Archive for the ‘Web2.0 Topics’ Category

Obvious

Wednesday, May 20th, 2009

This time, I’m starting an article with a noise. I’d like to have been able to say that the noise was a sonorous fanfare or roaring drum roll. As a result, it’s somewhat disappointing when I inform you that I’ve chosen to start this article with a “pfutt”. And not the pfutt of triumph, like a miniature steam engine being tested or a helicopter rotor starting up. No, the pfutt I want to you to think of in your head is the one made by electronic equipment, just before it gives out completely and makes it’s way to the great Radio Shack in the sky. It’s a rather depressing and British sort of failure, much like something breathing its last and quietly giving out, instead of a cacophony of flash, bang and acrid smoke that lingers around your flat for days afterwards. Anyhow, one mustn’t be too downbeat.

So as you can probably guess, Something Broke. The current culprit of choice is the power supply unit on my fiance’s computer, an unbadged and unbranded steel box that I should have replaced as soon as the collection of parts arrived about three years ago. But hindsight is wonderful in this instance, and now begins the laborious process of identifying the broken parts, ordering replacements and fitting them. It’ll be enough to keep me out of trouble, but it’s somewhat irritating all the same. Still, at least I won’t have to suffer the pain of many in my shoes by dialling some premium rate phone number to explain to someone who barely speaks my language why they should send an engineer out and what they need to replace. Be thankful for small mercies, I’m told. The fiance is currently happily using the gaming laptop we recently purchased, so at least there’s no immediate rush.

Spring cleaning has also been afoot – my own desktop has been scrubbed clean, with both XP and Vista installed and existing side by side. I’ve debated carving up a portion for Linux as well, but as my dev work is currently hosted online I’ve got no need for an Ubuntu installation. It was while doing all this work that I stumbled upon something that struck me as completely obvious, but which I’m amazed hasn’t happened. Every time I want to refresh my computer I have to back up all my user data, reformat the hard drive, reinstall the operating system and my applications, then finally reload all my user data. If I want to move from one operating system to another I usually have to install a new set of applications and hope my user data can still be read by these applications. And even so, if the drive fails all my user data is lost.

But hang on a minute, I carry around with me a device with an 8GB storage drive. Why can’t I treat the operating system as a commodity, where the PC, OS and any associated drivers are all stored in one location while my own applications, data files and so on are all retained independently of the OS on some kind of removable storage that I can carry around with me. If I want to use a different PC, why can’t I plug in a drive and just use all of my existing applications, licensed to me as an individual rather than a transient machine that may be replaced sooner or later? Why does my user data, application data and operating system need to be so closely intertwined?

This removable storage – let’s call it a Docker – I could plug it into my desktop and get my games, apps, music, documents and so on. I could unplug it and move it into my laptop and get exactly the same stuff available. If I was visiting friends, I could just take my Docker with me and plug it into their machine if I wanted to show them a game I had been playing. But more than that, because my Docker isn’t tied to an OS, I could plug it into a Linux box or a Macbook or any machine, and as long as it was compatible with my Docker it would run all the apps on it and allow me to use all my files. It makes the OS a commodity – I could pick and choose based on what I wanted rather than what ran the applications I wanted, because every OS would run the same apps.

With me so far?

So, what would the Docker look like? Would it be a solid-state-drive with a small interface, or something with a screen and Bluetooth if you wanted to exchange files on the move? Would it be something like an iPhone, giving you access to your files wherever you are? There initially sounds like a number of options on what this small device could look like and what it could offer people. After all, once you have a large storage device (I hear you can buy 512GB ones now) the possibilities are endless.

But does it have to exist at all, or could it all be “in the cloud”? Could we just hold our Docker as a virtual container on the internet, with users able to access their data anywhere they choose to go? Or would the Docker be something physical but with a synchronisation service from someone like Google, ensuring that everything on it is continually backed up. Lose your docker and you could have it locked and wiped next time it speaks to the cloud, while your replacement rebuilds your file structure from everything you have backed up.

Will it happen?

Unlikely. The OS makers like the application lock-in they get so far, as it creates a barrier to migration. If it does start to happen though, it’ll probably be in hybrid devices that double as phones, MP3 players and so on in order to keep costs down and provide users with an incentive to try. Still, if it does happen, I’d be surprised if I was the first person to come up with the idea.
Sometimes, overcoming the status quo is the biggest obstacle an idea faces.

Cloud

Tuesday, March 24th, 2009

It’s not every day that a new product stands up and makes you do a double take, and having it announced this week makes it even more surprising. The Game Developers Conference is usually a quiet affair, with maybe a casual announcement or two about a console price drop or a new title in production. Today’s announcement has literally screwed up conventional wisdom and thrown it in the trashcan, in more ways than one.

onliveThe service is called OnLive, and it’s the product of seven years of development by incubator Rearden Studios and it’s founder Steve Pearlman. In fact, if you read Steve’s resumé you’ll find firms like Atari and Apple listed on there. Simply put, OnLive uses a cloud computing platform in order to provide a gaming experience to end users, regardless of the platform being used. The processing, interfacing and rendering is all managed on a backend server farm with the result streamed to a simple device that decodes the stream to display on the TV. For the PC and Mac, you don’t even need the device as all the work can be done on something as low-spec as a Macbook Air or even a netbook. All the grunt and horsepower you’d normally have in the latest console or high end gaming PC can now reside in a warehouse miles away from you, and you’d never need to worry about upgrading again. Sounds great, right?

