Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [14]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Darkworks' Arragon Explains French PLAY ALL Initiative
by Christian Nutt [PC, Console/PC]
3 comments
Share on Twitter
Share on Facebook RSS
 
 
March 10, 2008
 
Darkworks' Arragon Explains French PLAY ALL Initiative

Five French developers -- Darkworks, Kylotonn, Load, White Birds Productions, and Wizarbox, with the support of French engineering schools -- recently announced they have united to establish the Play All consortium, which aims to secure the development of its own cross-platform toolchain standard.

The five companies will set up a common game technology company and technology center dedicated to housing the middleware project, and plan to assemble a team of more than 40 engineers over the next 2 years.

The center has the support of the French Ministry of Industry -- to the tune of a €6.5 million ($9.5 m) funding effort - out of a €13 million ($19 million) global budget.

Explained mayor of Paris Bertrand Delanoë, "The city [of Paris] needs to provide attractive conditions to foster capital formation and job creation in the human services industry, the biotechnology sector and cutting-edge digital technologies. Paris has shown itself to be extremely creative in relation to Web 2.0, the video game industry, and strategic technological sectors, such as Internet research, and I am extremely keen to promote awareness of the 'Paris brand' in this field of innovation."

Play All is also supported by Microsoft's IDÉES program, aimed at promoting the growth of high-potential software companies in France.

Alexis Arragon, head of new projects and partnership development at Darkworks, manages partnerships for the new initiative, recently provided Gamasutra with the group's manifesto on collaboration and middleware standards:

"For the first time, the industry is talking about collaboration a bit more than competition. And they are probably talking about Play All, a band of five French development studios which agreed to work together on technology and regroup their workforce in order to create a full-fledged development tool-chain, to be used later for the upcoming titles of the companies involved and disseminated widely among engineering schools or other willing-to-participate subsidiaries.

Games' budgets as well as production teams skyrocketed in the last years -- that is no news. Few studios are now able to spend time developing internal technology, even less when they are already under contract with a publisher eager to check the content in progress, whereas proprietary game engines were flourishing in almost every studio only a few years ago.

What's new then? Not much but middleware. Developers still work for publishers, but the production constraints are so tough nowadays, and the risk so high given the amount of money on the table, that most likely your publisher asked you (if you are a developer, that is) to use one of the widely adopted game engine middleware on the market, capitalizing on knowledge already available among developers and artists, or maybe one of its own middleware solutions.

While middleware is a great solution because it lifts critical work off your hands, it still is a risky business for both its providers and clients. The former need to release games with their own software to recoup their investment (from €5 to €10m) while the latter can sometimes feel trapped using proprietary software. This is even more true when it comes to technology acquisition.

One example: Renderware. Once acquired by EA, many developers could no longer use their tool-chain which still contained proprietary software, now non-exploitable.

Game middleware is still in its infancy, and only development companies can provide efficient work tailored for other developers' needs.

Well aware of those issues, Darkworks, Kylotonn, Load Inc., White Birds Productions and Wizarbox placed their bet on collaborative work. As the video game is being recognized as a cultural medium around Europe and especially France, they crafted their strategy under the Play All project.

Play All's key objective is to answer game developers' needs, providing a reliable and durable solution to the industry. It is motivated by securing access to the market, need for shared costs of development and need for standards in the industry.

A legal entity by the name of Play All IP has been created as the only licensed vendor of the Play All platform, which manages IP from the software developed by the different teams. If any of the partners suffer financial issues or even bankruptcy, the Play All project would still remain unharmed and the others would not lose what has been done so far.

Technically speaking, the Play All middleware targets a wide range of platforms, from PC to Xbox360 and PS3, not forgetting about Nintendo Wii and DS, Sony PSP and PS2 and even the XNA platform. While not only focusing on the FPS genre, the undertaken work clearly targets action-adventure games with slight variation added in to support each studio's track record legacy.

Five different work packages were designed to cover the main aspects of a next-gen production tool-chain: asset management, core engine functionalities, tools, multi-platform libraries and support. Recent headlines from the middleware market clearly influenced the Play All members to emphasis their support, documentation and more generally speaking, reliability plans.

Specifically, tech teams from each partner work at a common office and will take care of the support, which is critical to the success of middleware solutions. Everything is being made to provide a professional level of service to the Play All adopters.

Backed by the Parisian competitive cluster Cap Digital, the initiative received a warm welcome from French institutions. With most of the 14 partners - ranging from game developers to smaller-sized middleware companies and engineering schools - settled in Ile-de-France, the region's agencies and French Ministry of Industry are supporting Play All with a €6.5m funding effort - out of a €13m global budget. The founding objective of the project is thereby already realized with institutions fueling the local games development sector.

Video game studios are granted access to funds for innovation: while sharing the cost for a durable platform, they already plan to develop internal prototypes using the Play All middleware and heavily promote the platform externally."

[Alexis Arragon started working in the video game industry at Darkworks with Alone In The Dark: The New Nightmare and an undisclosed project with a Japanese publisher, specializing in Artificial Intelligence. He was then coordinator of client-server communications at Dassault Systèmes for three years, and now back in the industry, he’s responsible for collaborative strategic projects and partnership development at Darkworks.

Among other projects, he is in charge of edutain@grid, a European project bridging the gap between video games and grid computing, and manages partnerships for PLAY ALL initiative. To contact Play All, please send an email to info@playall.fr or visit http://www.playall.fr/.]
 
   
 
Comments

Anonymous
profile image
Interesting. I'm just wondering why France is the only country with such an initiative? Or maybe I never heard of any other... Or French dev studios are financially weaker than in other countries?

Alexis Arragon
profile image
Good analysis. By working together we can compete with much bigger studios (headcount > 200) and we are able to share technology. Yes, that's a way to fight against weaker financial support compared to studios from other countries.

Alex Nautilus
profile image
Amazing. France and Quebec' game market vision are far ahead the rest of the world...


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.