Is 2013 The Year Of Android-Based Game Consoles?

Along with the Bluetooth forks, waterproof mobile phones, and massive TVs, one unexpected announcement for a product that might actually be useful was Nvidia’s out-of-the-blue Project Shield game console. Looking a bit like a Bluetooth controller accessories strapped to the bottom of a 5-inch touchscreen, it has impressive specs and is designed both as an Android gaming device and for streaming your PC games to an attached TV. Pundits have already started to weigh in on whether this will succeed and completely wreck the traditional game console market or just fizzle out; more interestingly, from a trending perspective, it adds to a number of other devices trying to bring Android gaming to console/portable console platforms. Four other notable examples are:

1)      The OUYO console. The OUYO is a very cute 10-c.m. cube. This $99 box was funded through Kickstarter in August 2012, and development kits are already in developers’ hands, with final units hitting the market in March 2013.

2)      The GameStick. Another Kickstarter project that has just hit its funding goal, this Android console takes a form similar to those “Android on a USB stick”-type devices seen here. It also slots away when not in use into its own retro-style controller — and it’s even cheaper than the OUYO at $79. The Kickstarter campaign doesn’t finish until the end of January, and first-run devices are promised in April 2013.

3)      The Archos GamePad. Surfing another trend — game-centric tablets — the Archos GamePad is a 7-inch Android tablet with additional controls for games. Coming in at $169.99 and available pretty much now, its spec is underwhelming and suffers from several of the usual Archos flaws — looks that only a mother could love and poor displays.

4)      The Wikipad. The Wikipad is a 10-inch Android tablet with gaming controls — like a bigger, less ugly Archos GamePad. Although it was due in October 2012, it was “slightly delayed” and still hasn’t seen the light of day. At $499, it is more similar in price to Project Shield or the even more expensive Razor Project Fiona rather than the cheap and cheerful Kickstarter consoles.

Of course, using an open source OS in a game console device isn’t new; the portable Pandora was announced back in 2009 and runs Linux. In those pre-Kickstater days, however, production was hampered by a bare bones “preorder” crowdsourcing model, which has led to ongoing issues with contract manufacturers. Some units (including a spruced up 1 Ghz model) have shipped, but it has been slow progress; mine has been on order since July 2010!

A more recently announced Linux game platform is the still-mysterious Valve Steam Box console, which is bound to attract a lot of attention as more details emerge.

Why Android?

Why is Android suddenly a go-to option for those looking to get into the (massively loss-generating) console hardware business?

  • It is free to use with a ready library of tools and functionality. Small startups don’t have the time, money, or expertise to build an OS from the ground up. Android is there for the taking and has already proven capable of simple smartphone games given adequate hardware.
  • It benefits from the Google Play and multidevice synergy. Similarly. Google Play offers a mature and varied marketplace for apps for Android devices (usually…see the downside below). If you are a game developer, the ability to target the OUYO, GameStick, GamePad, and Project Shield as well as all the non-game-focused Android tablets and phones via one store and one build is a big incentive. You also don’t need to jump through the fiscal and judgemental hoops that Apple, Sony, and Microsoft impose before getting on to their platforms — though this often leads to the Google store feeling more like the Wild West!
  • It’s optimized for ARM architectures. A key consideration for new hardware builders is how cheaply you can source decently performing components. The high volume of ARM CPUs shipping for tablets and phones — along with firms like Nvidia and Qualcomm continually pushing the price/performance envelope —means it is an obvious choice. Once you have ARM chips, what are you going to run on them? Well, it isn’t going to be Windows RT!
  • It has XBMC compatibility out of the box. XBMC is pretty much established as the media player solution across most platforms, particularly open source ones. It gives the user access to a host of media playback options along with network awareness — a nice extra to add to games on Android platforms.

There are downsides, too, of course. We already have a massively fragmented Android phone market; different OS versions, OEM tweaks, and varying hardware specs make development and deployment of game applications much more tricky than for the carefully controlled iOS ecosystem, for example. This could potentially undo all the synergy that being able to sell to multiple device owners can bring.

What does it mean for the wider videogaming market?

