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Features

Event Wrap-Up:
BREW 2004
I
can't claim to have attended every BREW developer's
conference, but I've been to most of them. BREW
2004 was my third, with the very first show occurring
during the Spring of 2001. This year was the first
time the venue at the Harbor Island Sheraton sold
out completely, and next year they're moving the show
to a larger spot. What started out years ago as a
small gathering of developers and executives interested
in an obscure new technology called BREW has matured
into a large event focused on a platform that generates
millions of dollars for large and small companies
alike. Perhaps the success of BREW can be gauged by
the bands that play at the show: last year Kool and
the Gang played, whereas this year the B52s took to
the stage.
Gaming
has always been a big part of BREW, but this year
the main conference was slim on gaming lectures. Instead,
the focus was on enterprise applications -- a market
that BREW has had a difficult time selling into until
recently. The real meat for game developers took place
in a special day-long session after the main conference
had concluded. Qualcomm used this day to talk about
its new 3D gaming platform, which it is creating in
conjunction with ATI.
Before
I get to this exclusive additional conference, there
were a few interesting items revealed during the regular
show. Despite the myriad of beginner sessions, business
panels, and rudimentary API discussions, there were
a few exciting developments during the normal presentations.
Of
course, there was a lot of talk about BREW 3.0. The
SDK has been available from Qualcomm's web site for
quite some time. However, many fellow developers simply
blew this off as BREW 2.0 (which was announced at
BREW 2002) is just now gathering momentum on new devices.
Even still, most of us are knee-deep in BREW 1.1 as
we try to support the millions of legacy devices out
on the market.
Among
the 3.0 discussions were some intriguing new interface
features. BREW 3.0 now has skinnable interfaces, including
the ability to entirely replace the phone's "desktop"
environment with not just a simple wallpaper bitmap,
but a fully interactive BREW application. The line
between desktop theme and BREW applications are blurring,
and it was a little unclear as to how this feature
would be used in the real world. For game developers,
it is possible to embed some kind of game directly
on to the phone's interface as part of a branded theme
pack. However, all I saw were some Flash demos --
nothing really in action.
From
a business standpoint, the most interesting technology
announcement was the new Value Billing API developed
for BREW 2.1 and 3.0. This extension class allows
your BREW application to charge the user for additional
content and features. The example on display was of
a bowling game that allowed the user to pay 25 cents
to download different bowling alleys based around
licensed characters and themes. Using Value Billing
services requires new agreements with your carrier
partners, and agreeing on price with them as well.
It
remains to be seen whether users are ready and willing
to be nickel-and-dimed for minor updates. Regardless,
Value Billing provides exciting new opportunities
for developers and publishers to generate additional
revenue through their applications. Of course, to
those of us still writing BREW 1.1 code, this feature
is largely useless. It was said during the show that
there is a possibility of the Value Billing module
being made available for earlier versions of BREW,
pending some security issues that must be worked out.
Otherwise, substantial use of this API may be still
some time off.
The
Show Floor
Although
the exposition floor was the same size as last year,
there were a lot of newcomers to BREW 2004. Game companies
were in full force, as represented by developers and
publishers such as 4 Corners Development Group, Indiagames,
MFORMA, and Macrospace. An impressive array of new
devices from handset manufactures like Kyocera, Motorola,
and LG were on display, which hammered home the fact
that handset conversions and porting will become an
even a bigger logistical nightmare than it already
is. As screen sizes scale up from the old 120x130
standard to QVGA (240x320) and potentially VGA displays
in the near future, developers will face difficult
decisions in terms of what display(s) to support.
Which
brings me to the next show phenomenon: porting houses.
Last year I heard a lot of business proposals and
examined potential deals involving converting existing
titles to a massive amount of handsets for a per-device
flat fee. Some clients told me they would really love
to hand over their code to a company that is dedicated
to converting titles.