To get into a bit more detail, the broadband connection suggested by the service is about 1.5mbps for standard 480p TV, while hi-def 720p will need a meatier 5mbps connection. This is great news for those of us huddled round the local exchanges, but for those out in the sticks the service might not run too well. It works by using a new video compression algorithm that inserts about a 1ms delay into shunting the video to it’s destination, but when you compare that to the 100ms delay that can be experienced when playing multiplayer games in Europe it quickly becomes tiny in comparison. There are five server clusters planned for when the service launches in the Summer once beta  trials are complete, hopefully meaning that network latency is kept to a minimum. The box itself uses a micro-USB socket for power, with a paur of full-size USB sockets there for additional controllers or a mouse/keyboard combo, and has HDMI to squirt the signal up to your HD-ready TV. There’s also an optical SPDIF for hooking it up to audio gear as needed. Bluetooth is also in there for those of us who hate wires trailing everywhere. For those who want to play on PC or Mac, you’re looking at a 1MB web browser plugin before you can start shopping for games. Once you’ve picked and purchased a title, it’s on your screen in single digit seconds.

The OnLive Console: Boxing clever?

The OnLive Console: Boxing clever?

There’s a little bit of community stuff in there as well. As well as being able to spectate on other users playing their games, you’ll be able to build up a friends list for multiplayer action and also capture your own game sessions as brag videos, should you want to show off your skills. Since the video is captured in the cloud, it’s online and shareable instantly in all it’s high-quality glory. Big-name publishers like EA Games, Take-Two Interactive, Ubisoft and Atari are among those who are signed up to offer games on the system, although there won’t be any platform exclusives as there are with traditional consoles. 16 games were shown including the new Prince of Persia, Mirror’s Edge, Burnout: Paradise and Crysis. Even independent developer 2D Boy has ported the incredibly popular World of Goo to the platform. Transferring a PC game to the OnLive service apparently takes a couple of days, with an SDK available to make it easy.

So what’s the snag? As with any new service the price has to be right in order to make it appealing to the gamers. While the price of the box is said to be very cheap (we’re looking at the £50 to £100 mark) it’s the ongoing costs that are the great unknown with this one. It’s not clear if you’re going to be paying a subscription in the same way as Xbox Live, or if you’ll be renting or buying games. Trialling games will be available to give gamers an idea of what a title is like before picking it up, something that XBox Live supports but only if you download a demo copy to the console. Although the service might be cheap and easy to pick up and install, it could work out to be more expensive over time. There’s also the mindset of more traditional gamers that owning your own consoles and media is important. There are a lot of Super Nintendo and Sega Megadrive consoles kicking around that get pulled out of the attic and dusted off every so often, and some gamers are rightly concerned that they’ll still be able to enjoy the games they buy today in five to ten years time. There’s also the variable effects of the network – with broadband providers having concerns over the use of peer-to-peer, BBC iPlayer (and Hulu in the States) and anything else that required a constant level of bandwidth there may be difficulty in getting broadband providers to agree to treat the service fairly.

That said, there’s definitely potential to the service. It might be that the service has legs initially, but I’d probably suggest that it would work incredibly well with Valve’s Steam service. There are also a handful of other ways I can think of that could make service uptake even better, but I’ll wait to see what other announcements come out of the GDC. I am curious though as to whether other applications of this cloud service have been thought of by Rearden Studios, and I’m sure other experts will pick up on them shortly. It’s an interesting development, and time will definitely tell if it proves to be a success. Till then, roll on summer!

Update: IGN have a video demo of the service here. Gametrailers have video interviews with Steve Pearlman here(part 1) and here (part 2)

Amalgam

Monday, February 16th, 2009
Nokia N-Gage: First attempt at a mobile handheld

Nokia N-Gage: Clunky

A long while back I was asked on my thoughts around gaming on the mobile phone. At the time I replied that there was no simple answer, that there were a number of scenarios that made being able to design strategies and methods for achieving success in these markets very difficult. Problems ranging from device compatibility through to user experience all contributed to make the platform unappealing. Compared to the familiar and well-used processes used to support traditional video games, the mobile phone was treated as a niche platform. A couple of attempts were made to crack the mechanism – Nokia’s N-Gage phones were one such example – but ultimately they failed to gain a foothold in the marketplace due to only offering a limited range of games. So what’s changed since then? In a word, everything.

