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The problem with your original comment[1] is that many people feel it has potential you're not only not giving it credit for, but are actively trying to sabotage its chances of success.

The crux of your comments are two-fold: (1) if OUYA succeeds, it'll be the Facebook/Zynga console that preys on the poor to line the pockets of the rich, and (2) if it fails, it hurts Kickstarter and Kickstarter projects.

The view that "the vast majority of" the games of OUYA will be "built on psychological manipulation" is the most deeply cynical and skewed views of indie games I've ever read. Maybe I'm biased: I follow indie game developers a lot, I read their forum comments and blog posts, I listen to their podcasts, play many of their games (more than AAA titles) and watch YouTube play-throughs of others by other people. The message is the same: indie game developers are trying to do what they love while introducing something unique and interesting to the world, and those who go full-time want to make ends meet, a lot like many start-up founders. They're pretty frank and don't mince words, and not one of them has so much as hinted that they want to get rich by preying on the weak. This is counter to the Hacker News view, which is stories of indie games making millions of dollars, horrible tales of Facebook and Zynga using gambling psychology to nickel-and-dime the poor and addicted, and the Kickstarter gold rush being exploited by the smart and greedy. If I had to choose which view of indie games was reality, I'd believe the actual developers before the sensational stories that hit the Hacker News front page.

As for if OUYA fails, I can't say for sure what impact it will have, but it probably won't hold back Kickstarter or other promising Kickstarter projects. Should it follow the history of failed open consoles of development past, it will at most just fade into the background, never to be heard from again until somebody takes another stab at it.

The meatiest part of your original comment (ignoring the deep cynicism ingrained in it that people objected to) are the factors that may cause it to fail:

- Ability to deliver on its $99 cost, given most consoles sell at a loss that they recoup in titles.

As somebody who watches a lot of StarCraft 2 on TwitchTV and loves the variety of indie games, I'd consider the OUYA worthwhile even at 2-3 times this price.

- Anemic hardware: 8 GB for downloaded titles with only USB2 for expansion.

Thing like this can and may well be fixed; from OUYA's Kickstarter page[2]:

> Launching on Kickstarter – this isn't just a way to raise funds. It's our way of involving supporters from the get go. We want your feedback as well as your support.

They seem open to this kind of feedback.

- the "lazy" (I'd claim short-sighted) factor, e.g. color-coded only buttons are hard to communicate, especially for the color-blind

See above. Putting shapes on the buttons would be trivial, and the controller is stated to be a prototype, not a final product.

- lack of a killer app and seeming reliance on the Android Market to fill the gap

I expanded all the FAQ segments, ran a search on the page and didn't get one hit for "android market", so that's just speculation.

On not having a killer app, the big sell of OUYA to me isn't the presence of one really good game, but as a nexus of indie games I can quickly try and go through. I played many early versions of Spelunky[3] well before it became big through word-of-mouth. POWDER[4] isn't a massive commercial hit with tons of attention or press, but I've spent many fun hours with it. OUYA presents this one place where I can go through a ton of games to find gems like these; I don't have to worry about THE killer app if I can find MY killer apps.

Overall, as a person who plays lots of indie games and watches StarCraft 2, I see potential in OUYA, even if it can only deliver on half of its promises. The deeply scathing and cynical judgment you've passed is not only undeserved, but actively hurts it, which is pretty sad.

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[1]: http://news.ycombinator.com/item?id=4224014

[2]: http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-...

[3]: http://www.spelunkyworld.com/

[4]: http://www.zincland.com/powder/index.php?pagename=about


First of all, you claim that my criticism of the 'all games are free to play' promotional claim is a cynical and skewed view of indie games. Nothing could be further from the truth, and suggests that you skimmed over my post instead of reading it. I am specifically referring to the modern free-to-play game model - in which virtually all games rely on this kind of manipulation because better models have, at the very least, not been developed yet - or if they have been developed, they are not being used because they are less profitable than exploiting "whales" that are willing to pay thousands of dollars a month. Instead, you respond by claiming that indie games are awesome. Great. How are those indie devs going to make money if all the games on Ouya are free to play?

An alternative explanation for 'all games are free to play' is that all the games have trials. Great. Know what platform does that already? XBox Live Arcade. Are all XBox games free to play now too?

Assuming OUYA will be exactly like past consoles is foolish. It's different in one significant way: It's on Kickstarter. To say that this will have no effect on the Kickstarter service if it fails is naive. Sure, you can say that Kickstarter's terms of service will protect them (I think this is probably true), but the people who fronted $100 or more to get a console will not be happy if things don't turn out as promised.