  • It puts price/functionality pressure on next-generation consoles. Sony and Microsoft are expected to announce their new home consoles this year, probably at E3 in June. These will doubtless offer more power and additional network capabilities, but what else — and at what price? Traditional console launch prices have been going up since the original PlayStation landed in 1994 for $299. Increased functionality, networking, and hard disk storage have created bloated devices more akin to a PC, with only Nintendo sometimes bucking this trend (see this great analysis by Gamasutra). It’s reasonable to assume that new consoles will be at least $400 to $500. Does that still stack up compared with an $80 Android console?
  • It furthers the cause of the free-to-play (F2P) market. Game developers have learnt from the Apple App Store and Facebook game development that giving your game away and charging for add-ons can be a great strategy when gamers are looking for entertainment for $0.99 or less. However, this can also go staggeringly wrong: see Punch Quest) as an example. Android consoles and Google Play will form a natural console home for F2P and casual games. Will Sony and Microsoft aim to compete in this space? We’ll see.
  • Sony has a stealth “in” here but doesn’t seem to care yet. Interestingly, Sony already has half a foot in this camp. Its PlayStation Mobile Android app supports a range of simple twitch and puzzle games, and it even used to have older original PlayStation games like Crash Bandicoot until Sony inexplicably dropped these last August. While graphically rudimentary, it may still offer better game play than Google Play shovel-ware clones. Better ARM processing power may also mean that PlayStation2 classics could appear on the platform — but only if Sony gets its act together and increases its support for more complex PlayStation mobile games. Surely these aren’t seen as being in competition with the (failing) Vita?

Five Consumer Technology Trends To Watch In 2013

2013 will undoubtedly be an “interesting” year for consumer technology. While devices like tablets and smartphones go from strength to strength, PC makers and traditional CE makers in TV, audio, and cameras continue to struggle to turn a profit . . . and that’s before you factor in high-street retail woes and no end in sight to recession-driven belt-tightening. Aside from ongoing evolutionary trends, what will really break through in 2013?

  1. Kickstarter-funded projects need to deliver. One of the breakout successes of 2012 was Kickstarter. Although started in 2009, it was only in 2012 that high-profile projects started to appear and get funded. The downside of this popularity is that more and more projects from inexperienced business startups are appearing. This has led to some high-profile disasters, such as the Code Hero debacle, and a number of projects (particularly games) being abandoned following funding success. Delays are even more endemic: CNN Money compiled a excellent list of the top 50 projects, and just eight shipped on time. In 2013, some of the larger projects, such as the Pebble Watch or Oculus Rift system, need to reach consumers if Kickstarter is to maintain its reputation; the increasing recognition that giving money doesn’t entitle the donor to much if a project goes pear-shaped doesn’t help here.
  2. Tablets will really take off, with multiscreen becoming a focus. After a slow start at the beginning of 2012, tablets from Apple, Amazon, as well as Google and partners were flying off the shelves by year end; this was less true for RIM and Windows RT devices. Predicting that this category will grow in 2013 is like predicting that gravity will keep working at this stage. But what other trends will the success of tablets lead to? Probably the most important is the rise of multiscreen behavior  particularly when looking at consumer media. Techies have been networking and syncing devices for years, if not decades, but it’s only with the rise of the iPad, Nexus 7, Surface RT, and Amazon Fire HD that normal folks have a device that is seamlessly synced to their media libraries, browsing history, and AV equipment. This allows new behaviors  such as a) two-screen movie/TV viewing (see Microsoft’s Smart Glass); and b) bookmark portability — both for browser bookmarks and eBooks — meaning that you’re always able to pick up where you left off.
  3. Cloud services and streaming will improve. While enterprise cloud investment continues to be the “next big thing” (as per IDC, Gartner et al), consumer cloud services are going from strength to strength. Apple, Google, and Amazon will now store nearly your whole media library in the cloud, facilitating even more of the multiscreen behavior described above; and Dropbox, SkyDrive, and Google Drive make sharing files between devices and friends easier than ever. Streaming services like Spotify, Pandora, and Deezer are gaining momentum as broadband connectivity becomes more reliable and usage caps get higher.
  4. Gaming will reach a crossroads. 2012 was not a good year for videogaming; a number of developers and publishers closed, and retail was hit hard. Aside from the obvious reasons for this (recession spending reductions and home consoles getting long in the tooth), the rise of both tablets and free-to-play (F2P) games has changed the gaming landscape enormously. 2013 will see the release of new consoles from both Microsoft and Sony, but those publishers that fail to adapt to the new realities of the marketplace may well follow THQ into bankruptcy.
  5. Smartphone proliferation will put new functionality in consumers’ hands. As with tablets, it’s pointless to cite a trend of greater smartphone adoption. It’s far more interesting to look at what new functionality will reach critical mass because of the rapid life cycle of phone development, fuelled by rabid consumer demand. 2013 will see:
    1. NFC and mobile payments reach early-stage critical mass. Whether you’re looking at embedded NFC applications or add-on dongle payment services (like Square , Bank of America , or ROAM), the rapid adoption of new smartphones means many consumers will have access to mobile payment technology sooner rather than later; of course, whether they then feel comfortable making payments this way is a more complex question.
    2. Wireless charging. While 2009’s Palm Pre was one of the first consumer smartphones to offer built-in wireless charging, that device sank along with the rest of Palm (thanks HP!). Now, though, devices from Nokia, Google, Motorola, HTC, and Samsung allow for wireless charging; some, like Nokia’s Lumia 920 and Google’s Nexus 4, include the phone end of the technology by default. Even better news is that most of the devices use the Wireless Power Consortium’s Qi standard, so one charging mat should serve for multiple devices.
    3. The return of Bluetooth for non-headset devices. After a huge explosion in the availability and usage of Bluetooth headsets and hands-free speakers back in the mid-noughties, it seemed that Bluetooth had pretty much had its day; Wi-Fi and high-bandwidth communication protocols like WHDI seemed like the way forward. However, newer versions of Bluetooth (v4) offer better data rates and lower power usage. More importantly, as tablets have grown in popularity, a swath of new accessories has emerged: game pads, keyboards, and portable speakers all trade high data rates (or sound quality) for ease of use. 2013 will see even more of these accessories combined with new usage models — just look at a bunch of those popular Kickstarter projects. In many cases, they pair up nicely with wireless charging — see JBL’s Wireless Charger Speaker for the Nokia Lumia.

