likely due to the layout and organization of the store itself. Yo! So, this is definitely an iterative process for me and the development team at the moment. I totally agree that discoverability is a HUGE factor for developers getting their games to players who will love their games. I feel this myself as a dev and as a player, too. We've talked about different ways to automatically provide this through systems like the O-rank system, what's come recently to the store, as well as having guest curators, or allowing you to become a curator yourself.
That said - I would LOVE input from people who have been thinking about these issues in other contexts (social network designers and UX designers, for instance) - I really want us to improve on the way things are across the board for digital distribution of games in this respect. And I see OUYA as a huge opportunity to do this.
Have you thought of sorting the games into genres like Platformer, Rhythm, FPS, puzzle, and so on? Tags like "hear me", "play w/friends", "see me" are undescriptive and will confuse people. Yes, there's a thread on our Forums on this subject that will be acted on!
We need a way to link to our games so when we have more than one game in the store we can crosspromote them. Agreed.
Will you be fixing the Controller issues reported by Joystiq? (sticky directional sticks, buttons getting caught under faceplate). Already fixed! The sticky directional stick was a result of some glue seeping out during manufacturing -- found it and fixed immediately. Buttons, that was interesting. Didn't realize it until you told us about that -- great to have a preview period. We went about increasing the size of the opening for the buttons so no more sticking under the faceplates. We also started shipping faceplates with tape so they don't fall off during transit. This is exactly why we had the preview period -- to learn what we didn't know and continue to make OUYA better. Same improvements are happening on the software side. We're polishing, cleaning up bugs, and improving our performance/speed. June is looking great!
These issues are complete deal-breakers for me. I will not buy the console if the controllers are bad.
Edit: typos.
Can you mention how many AAA developers are currently developing games for OUYA? An approximate figure? Can you mention any of them that we haven't heard announce yet? i.e. EA, 2K games, Rovio, etc? We have some new AAA's on board we'll be talking about in the coming weeks, and many other awesome games. Of course, OUYA is based on the premise that great games can come from anywhere!
One of these awesome games from the Indie side that I'm excited to announce here is Towerfall (Link to towerfall.tumblr.com) by Matt Thorson, aka Matt Makes Games (Link to www.mattmakesgames.com) which will be coming first to OUYA in June! It's an awesome couch-gaming fighter, with music by Alec Holowka (Link to infiniteammo.ca) and graphics by Studio MiniBoss (who also did DDD on OUYA).
We'll have more info and assets coming soon via our blog - but check out Matt's site in the meantime, cuz he's rad!
If you're having difficulty fulfilling a mere 60k backer units, how are you going to be ready for retail next month? It's about ramp. You do more each week as you dial in the process, get people trained, and confirm the quality of the product is what you want it to be. That is why we are above our weekly goal, bc each week we are able to do more. The plan is to be at full capacity next week.
Do you consider it a cop-out that you were able to meet your initial ship date, but the actual shipping of units is spread across several months? Out of the 5 people I personally know that backed you guys (including myself) no one has received their console. Oh and you will get yours before retail...PROMISE.
How many OUYAs do you have set aside to fulfill retail obligations? How is this affecting kickstarter backers? None -- we haven't produced any for retail yet. We are building and shipping Kickstarter backer orders now, then pre-sale orders, then and only then retail.
We will send all pre-orders before we even think about Retail!
I'm backer 4588, and I haven't received my Ouya or notification, how does a backer in the 50k and over get her Ouya before me? Could be a number of things...did you have the Limited Edition or multiple controllers or based outside the US? We just started making this last week so that could answer it...if no, then ya I'll look into it.
Is the OUYA a good alternative to something like the Roku in terms of non-gaming entertainment? Yes, we will have Apps -- super excited. To date we have announced: TwitchTV, Vevo, iheartradio TuneIn, Flixster, Crunchyroll, XBMC, and Plex...more coming in daily, literally. I have a Kellee Santiago for non-games too :). OUYA can be your everything box.
