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  Game Changers
by Brandon Sheffield [Business/Marketing, Design]
14 comments Share on Twitter Share on Facebook RSS
 
 
November 9, 2011 Article Start Previous Page 3 of 4 Next
 

Valve's Steam (Kirkland, WA)

Steam has more than proved itself to be the digital publishing platform of choice for PC games. With over 35 million users as of this writing, Steam commands a huge chunk of the digital game distribution marketplace. Developers of downloadable console games such as Super Meat Boy and Bastion have reported making significantly more money on Steam than on consoles, and cross-platform development across console and PC is becoming more common as a result.

Valve's platform has become the de facto standard for independent game companies looking to publish on PC, and companies such as EA and GameStop have tried to make inroads with their own systems, with Origin and Impulse respectively.



Regardless of whether the future of PC games will be fragmented across multiple services, it was Steam that proved the model, and continues to be a game changer for companies across the industry. Steam continues to update, with Steam Cloud, which allows some storage of game data on a cloud service, built-in DRM solutions (for better or for worse), and Steam Guard, a safeguard against account hacking.

Though Steam has been available to some degree for many years, its continued and increasing relevance keeps it on our list.

Zynga (San Francisco, CA)

Here we have the 500 pound gorilla of the social space. Zynga is huge, to be sure, with 232 million active players as of November, 2011, and over 2,000 employees -- but the company is also leading the social industry on multiple fronts.

For its huge corporate anonymity, Zynga has actually been rather open with its development practices, sharing best practices for web game development at conferences, and discussing the use of social metrics in games.

In terms of its actual games, Zynga has also made big strides when it comes to trying to get the core gamer into the space, with games like Empires & Allies and Adventure World. Others have made inroads, to be sure, but it's nice to see when a larger company doesn't play it totally safe.

Zynga also runs Zynga.org, a charity outlet that has donated thousands to worthy causes, based on in-game item purchases. Though some question the legitimacy of Zynga's practices and place at the top, it is doing some good while up there.

Apple's iOS (Cupertino, CA)

Though the revolution came some time ago, Apple deserves to make our first list of game changers for iTunes, and its supported iOS platforms. Since their inception, the iPhone, iPad, and iPod Touch have collectively become a major force in the game industry, and a (relatively) cohesive platform in their own right.

Apple's devices have not only skyrocketed Apple to the top of the technological heap, they have also launched the careers and assured the fortunes of a great many independent developers. Apple's 70/30 percent revenue-share has become the industry standard, and the platform shows no sign of slowing down.

While Apple hasn't put as much focus on facilitating games on its home computers, many expect some manner of convergence across iOS in the near future.

Cloud gaming services

Developers in general seem to agree that cloud-based gaming is an important step in the advancement of the digital medium. It can free players from having to keep their PCs or consoles up to date, and could pose a platform-agnostic model for game development. But at present, there are two major players vying for the biggest slice of the pie -- OnLive (Palo Alto, CA) and Gaikai (Orange County, CA).

OnLive is currently pushing its physical device, the OnLive Game System, which streams game content to a TV-connected box that allows the direct use of controllers. So far, over 50 companies have signed on with OnLive, which allows gamers to play on the aforementioned console, their PC, or Mac.

Gaikai, on the other hand, is a browser-based service, with no specific game console, and the ability to embed in web sites. Many leading games are already available on the service.

Whether one of these companies wins or loses is not the point -- the game changer is the cloud service itself, which frees consumers from console cycles, game-based PC upgrades, and in some cases, installation or downloading of software. Gaming on the cloud is not a totally proven model yet, as the servers are quite expensive, but as costs go down, prospects certainly look up.

Mozilla/Khronos Group's WebGL

As the next generation of web content starts to become a reality, 3D games in browsers become more common. And for that to happen, we were going to need something better than standard Java. Mozilla's WebGL, among other 3D web libraries, has risen to fill that need.

Though WebGL is far from perfect, the fact that it provides a 3D graphics API without the use of plug-ins is an extremely important step toward 3D games in the browser. There are some competitors out there, but at the moment, WebGL is the (slightly fickle) darling of the browser game development community.

As the library expands, and best practices start to emerge, trends indicate that we'll be playing a lot more plugin-free 3D games in our browsers than ever before, further reducing the barrier to entry for players. And who can argue with that?

Depth Analysis' MotionScan (Sydney, Australia)

LA Noire may have shuttered a studio (Team Bondi) and not fully pleased its parent (Rockstar Games) in the sales department, but it also brought us one heck of a piece of tech. Depth Analysis' 32 high definition camera setup allowed full capture of all aspects of actors' faces, mapping that to their digital counterparts for an incredibly lifelike performance. Though the characters were clearly still made in game engines, the animation was truly astounding. Since the game hoped to allow players to gauge whether characters were telling the truth, precise performance was incredibly important.

