Ouya CEO Julie Uhrman recently spoke with The Verge about her company’s recently released Android driven alternative to traditional consoles. The console’s less than auspicious debut was touched upon, though she tried to stay as positive as possible, noting that it takes time to lay the same groundwork that established players have already done, which took them decades.
Uhrman also notes that monetization is “so far better than we expected” and that 27% of of wonders have paid for the game. But that also means 73% of Ouya owners have yet to purchase a single title.
Uhrman also believes that the numbers will grow as more people pick up the system. And as more developers flock towards the platform, “I believe that by the end of the year, we’ll see a few developers telling us they’ve made more than a million dollars on Ouya.”
Still, for the time being, the fact that almost three quarters of the installed user base has yet to purchase a single game is not the best of numbers. And poor sales is an issue that has been established already. While a good number of offerings are indeed free, there are others who are trying to earn an honest buck theirs.
When the Ouya was unveiled, many were enticed by the ability to run emulators, to play classic arcade games on a television, with the benefit of not having to deal with computers or paying for them. A feature that Ouya didn’t necessarily downplay.
It could be argued that such a strategy was okayed simply because it got the system into people’s living rooms. But now that it’s happened, what has been done to convince Ouya owners that there are new games out there to check out, some of which will require money to be spent?
Something that those who make the hardware and the software must collectively figure out if Ouya is to stick around.