Well,
this year their prayers were answered with several
companies providing just this very service. Firms
such as Axiom Testing, Fingertwitch, Z-Axis, and even
NSTL with their new Apprelay service are getting into
the business of providing handset localization and
conversion services in addition to QA and testing.
In the case of Axiom, True Brew certification is guaranteed
-- if it's bounced out of NSTL, they pay for the retest.
Last
year I figured that the meager amounts of money being
paid out for handset ports made starting a business
(especially domestically) dedicated entirely to conversions
was a dead end. This year, while dining on some of
killer tiramisu, a wise man told me, "In the
gold rush, the people that made the real money sold
the picks and shovels." So while we game developers
are frantically trying to find some gold in the form
of a hit game, these conversion houses are making
money whether we fail or succeed, by taking on porting
work from small developers and major publishers with
long-term contracts.
The
Presentations
There were a few good keynote speeches
from carriers this year that I couldn't miss. Vivo
in Brazil outlined the explosive Latin American and
South American market and proved very receptive to
working with outside developers and publishers in
discussions on the show floor. Although trailing behind
the US and South Korea, Latin America and South America
may be the next big frontiers for BREW, with many
new carriers offering services all over the region.
Vivo showed impressive growth figures and a wide variety
of handsets and content for this exciting new market.
But
everyone was waiting for Verizon Wireless to step
up to the mic. With a talk-show style discussion clocking
in at a scant 30 minutes, Verizon representatives
displayed some impressive numbers and laid out their
plans for the future. They announced that 70 million
BREW downloads have been recorded to date -- contrasting
that with last year's number of just under 9 million.
Out of the 70 million figure, 34 million downloads
were from January to May of 2004 alone! Verizon seemed
keen on games that utilized new technology, including
the upcoming high-speed EVDO data network and the
coming onslaught of 3D phones. They showed two games
during their presentation -- the first being Floodgate's
Swashbuckler, a multiplayer tall-ship combat
game using EVDO for real-time multiplayer performance.
Also, an impressive 3D truck racing game was shown
as an example of the new high standard in mobile game
graphics and performance. The message was clear: Verizon
is fully behind gaming, and more important, the company
will select titles based on the games' quality and
their use of their upcoming technologies.
ATI
Drops the Imageon Bomb
The
day after the main show ended, Qualcomm and ATI held
an exclusive additional session focusing on their
new long-term plans for 3D gaming with BREW. 3D has
been an issue at every BREW conference I have attended.
In 2002, Qualcomm engineers showed a simple untextured,
lit model of an airplane spinning around at single-digit
frame rates on a prototype chipset as big as a pizza
box. Last year I saw a early build of a 3D game with
Playstation One-quality graphics running on another
prototype chipset -- this time able to fit inside
a rather large and clunky handset shell. But this
year, Qualcomm dedicated an entire day of technical
presentations and demos to their new 3D platform.
Prior to the show, the announcement had been made
of ATI and Qualcomm's cooperation on mobile 3D solutions.
However, at this all-day extra session, both companies
revealed their plans for the immediate release of
new 3D handsets, as well as advanced platforms launching
in 2005 and 2006. The current 3D solutions (dubbed
the "Multimedia Platform") on the way this
Fall include the 6300 and 6500 chipset -- which isn't
necessarily hardware-accelerated 3D, but 3D graphics
can be achieved with various licensable middleware
or by using your own custom rendering code.
Sporting
some early 3D features is Kyocera's Koi, due for launch
on Verizon and other carriers soon. On the show floor,
a very early version of Square Enix's Kingdom Hearts
was playable on the Koi using the Swerve 3D API for
BREW. The visual quality was somewhere near the PlayStation
One -- except this year this was on an actual production
handset, not some glued-together prototype.
The
big news was the use of ATI's new Imageon chipset
in upcoming handsets, to be deployed in 2005 in the
"Enhanced Platform", and in the higher-powered
"Convergence Platform" in 2006. The Convergence
Platform sports some truly impressive specs, and all
upcoming platforms have a set of tools and APIs that
will probably make BREW the leading platform for mobile
3D.