I never questioned that something like the OUYA is worthwhile, I questioned whether the $99 price point was realistic. You could certainly deliver it at a price point of $199 or $299, but at that point you've now gone back on one of the central promises of your marketing campaign. When the press talks about OUYA, they talk about the '$99 console'. This is not a minor detail! And if you really just want it to watch twitch.tv streams, there are much cheaper ways to do that - it needs to present a compelling, complete ecosystem.

Saying that major design oversights like insufficient storage space 'can and may well be fixed' is missing the point: The specs they currently promise are basically what you are paying for if you donate $99 - you can certainly ask them to improve it, but they are of no obligation if you decide the current specs are enough to get your money. Addressing these problems would impair their ability to deliver at their current price point, and as I've said above, increasing the price point is risky now that they've already accepted donations from backers.

If they had put this console design out to various developers for feedback, they would likely have gotten lots of useful feedback along the lines of mine with far reduced (if nonexistent) cynicism. In my case, I would have gladly given them the same feedback plus more, and been very positive about it.

Instead, they listed a bunch of 'big name' android games in their marketing, when in some cases - Mojang, for example, as noted in the Kotaku story - they hadn't even contacted those developers in the first place. Sure, they have beaming quotes on their kickstarter page from real developers - but all those quotes say is 'this is a great idea, we might consider building games for it'. This is an utter failure of community management and developer relations, plain and simple.

You can say the controller is a prototype - someone says that it appears they actually do have button labels based on some promotional app screenshots - but even so, it's again a question of whether they're actually serious and prepared: These prototype shots are the thing they're trying to get you to pay $99 up front for. Why would a colorblind person pay up front for a controller he can't use effectively in the hopes that maybe the developer will fix the design? Are the screenshots clearly labelled "prototype not representative of actual product"? No.

It may be true that they never use the words Android Market, but they certainly push hard on the fact that it is a hackable android console and all the games they showed off in those promo screenshots are android games from the Android Market. If they don't have Android Market shipping on their console, the only other ways to get those games on the console are to make deals with the developers (as noted above, this does not appear to have happened) or to encourage people to pirate the .apks and install them manually.

And to quote the Kotaku article again (because it's one of the first detailed articles that showed up about Ouya):

"The Ouya team assumes that they'll simply be awash in, at worst, top Android games. Uhrman doesn't want to settle for that. She wants to use part of the funding for the new console to fund the development of games."

I'm not even going to pass a judgement on whether OUYA has a killer app or not. The two games you mention do not have Android versions you could install manually on the device (with or without market), so I don't see why you think they will work on the device out of the box. In the case of Spelunky, your only bet would be to hope that someone ports the original Game Maker version of the game to Android and releases it in a version that you can install on your Ouya.

I agree that the console has lots of potential. I think they're squandering a lot of that potential through early marketing and clueless developer relations, and people are letting them get away with it - to the detriment of both sides.


My only intent was to present "the other side" of what people see in this, never to prove that you were "wrong" or "irrational" just for disagreeing with others. You're absolutely free to not like this. Pretty much all the concerns you raise about OUYA itself are spot on, and they'll need to have answers to those if they want a good shot at success.

I spent a good hour just reading your two original comments (not counting time spent writing the reply) to really understand your points as much as possible, so I could write a reply that would make you go "ah, I see what people see in this now". I gave you as much the benefit of the doubt as I could, so it really shakes me up that after all that effort, you take my points, twist them to make me look like a fool and use them to reinforce the one core point which I agree with you on: that there are a lot of practical issues that need to be addressed before this has a good shot at success.

I tried to give a reply you'd really appreciate and you punched me in the gut with it. I'm sorry for responding. :(

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EDIT: I just read your newest reply properly (I couldn't do that before because of how upsetting it was to me); I just realized you're coming from a this-is-how-it-should-be-marketed viewpoint, while I'm coming strictly from a how-much-would-I-want-this viewpoint. My comments were just points on why people like the idea and want it to succeed, not on their marketing and relations; I'm no expert on either field and as such I have no desire to critique them. Looks like we were just talking on two different wavelengths; a simple misunderstanding.

I'm the sort of guy who automatically assumes marketing and advertising makes claims that are too good to be true, so I'm not fussed when they don't all pan out as 'promised'.


Yeah, I totally get why you're excited about the project. I hope you didn't get the impression that I was saying you're wrong to be excited. I thought your post was well written!


I'm not an OpenGL expert, but my understanding is that the fixed function pipeline (FFP) is like a set of big, generic shaders and state that everybody had to go through to actually do the work of displaying 3D graphics. You could write shaders a fraction of the size that does just the work you need without having to pay the performance price for features you don't use. FFP-using code looks nice in tutorials, but performs terribly outside of demos, never mind the complexity tax it imposed for implementations as a 3D graphics layer for people who don't understand how 3D graphics works.

Also the old OpenGL API had immediate mode functions which encouraged people to trickle in interleaved data and operations; the exact opposite of what 3D APIs need to run fast.


