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GAMES. Matt Rosenzweig – Midnight Oil Creative. 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
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GAMES Matt Rosenzweig – Midnight Oil Creative
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 Rosenzweig Sr. Front End Developer Midnight Oil Creative mrosenzweig@midnightoilcreative.com