Wait a second, Julie's taking time to answer your questions and you are downvoting her?? I'm embarrassed by you Reddit. Thanks...folks just want their OUYA...I'm working super hard to get it out as soon as I can but need the quality to be there!
Why so much emphasis on press and media coverage, rather than going out and actually meeting developers (No GDC booth? Why not more things like the IGDA Chicago) ? IGDA Seattle IGDA NY IGDA Atlanta IGDA Austin IGDA Chicago IGDA Montreal.
More to come -- but I have the frequent flyer miles to prove it :)
If you could delete one obstacle you have as a development team, what would it be? Android Engineers -- we need more rockstars! If you are one -- find a way to get a hold of me!!!
Can we boot the Ouya with the Controller? Nope, not today. There is a button on the top of the OUYA that turns it on.
What’s OUYA’s biggest advantage over Game Stick? 1) I'm not big on comparisons, I think OUYA is awesome because it's being made by people who are really passionate about disrupting the console marketplace, allowing for great games to come from anywhere, and make something better for gamers and game-makers by question some of the fundamental assumptions that have been in place in living room game-space for decades now. That's exciting to me, and that's why I want to see them succeed as a sustainable company. :)
Since the Kickstarter fundraising ended have you had another one of those “moments of triumph”? 2) As a company, getting to the launch of the Kickstarter units was a huge, huge milestone. As you all are VERY aware, we have learned many things since then, but still, getting to that first unit coming off the production line was a moment where we could feel this dream was becoming real. For me personally, the best moments have been meeting with developers who just get it, and are as stoked about OUYA as I was when I first met Julie.
What’s the biggest learning lesson over the past 9 months? 3) I've only been here about 6-7 weeks, but what I've learned so far is that it's possible to work in an environment built on the principle that what you do is hire smart people and then get out of their way, and that it's really awesome to work here because of that vibe.
Will we see an increase in in-store signage and awareness before June 4th? 4) I don't know, sorry!
Do you foresee any opportunities for additional accessories at retail/online? 5) OUYA is a pretty awesomely open platform, so there's definitely an opportunity for someone to come along with the right accessory for our gamers, it's just about pairing it with the right experience(s) of course.
Thank you so much for everything you do! I got my OUYA a few days ago and have really loved using it. Thank you so much for your support!!!
I want to ask about the need for games to be free to play or have a free demo. I get why this sounds great when you're trying to sell the console, its a great slogan. Personally I feel like leaving it up to developers would be best. I mean, the biggest draw about OUYA is that its an open console and this seems like an unnecessary limitation to how devs can publish their games in the OUYA store. For a lot of games making a free version would be simple, but it also kills the possibility of having quick, fun, $1 dollar games that don't have enough content to cut out for a free version. Can you comment on the reasoning behind it? Is it just for the marketing or do you feel it will keep users from being frustrated by spending money on crappy games, or what? We do leave it up to the developers. They can decide how they want to monetize their games. It can be in-app payments or demo and then you download the full version of the game or it can be a donation (we already have 1 game that does it that way). Our only rule is that it must be free to try. This is so gamers can discover new games, new developers, and new gameplay types.
Are there any side projects you guys are working on with the ouya? Any new accesories? and also, congrats! I'm waiting for my Ouya to get here. We have only 1 project -- getting our first product out :). We're bluetooth so you can pair other devices. We are coming up with a list that work on OUYA and will post when we finish it.
What would you do differently if you could time travel and do these last 6 months all over again? OMG, great question and boy do I long for the day I have time to think about this -- I am in love with my team and what we've accomplished. My partners have been amazing (Yves, SurfaceInk, NVIDIA, etc) and have really killed themselves. Plus we have manufactures treating us like the big boys vs a no name start up -- all pretty amazing in my experience.
I will say I have learned a lot about manufacturing and shipping/logistics. We've experienced the natural growing pains as any new company building a HW product. I feel we've gotten threw them pretty well as we hit our Dev console ship date and Kickstarter date, but, knowing what I know now I could have planned a bit differently and really just asked different questions.