All
new platforms use OpenGL ES as the 3D API of choice.
Higher-level middleware solutions, such as Mascot
Capsule and Swerve, will be made available for licensing
(as we have seen with Kingdom Hearts). Regardless,
at the lowest level the new OpenGL ES specification
is fully implemented. In fact, ATI was distributing
sample code on a CD that can be run on a PC and migrated
to a handset later.
The
presentations outlined the capabilities of each platform.
The Enhanced Platform as described was decent: about
100k polygons per second (untextured) and all the
standard OpenGL features like Z-buffers, p-buffers,
alpha blending, fog, matrix stacks, vertex arrays,
and so on. The Convergence Platform for 2006 was jaw
dropping: 3-4 million polygons-per-second performance.
These
new handsets were presented with a hypothetical handset
picture that was a flip phone with a rotating face
(see the figure below). When the face was set flush
against the handset, it looked more like a Sony PSP
than a phone. This concept device includes analog
buttons with a console-style control pad and a pair
of shoulder triggers. These newer handsets not only
have astounding graphics performance, but the latest
in EVDO network technology giving PC-scale latencies
and bandwidth. It was stated that in the test lab
people are already playing Counterstrike on
their laptops using EVDO networking equipment.
The
primary game on display for most of the presentations
(and in a rolling demo on the show floor) was THQ's
MotoGP. An ATI representative stated that it
took a mere 2.5 months for THQ's developers to convert
the Xbox code to both the Convergence and Enhanced
platforms. This involved moving the physics and rendering
code to fixed-point, as well as reducing the detail
on the geometry and texture resolution. Despite this
decrease in graphical quality, the results were stunning.
Crumbs from my complimentary continental breakfast
were dropping from my mouth as I stood agape at the
visual quality of this new generation of BREW games.
Yes,
I definitely am enthusiastic about this next generation
technology. But after the euphoria of so many new
tech goodies wore off, I began to contemplate the
reality of the situation. What does this mean for
my simple 2D creations such as Cali Surf, Track
Athlete, and my upcoming catalog? Here they were
showing me conversions of Xbox games -- products that
take a few years and several million dollars to develop,
being slid over to mobile phones for a pittance.
Meanwhile,
on the show floor publishers were crowing about their
multiplayer "Texas Hold 'em" poker games
running on puny screens with blips and bleeps for
sound. Or stuttering side-scrolling platform games
based off of lousy movie licenses. Or even highly
innovative multiplayer games such as Entelepon's Multiplayer
Snake,that while fun and technically impressive,
are firmly planted in this generation of 2D phones
and tiny screens. How are we to leap through 10 years
of hardware generations in mere months? I know how
much dough I make off of my sales-which isn't bad.
But to suddenly boost development costs by an order
of magnitude overnight? Even some of the anonymous
success stories whispered on the show floor of apps
making outrageous fortunes can't possibly make up
for the drastic increase of production costs with
this new generation of games.
Frankly
it felt like ATI wanted me to sell chips, whereas
I want to sell games. At times, these can be two diametrically
opposed goals. Qualcomm emphatically pushed technical
innovation, urging developers and publishers not to
make "last year's game this year." This
means exploring new opportunities in networking, messaging,
and 3D to advance the quality of content. During ATI's
presentation, company representatives stated that
"2D is dead" and explained that they are
feverishly working to bring big-name PC title such
as Black and White 2 to mobile devices using
their existing developer relationships. Giving examples
of the kinds of game quality they expect on these
upcoming handsets, the PC version Quake 2 was
shown as a benchmark game for the Enhanced platform
and the PC version Unreal Tournament shown
as an example what they expect for Convergence platform
content.
Am
I to abandon the huge user base of 2D phones, some
even pre-BREW 2.0, to exclusively embrace this new
technology? Even by the time I finish my first 3D
game with an extended development cycle, the 3D handset
marketplace will still be smaller than those with
legacy devices. Yes, the sales of color handsets exploded
and replaced monochrome almost overnight-but the adoption
of color handsets was really driven by camera phones.