Bubbling under

These technologies will make an impact in 2013 but won’t reach critical mass:

  1. 3D printing. Consumer 3D printers are a tremendously exciting field for tinkerers and hobbyists; the ability to print small but complex objects in a variety of materials has the potential to revolutionize many aspects of our lives (distribution, repairs, art, etc.). But it’s all just “potential” at the moment: Consumer 3D printers are messy, are difficult to set up, and struggle with certain shapes (depending on the technology used). Expect lots of stories in 2013 about 3D printing (3D print shops, IP theft, etc.) and significant advances in the quality versus cost of devices from Makerbot, Ultimaker, and Fab@home, along with better software tools . . . but don’t expect to see millions of these devices in consumers’ homes. The 3D print bureau service (like Staples or 3Dprintuk) seems more likely to grow in the short term, in the same way that Kinko’s provided printing and duplicating services for consumers before cheap multifunction printers arrived.
  2. Augmented reality and 3D headsets. High-profile announcements from Google and the increasing power of smartphone and tablet platforms have reignited interest in augmented reality. Similarly, Kickstarter Oculus Rift has created buzz around 3D headsets. Both of these technologies will offer more immersive experiences, better UIs, and more natural engagement with technology in the future, but component costs, portability, and limited processing power mean that 2013 will not be the year of “X reality” — be it augmented or virtual.
  3. Streaming video to smart TVs and the death of traditional ‘broadcast’. It seems strange that when we’re talking about multiscreen viewing and cloud services taking of we are still some way off of Smart TVs and TV-based internet video services becoming successful. 2013 will see this space ramp up significantly – with potentially Apple, Sony and Intel getting in to the space (news from CES may offer some insight) – but rights issues, complexity, long replacement cycles and mainstream consumer apathy means it will be some time before traditional sources for TV content (ie pay TV providers) see significant threats emerge. The exception to this rule may be emerging markets where broadcasters don’t yet have sports and movie rights tied up and lack a critical mass of signed-up consumer households – Smart TV video services could make real inroads here – but hardware prices will stymie much of this.