After many years of R&D, Depth Analysis' work appears to have paid off, as the performances in LA Noire have been universally lauded. The company claims its setup can capture up to 50 minutes of final footage, processing up to 20 minutes of facial animation automatically per day.

This technology is available only from Depth Analysis, so far, but now that the technique has been illuminated, it's likely that others will follow. The only problem now is that with such lifelike facial animation, the rest of the computer generated body begins to look even less realistic by comparison -- but that's a problem for another day.

Google's productivity services (Mountain View, CA)

Google's Android platform is currently the only serious contender to iOS in the smartphone game space, and has shipped on millions of devices, yielding massive sales for some of the developers on the platform. Even Sony is using it for its upcoming tablets, and a set-top box is in the work to serve games to televisions like a standard game console.

But in terms of game development, Google has arguably made an even greater impact in free collaboration software. While Google Docs may not be the perfect place to keep that game design document or store spreadsheets, it's free, and certainly useful in the prototyping phase.

The company continues to push the envelope in the free collaboration space, and though some may decry the fact that through data mining, their users are their product, few can deny the services' usefulness.

Looking forward, Google is making good strides with its Native Client solution. The intent is to get ARM native code running safely in browsers, allowing web programs to run at near-native speeds. The implications on this for browser-based games are pretty clear. Faster is (almost) always better!

 
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Comments

E McNeill
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Props for describing Gameloft honestly instead of hiding behind "some claim" and other weasel words.





"The fund currently supports four announced projects, Steph Thirion's Faraway, Dan Pinchbeck's Dear Esther, Andy Schatz's Monaco, and Toxic Games' Q.U.B.E."



What happened to Shadow Physics?

scott anderson
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Shadow Physics was dropped from indie fund in July. I might release a little more info on this in the future but that's the gist of it, the game is no longer funded.

E McNeill
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Thanks for responding. I'd be interested in hearing the "more info". I'll keep an eye on the website.

Victor Soliz Kuncar
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Gameloft sounds as a great development to me. "IP" battles are making software companies focus about lawyer stuff instead of making good quality products and thus it is good to have a good precedent such as Gameloft.



Although angry birds is just a physics engine, it does a big deal of cute visual design that is good at attracting new players.

Bart Stewart
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As a side note on the patent phenomenon, the problem is not primarily "shady engineers," it is a patent system that intransigently insists on treating software algorithms and concepts exactly like physical inventions.



The concept of encouraging invention by protecting the ability of inventors to profit from their creativity is a good one. But the system through which this concept is implemented is broken. It is failing to achieve its stated goal where software is concerned because it fails to accept that software, while property, is a different form of property with a different range of obviousness and prior art, and a different speed of development and a shorter span of value.



I suggest that blaming the creators who use the current patent system misses the real problem. The patent system itself is what needs to change to reflect the realities of software versus other forms of creative property.

brandon sheffield
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I'd say it's a mix - the system is broken, to be sure, but there are a lot of shysters that are exploiting that system. Creators are not the problem - it's the folks who have never actually created anything, but then file patents on existing techniques just because the patent didn't exist yet that I am decrying.

Titi Naburu
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Well said, brandon. Although there must be creators-shysters too. But some patents are ridiculous, like patenting the thumbs up gesture or a shiny screen.

Bart Stewart
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I understand your point, Brandon. Mine is that the problem is best fixed not by going after the trolls, of whom there will always be plenty to take the place of others, but by fixing the broken system that grants such patents despite obviousness or prior art.

Matt Hackett
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The funding of the Humble Indie Bundle really surprised me. From what I understand, it was started by Wolfire, who wears "indie" like a badge of honor. But surely the investment must mean that they now have to report to investors (at least with regards to their bundles). And why did they even need the money, after the smashing success of the first bundle?

brandon sheffield
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Confusing, indeed! We've asked these questions, and have been unable to get an answer.

Martin Pichlmair
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(Disclaimer: I'm not part of Humble Inc. but I had a game in the third Humble Bundle)



The "smashing success" of the first bundle sure made some money for Wolfire themselves. But the major part of it went to the developers and the charities. Also, Humble Inc. is a separate company from Wolfire Games, though started by the same people. Wolfire is still independently developing games.

Alexander Cooney
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It's incredible to read this and think about how much has changed in so little time.



I'm surprised, though, that Unity didn't get a mention here. Or if not Unity specifically, at least some kind of acknowledgement of the switch from modding to independent game development as a result of a growing stable of viable game frameworks and tools. UDK? Cryengine3?

Jeremy Alessi
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Unity +1

Robert Hewson
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Great read... change is sweeping through the industry, it's going to be a very, very interesting decade.


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