The addition of a camera had a practical use with
the side-effect of inducting the buyer into the wireless
gaming marketplace. 3D technology has no major practical
use aside from games -- therefore, will these handsets
really be a hit with the mass market or will they
appeal to a minor subset of the marketplace? I've
got no problem riding the bleeding edge of technology,
but there's got to be some upside for the developer
-- and the upside I'm looking for is sales.
With
that said, Qualcomm is currently reviewing game concepts
and loaning out precious few development kits to key
developers in order to provide content for the first
handset's launch next year. But there are still many
questions. MotoGP seems to be an extreme example.
I'm still selling simple arcade and card/puzzle games
in decent numbers on Verizon and other BREW carriers
worldwide. Am I to believe that suddenly the critical
super-casual base of wireless gamers will vanish to
make way for hardcore gamers that want conversions
of high-end PC and Xbox games on their handsets? If
so, will the user base expand enough to finance the
development of these increasingly complicated games?
Are we going to have to increase the average price
of a mobile game to $20-30 to compensate for higher
development costs?
Surely,
despite the move to 3D, the casual user base remains.
Just because you can develop Unreal Tournament
for a cell phone doesn't mean your customers actually
want it. So far, mobile phones are not a platform
for the hardcore otaku gamer. Much like color phones
eventually became commoditized as prices fell, so
will 3D. The uptake of new phones is enormous -- and
largely by people purchasing a phone, not a gaming
platform (at least for the time being).
Despite
my apprehensions about such an abrupt jump in hardware
technology, it may be fatal to assume the migration
to 3D will be a slow one. We all know that eventually
the chipsets will be cheap enough to deliver on even
the most inexpensive handsets. We may just find that
by the time we've finished arguing over the benefits
and pitfalls of moving to 3D content, the market will
have already moved there regardless. The wireless
gaming industry seems to be changing that fast.
Even
with my muted skepticism of this new era of high production
value wireless games, there is something to be said
for developing for the bleeding edge of handsets.
I've heard some talk about developers developing for
the Sony PSP exclusively -- trying to remain small
and focused while jumping into a new market early.
However, devices such as the PSP are powerful enough
for an in-house team to perhaps convert over their
existing PS2 or PC games themselves.
These
new portable gaming devices from Sony and Nintendo
offer nothing technically that can't be done on an
existing console. Even if you focus on these platforms
exclusively, in some cases you're competing with the
same developers. You can't really innovate technologically
on the Sony PSP. And unless games that involve slicing
fruit with a stylus become all the rage, the Nintendo
DS is in the same position.
So,
how do you create unique content that not just any
console or PC shop can shovel onto a platform and
crush your studio with? Perhaps wireless is the answer.
By utilizing technologies unique to wireless-such
as a constant net connection via EVDO, GPS location
services, and messaging--it is possible to create
an entirely unique game experience that can't be duplicated
on the PSP and also can't be achieved by shoveling
over some PS2 conversion to increasingly powerful
handsets.
If
you create a flagship game for these new platforms,
it will get the attention of hardware manufacturers,
publishers, and carriers. Verizon representatives
were very clear about their desire to get games that
take advantage of new handset features -- so by going
all-out on a new platform you could gain a distribution
advantage over existing shops that target older handsets.
But you will have to gamble whether the customers
will be there by the time your first game is released.
Forks
In The Road Ahead
I
left BREW 2004 both hopeful about the future. I'm
hopeful that the market is rapidly expanding and that
with a growing customer base there still is room for
the independent developer. But I'm left wondering
if the increasing disparity between handset capabilities,
as well as the push to 3D, will fragment the market
and make choosing the right platform to support within
BREW a complicated and potentially deadly decision.
Being in the wireless game industry soon after its
inception, I've become accustomed to changing my business
strategy over the years. Therefore, encountering this
type of fork in the road isn't too daunting. But,
for many larger companies where the stakes are higher,
it may be.
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