Small Number of Ouya Devs Upset Over Handling of 'All Access Pass'

July 1, 2014 - GamePolitics Staff

While the Ouya "All-Access" pass might have delighted owners of the Android-powered micro-console, some developers were not happy about the promotion. The company unveiled the All-Access Pass which for a one-off payment of $59.99 granted users access to over 800 games available for the platform for a 12 month period.

Ouya stressed that this deal was not an annual subscription, but a one-time non-refundable payment. Once purchased the vast majority of Ouya shop content was marked down to $0.00. The deal applied to games priced at under $30 and does not cover in-app purchases. The company also said that it reserves the right to disqualify games or customers that it believes are "abusing the system during the duration of this program."

But the controversy surrounding the promotion - which was limited in scope and has already sold out - is that the people at Ouya didn't bother to talk to the content creators whose content it was handing over for $0.00. Developers who spoke about it publicly were not happy that they were automatically opted into the program without being offered a choice and that the promotion was never discussed with them prior to it launching.

For what it is worth, - as Gamasutra points out - developers will still receive their regular 70 percent of the full sale price for games that are downloaded under the plan.

Source: MCV


Re: Small Number of Ouya Devs Upset Over Handling of 'All ...

So, the developer gets the amount they would normally get when someone downloads the game, and OUYA eats the losses.  The devs are upset why, exactly?

Re: Small Number of Ouya Devs Upset Over Handling of 'All ...

I'd imagine it's not really the "loss of revenue" (since as you stated, they're still getting their 70% cut), it's that they were all lumped into this deal without any knowledge of it until its said and done. IMO that's just stupidity on Ouya's part.

Re: Small Number of Ouya Devs Upset Over Handling of 'All ...

There's also the ego factor on the part of devs. Interviews with Nintendo, for instance, have revealed that the big reason they almost never cut their games to below $40 (when they even get that low) is that it would be a blow to the ego of the game designers to see one of their games selling at a lower price (even if it ends up making more money at that price). Judging by the pricing of their mobile games, I suspect something similar is going on at Square Enix.

So I suspect a big part of this is that devs don't want their games to feel like shovelware.

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