We are moving incredibly fast but so proud of what we have done. AND what makes it all worthwhile is you -- believing in us and trusting us to deliver for you. Albeit not as fast as you'd like but you still believe in us. AND the games are awesome. Over 100, 12k devs signed up to bring games to OUYA, exclusive games...you're making this happen!
The first 10 questions are in relation to orders not being fulfilled yet. Coincidence? No -- people want their units. We are almost at full capacity -- next week. Everyone will get their units before retail launch. We are literally 24/7 over here. I get the frustration but know we are pushing hard (and I won't sacrifice quality).
What social features do you have planned (achievements, friends lists etc) and how will they be integrated with the system? Also well done guys you've done a great job, can't wait to get mine in the post :P. You're awesome thank you...social is an "after launch" feature. And as such would love to know from you what's most important. We're talking to devs to get their take as well...
Simple question: If the Ouya is released in June and Kickstarter Backers have not received their shipment. How about us, the pre-orderers ? :) (I was too late to be a backer) You will get yours before retail too -- we promised and we will deliver!
Why should I choose Ouya over one of the numerous android tv sticks on the market? Ah. I could write about this for the next 38 minutes :)
GAMES...GAMES...GAMES -- we have over 100 games, over 12,000 developers and more of each coming in each day. We are seeing every type of genre and gameplay that we know and love plus so super fun ones from new developers -- what I love today Polarity, Dub Wars, No Brakes Valet, Knightmare Tower...super fun...
Developers -- exclusive games!!! Kim Swift, Tripwire, Double Fine...
Powerful and beautiful console -- just wait until you pick up your controller!
Will there be 1st party games? I mean will OUYA release OUYA branded games? We are about supporting developers - of which there are so many talented ones! - not about making games internally, ATM. There will be EXCLUSIVE OUYA titles, but not 1st Party in the sense of internally developed at OUYA.
@Kellee Since you started, OUYA has announced its first big exclusive, Soul Fjord. It looks like we'll also get Silent Enemy, maybe as an exclusive. Airtight is a super-pro team, so my role has been pretty hands-off. I play the builds they send me and give notes, but they are really easy to work with in that they make our job super-easy.
What has been your role working with Airtight and Minority Media? Hm, I would say right now 50% of my time is spent snagging games and working with our developers directly. 50% is representing developers' interests internally in building out the roadmap of features going forward, store design, etc. Day to day it changes, but I think it averages out to about that.
How much of your time is spent just trying to snag games for OUYA? Concerns... I think for mobile devs its about OUYA controller support, and for PC devs its about Tegra 3 support, although honestly those have been in the minority, thankfully! And we have some great people in our forums who have been working in the community to assist in these cases.
What have been the biggest concerns from developers about building for OUYA, and what is your response to those concerns? What about OUYA have developers been most excited about? I think OUYA developers have been most excited about the ease of developing for OUYA (I know this sounds sales-pitchy, but I think it's a reality!).
Will OUYA be sold in stores, or purely online distribution? Both! We will in retail in the US, Canada, and UK for launch -- specifically BestBuy, Gamestop, Game, and Target. Online at Amazon and OUYA.tv.
Any plans for another OUYA game jam? Yes! We would like to do a couple more before the end of the year, although we don't have a schedule yet. But as always, let us know if you're interested in using OUYA for your own jam!
What gaming companies were the earliest to support the OUYA in terms of porting existing + future games? (Hey this is BAWB) -- A bunch! Off the top of my head, Square Enix, Tribute, Mighty Rabbit, Handy Games, Bossa Studios, Tripwire Interactive, Orange Pixel, Kittehface, Juicy Beast, Goodhustle, Fun-Machine, Jujubee, Farsight Studios, Mountain Sheep ... I could keep going. These devs have been a blast to work with. :)
Will there be a Fall/Holiday 2013 AAA title that will be released on OUYA at (relatively) the same time as traditional consoles? I'm assuming that the traditional consoles will be pushing their first-party content this Fall/Holiday season since their new gens will be out, yes?
Last updated: 2013-05-09 01:57 UTC
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