matt rosenzweig – midnight oil creative games. what we’re covering html5 wtf? a brief history...
TRANSCRIPT
Matt Rosenzweig – Midnight Oil Creative
GAMES
What We’re Covering
HTML5 WTF? A Brief History of Timewasters HTML5 Games Today Going Native The Future Examples Q&A
HTML5 WTF?
The next evolution of HTML; last major update was HTML4 in 1999
Lots of awesome new features <video>, <audio>, <canvas> and other new multimedia
goodness Richer semantics via <header>, <footer>, <article>, etc Offline storage, web workers, geolocation, forms Not officially part of HTML5, but CSS3 brings a wealth of new
features to enable greater styling of HTML content HTML5 = HTML5 + CSS3 + JavaScript Support: Safari, Chrome, Firefox, Opera, IE9 (sort of)
A Brief History of Timewasters
Casual games: simple rules, no required long-term time commitment, low production & distribution costs (Boyes 2008) Analog: Checkers, Solitaire, Beer Pong Early Digital: Pac Man, Duck Hunt, Tetris Early Online: Bejeweled, Kongregate, Y! Games Early Mobile: Snake, N-Gage
A Brief History of Timewasters
Current Casual Gaming Trends Hybrid: Geocaching, Alternate Reality Advanced Mobile: Angry Birds, Doodle Jump, Cut The
Rope Social: Farmville, Mafia Wars Console: Wii Classics, LittleBigPlanet
HTML5 Games Today
Promising proof-of-concepts HTML5 Game Libraries: Impact, Akihabara, Rocket
Engine, LimeJS They help with the heavy lifting: Asset management,
animation, physics, keyboard / mouse input, processing of sounds and graphics
Hybrid model: Open Source with commercial licensing = free to use / experiment with, cheap to commercialize
HTML5 Games Today
Pros Cross Platform: Any device with an HTML5-enabled
browser (including about 160 million iOS devices) More CPU-efficient than Flash Frictionless distribution: Put it online and the entire
world can play it Client-Server / Network functionality: Just like building
any other online application
HTML5 Games Today
Cons 3D (via WebGL) is only in an experimental state Cross-browser complications due to differences in
HTML5 implementations Discovery: No central repository store for HTML5 games Game development is hard, and we gotta put food on
the table (monetization) Hampered by committee-driven standards formulation
(the W3C), proprietary solutions have already solved most of these cons (iOS / App Store is the best example)
Going Native
Generally speaking, native game solutions are kicking HTML5’s ass iOS: 3D, monetization via purchase, ad-supported, in-
app purchases, licked the discovery problem too Android: Large install base, ad-supported games
generate upwards of five-figure monthly incomes for developers
Console / Desktop: Far more advanced graphics capabilities, support for hardware controllers, decades-old industry ecosystem to support future advancement (retail / dev / marketing / consumers)
The Future
3D support coming via WebGL (soon-ish) IE9 brings HTML5 support (but IE6 – IE8 are still
out there and hard to upgrade) Advancements in hardware acceleration (better
graphics faster)
The Future
The Takeaway: In the next several years, HTML5 will probably have all
the technology required to make great contemporary games. The problems that still need to be solved are largely business-related: Distribution, discovery, and monetization. HTML5 developers should embrace what makes the platform unique and create games based on those qualities, but it will probably require a fundamental shift in how we think about both creating and playing games for that to happen.
Examples
Roundball
Biolab Disaster
ZType
Q&A
Questions? Ask away! If we run out of time, you can contact me here:
Matt RosenzweigSr. Front End DeveloperMidnight Oil [email protected]