Apple's App Store

Apple's App Store

Back in July 2008, Apple launched their App Store, offering 500 applications that customers could download direct to their iPhone. In the weekend since it was launched over 10 million applications were downloaded, with those chosen being a mix of free and paid content. Since then, estimates have put the amount of revenue the App Store at $1 billion with Apple keeping 30% and passing the rest on to developers. Fast forward to late January and Apple are now saying that there’s been 500 million downloads from a catalogue that’s expanded to 15,000 applications. By far the largest category of applications on the App Store is games, although it’s impossible to quantify how many of those are ‘limited feature’ free versions in order to tempt players into forking out for the full blown version. Suffice it to say, games have been a huge success on the iPhone. It’s no wonder that traditional games developers are taking a keen interest in the platform for future titles. Not only that, but Microsoft, Palm, RIM’s Blackberry, Google’s Android, Samsung and Nokia are all working on having their own app store catering for paid applications shortly. It’s unclear if any of these other stores Will be as successful, as Apple already has a billing relationship with their customers via iTunes and used their close relationship with the existing OS X developer community to ensure a selection of applications was available at launch.

That’s not to say that the Cupertino crew have had things all their own way – commentators feel that being reliably able to search for games or get auto-recommended a list of titles to try would be a huge welcome, as would being able to look for top rated games in particular genres.  The shop storefronts also feel a little static, with little scope for uploading a youtube video of the app running or audio commentary from the developer. That said, there’s also the question of what the App Store as a concept will introduce for desktop software. For desktop videogames at least, an online shop has been kicking around for some time, either in the form of Steam or Direct2Drive. With all of this laid out in front of them, surely it must represent some kind of Golden Age for developers and publishers to connect smoothly with customers? Well, not quite.

The trouble with developing videogames is that they cost money. In the case of PC and console videogames it can be a as much as $30 million, while customers are increasingly concerned about the value they get from the games they buy. Conventional industry wisdom states that for a game with top flight production values, a publisher will need to shift about 1 to 2 million units in order to break even, due to the complexity of the latest consoles and the relative cost of developing for them. Compare that with the iPhone, where a nine year-old can write code that will run on the platform. But a shallower platform, where users are becoming accustomed to a low price-point in games brings it’s own problems, and although indie developers can crank out a game relatively easily, they find they have to keep producing rapidly in order to sustain that income. There are already development tools that can make the process a little more streamlined, but largely speaking it’s still a new area. Even then, there’s always the complication about developing a game for all of the emerging app stores – which ones you pick, how you spread development, what maximum technology level you develop for. It’s always a risk that you’ll start developing for a platform that falls out of favour, leaving you with a game but no market to sell it to.

Aurora Feint: Asynchronous

Aurora Feint: Asynchronous

So, is there an alternative? Well, it just so happens that there might be. One relatively unexplored area of videogame development on the mobile platform is the MMO. Currently, there are some tentative steps into this area through titles such as Aurora Feint, but these tend to be asynchronous experiences where the player can chat with others using an IRC style interface and use ghosting (competing against another player’s saved session) in order to provide the multiplayer experience. Parallel Kingdom allows players to play alongside each other using GPS, but relies on a solid data connection to maintain gameplay continuity. In a realm where data connections aren’t always present, it’s important to either allow action to take place at a slower place so that every player gets a chance to take part in the action, or allow portions of the game to be carried out offline. Luckily, the concept of turn-based games has been around for a fair while, with their ‘tick’ based variants such as OGame being particularly suited for massively multiplayer gaming. From there, it’s a matter of developing a sequence of game mechanics and content, as well as the clients that run on the various mobile devices that are available. The wonderful thing about developing the infrastructure in the first place is that it can be recycled – the same mechanisms could be used to facilitate a football team management game as much as one revolving around tribal warfare.

There are, of course, some sticking points. How do you get people to pay for the thing? Traditionally web or browser-based MMOs have relied upon advertising for funding, while client-server variants have used either a subscription based mechanism or a microtransaction system where in-game items are sold for real currency. Either are possible with a mobile-based MMO, with transactions being possible in real-time via Premium SMS, or by charging an in-game allowance using facilities such as PayPal. There’s enough flexibility to even employ different charging approaches for different games released.

But what about that niggling doubt about developing mobile clients for all those different devices? Well, recently I had the luck of catching up with Paul Golding, who is somewhat of an expert in the field of mobile web technologies. It may be that one option is to open up the infrastructure and allow users, fans and so on to develop their own clients. Provide a standard interface for players to get a feel for the game and perhaps a client or two for a couple of major platforms, but otherwise keep it open and allow others to generate their own frontends to the game.  After all, players are already tweaking their games to create custom interfaces, so why not go the whole hog and allow them to create the client? It mimics the approach of Twitter, a fully web-based app that took off once others started developing clients and offshoot services to integrate with it. By allowing others to hook into the game’s exposed services, you increase the potential to promote it purely by word of mouth as well as avoiding funding development for a multitude of clients. And as long as you keep getting subscriptions, transactions or advertising eyeballs, you only stand to make more from your original concept.

So, while mobile gaming has come a long way already, we’re still only at the first step. By intertwining the data connection and payment relationship already in most mobile phones with compelling games that hook into a player’s other social services, it’s possible to really move forward. This amalgam of old and new ideas might just do the trick.


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