The idea is very simple. With fixed pipeline you have a constant pipe diameter you could not change.

Imagine that you plan to manage 3Million vertex and to draw 6M points on the screen(fragments) so you make your pipes for it.

Now , what happens when you need to update only 200 pixels but want to draw 30 Million vertex on them? You can't do it on fixed.

What happens when you want to do 10 passes to the screen(60M points) but you just use textures with 4-8 vertex?. You can't do it on fixed.

With non fixed you could just use your compute units where you need them.


An open memo to Hacker News: Stories like this (e.g. the GitHub and AirBnB incidents) tend to draw out this ugly, mob-like attitude from Hacker News, and I'm sure none of us want to see it happen again.

Please, everybody, remember to be civil and give everybody the benefit of the doubt.


Yes. It is however important to express outrage to make sure Kickstarter know we find this situation, if true, to be not acceptable.


It's also important to point out that I find your wife beating unacceptable...


Well that's a shame, since it's one of the most easily navigated, comprehensive yet concise HTML and CSS guide and reference sites I've ever used. I come back to it time and time again, and I can't say I've ever shared your sentiments.


For future reference, you can list all of the files associated with a package using this:

    dpkg-query --listfiles package-name
Or use Synaptic's 'Installed Files' tab in the package detail dialog.


I often find myself looking for the opposite mapping; to which package does /usr/share/foo/bar.blob belong?

   $ dpkg --search /etc/apt/
   debconf, apt: /etc/apt


I prefer "apt-file search" which is much faster than "dpkg -S" at the cost of some disk space and having to periodically do "apt-file update".


apt-file search is [also] for uninstalled packages. If all you care about are packages actually installed use dlocate


Or:

    dpkg -L package-name


My habit is to use 'ls' to confirm what I'm deleting, then pressing up and replacing 'ls' with 'rm'.


One of the things I like about Readability is that space bar scrolling puts a blip on the side where my eyes can see where I should continue reading. I've never used the space bar to scroll elsewhere because the behaviour's too inconsistent.


I dislike the new layout mostly because it wastes a lot of vertical space, particularly the fixed top part. Here's the user style I use to neutralise it:

    #top-bar { height: auto; }
    #search { padding: 8px 0; }
    #lhn-add-subscription-section { height: 48px; }
    #viewer-header { height: 48px; }
Adjust numbers to taste.


Thank you, that helped a lot. Here's my version if anyone is interested...

Additional changes: 1) Made the left hand navigation slightly grey to offset so much white. 2) Made the list of articles have less padding (more "compact", less "bloaty" :) ) 3) Removed the "Home", "All Items" and "Explore" links (I never use them and just wanted it clean)

CSS: https://gist.github.com/1333174

Screenshot (Before): http://cl.ly/083j2i3i0o2r1r2W3e1C

Screenshot (After): http://cl.ly/0s0g2X1r0T1U3V2q1b2Z


What is the easiest way to load these changes? Do you add them to your custom.css or use an add-on?



I added these to ~/.mozilla/firefox/random.User/chrome/userContent.css and restarted firefox. I wrapped the changes in a `@-moz-document domain("www.google.com")`, just in case.

Shame a CSS hack can't get the sharing features back!


If you're on Chrome try out the extension I made to max out the much needed vertical space : https://chrome.google.com/webstore/detail/gkefcmejbgglfihaae...


I have that issue with the new version of Google Docs. You get just a little more than half the screen to actually write inside the doc. The rest is all "chrome". They should at least make all that disappear and appear on demand.


If you're referring to the word processor, try View -> Compact Controls. That should remove all chrome but the toolbar and menubar.


Google should make the "Compact Controls" shortcut (Ctrl + Shift + F) universal over all Google services.


The wavefront-expansion pathing algorithm described in the paper is very similar to the approach in the roguelike game Brogue [1], whose author refers to as using "Dijkstra maps". The game uses it for many purposes, such as seeking the player, fleeing, finding food and treasure, and even auto-exploring [2]. It was also one of the discussion topics when the game featured on the Roguelike Radio podcast [3].

[1]: https://sites.google.com/site/broguegame/home

[2]: http://roguebasin.roguelikedevelopment.org/index.php?title=T...

[3]: http://roguelikeradio.blogspot.com/2011/10/interview-brian-w...


I totally agree. Unity in particular feels like alpha quality software. I like the idea of a sleek, modern, composited desktop, but Unity isn't there yet.

Releasing early and often is good. Pushing that software on people who didn't choose it is not. I feel like there should have been a "Try Unity" button at the Ubuntu installer so people like me could just wait until it's ready.

Maybe I'll be happy with Unity in two years. But in that time I'll have to suffer stuttering, lag and the whims of armchair UI theorists who think Alt-Tab should jump workspaces by default.


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