In a previous thread, I mentioned that OOOYAHHH's biggest hurdle is not the hardware. Sure, designing/engineering the hardware/controller is a monumental task...
...BUT THEY NEED A RELIABLE DIGITAL DISTRIBUTION ECOSYSTEM. Creating and maintaining a vibrant ecosystem (where developers actually get paid and thus have an incentive to create deep/sophisticated games, in spite of piracy) is the most difficult task I can think of.
I hope developers create "console-equivalent" games...but my fear is that most developers will avoid risky games (READ: games with depth, games that appeal to niche audiences, games requiring significant initial development) and opt for safer, "we'll get a return on our investment" titles.
I hope I am wrong, but it so difficult to create a platform/ecosystem that will have traction and long-term commitment with developers. Sometimes it is truly a matter of luck (success will not be determined solely by sound engineering, wise management, or initial popularity of Kickstarter lead-up).
BOTTOM LINE: Ultimately, I hope OOOYAHHH gets some traction, because I want developers to recognize the market for HARDWARE CONTROLS. Some games/genres are fantastic with touch controls. But traditional games and their contemporary equivalents are best when designed with real direction pads, buttons and TurboSwitches in mind.
GAMELOFT, for example, is flirting with this (yay!). I hope it works for them. They are releasing a bluetooth controller and future games will (ostensibly) be designed with this controller in mind. Other developers will be looking to see if there is enough consumer support for traditional games with traditional controllers.
Worst case scenario--I'll buy a discounted OOOYAHHH (when it fails in the marketplace) and use it for emulation on my modern televisions. If there is one audience that will get some use out of the OOOYAHHH, it will be the folks with emulatorz and romz.