Archive for February, 2009

On user experience and in-game advertising

Thursday, February 26th, 2009

Last week my favorite service right after Wikipedia, Spotify, started to play ads amidst music. The ads are not targeted (aside from geographically) and they play randomly between songs. I first noticed this listening to J.S.Bach’s Goldberg Variations (a series of short variations on a theme), when all of a sudden a jingle started playing loudly. The ad was for a computer hardware retailer.

This is just wrong.

I was complaining about this situation loudly at work, contemplated switching to an alternative Internet music service and decided never to buy another thing from the advertised retailer, when a colleague pointed out to me Despotify. Despotify is an open-source version of Spotify; the guys behind it state: “We don’t believe that anyone should control music in the way despots control their countries. We love both music and free software!”, which is so right.

The no-frills UI of Despotify

The no-frills UI of Despotify

So, how does this relate to in-game advertising? To succeed, an advertiser and service designer need to look beyond disruptive advertising (interstitials, modal pop-up windows, banners that suck-up most of the screen estate). If played right, good co-promotion initiatives can even add depth to the concept, i.e., realism in the game world or value to the user. To site an example, I’d like to go back to Spotify. In stead of spoiling my good mood (elevated by Bach and a good book), they could have directly sold me a Bach CD, a related book or a ticket to a concert at the time I was building the playlist; they could have sold me a higher quality music stream, which I would value as I listen to Spotify on a laptop hooked to my stereo at home. At least they could have played the ads after a playlist or an album was finished.

More often than not, games are a simulation of real life (is this telling of the creativity of the designers or the gamers? ;). The simulation gets much more real if you add real-life commercials and content into the mix. This is analogous to a movie featuring clips of real-life talk shows blurring the line between fact and fiction. Another example is in-game product placement, for example, characters’ clothes or your character’s laptop. Again, the gaming experience would feel more real, someone would sell more things and the producer of the game would earn money. They could even show banner ads on the virtual laptop’s virtual browser, as a form of parody. Again the virtual laptop would feel more real and the gamer would be convinced.

//Paavo

Mobile gaming misunderstood

Monday, February 23rd, 2009

Last week I attended Mobile World Congress in Barcelona. Despite the fact that MWC is not exactly a gaming industry event, many media companies, device and chip manufacturers and carriers were showcasing games and gaming devices there.

I must say I was surprised to see how badly many of these companies misunderstand the value mobility could bring to games. For the most part, the games that were showcased were designed as a poor-man’s versions of desktop games, rather than original works. It feels like the industry as a whole still considers mobile phones (or mobile gaming devices for that matter) as devices with limited screen size and graphics performance. It would appear that they believe the only gaming related use of mobile phones is to pass time in a bus.

My view is this. High-end gaming is not just for home consoles which, for the most part, gather dust by the TV anyway. Mobile phones have several interesting (but under-utilized) features, which could be harnessed to make great, new games. Here I’ve outlined a few points connecting mobility trends and developments to mobile gaming.

Fast Internet connectivity
An Internet connection is important as a content delivery channel, but equally important for multiplayer and social games, an increasingly important sub-sector of the gaming domain. The rise of the mobile Internet has been surprisingly slow but is now showing real growth. According to Nielsen, as of May 2008, 40 million US users (or 15.6%) use mobile internet services regularly. Coupled with the fact that 95M US users paid to access the internet, the business is obviously there (the latest figures are much higher, in excess of 50M active users in the US). Being connected all the time encourages cool gaming concepts. Not many games (not to my knowledge anyway) have designed ‘mini’ UI’s which can be used to access e.g., in-game messages quickly and conveniently on the mobile phone. These kinds of additional access points would add to the overall stickiness of the game as well as the immersiveness of the concept.

Camera and other sensors
The camera and the display (and the internet connection) are a cool combination which can be found in virtually every pocket nowadays. In the MWC, there were a couple of nice augmented reality demos using these tools. One demo I’d like to mention is Nokia ImageSpace, which is a content sharing network where the content is placed in a 3D space. The media is placed according to data from the phone’s sensors, i.e., gyros, GPS and a compass. In other words, when you take a photo it will appear in this 3D world in relation to the real-world location in which the photo was taken. The 3D world will over time evolve into a comprehensive visual representation of the world. ImageSpace can be accessed with a desktop browser client but also with a phone client. The phone client works so that it displays content super-imposed on the camera image showing which direction they are in, and when you get closer, also what they are. As a potential use-case, think of a history tour where you walk around town and get information and images of the places 1000 years ago. This could immediately be turned towards game concepts as well, such as a treasure hunt or hide and seek, or something much more complex.

Better graphics
Many people still think of all the not-so-cool Java games as a reference for mobile games graphics. I advise them to think again! As an example of today’s technology, the Toshiba TG01 using Qualcomm’s Snapdragon chip can deliver 3D graphics with up to 22M triangles/sec and 133M 3D pixels/sec (this is alot). This on a crystal clear 4.1” touch screen displaying 800*480 pixels is really something! I saw a cool graphics demo (the content did not make that much sense unfortunately), which used OpenGL 2.0 for graphics.

Phone book
Arguably the biggest success in social networking during the past year-and-half has been Facebook, which resembles an MMOG (or a virtual world). So, what exactly is FB’s value? It’s in the social graph.
The social graph is a term used by FaceBook meaning, “the global mapping of everybody and how they’re related”. The social graph is also something mobile phone manufacturers and carriers would have had access to for years through people’s phonebooks and call logs. The social graph is as important in social gaming as it is in other social networks, and could be utilized to create very immersive, life-like social gaming experiences.

Distribution channels
My last point is not exactly a feature, but is still a very important thing anyway. When Apple launched their appstore more than a year ago, they did a great favor to the industry as a whole. Soon to follow was Google, with their similar Android Market, and finally last week Nokia announced their Store at the MWC. This is very important, as prior to this, developers had been forced to deal with a seemingly endless number of download services and mobile added value content resellers. This is analogous to trying to get your product to 10,000 store-fronts dealing with each and every shop keeper separately. I have heard of multiple cases where the developer was left high-and-dry after obscure deductions from the gross. As you know, this has led to a situation where developers have been funded by the publishers, who in return, have offered capital for running things and for marketing the games.
Now, with these new services (a similar thing is happening in console gaming as well; think of Wii or PS3 online), developers have a far less risky and simultaneously easier path to market. This will not just provide a higher share of the revenues to the developer, but also and for the first time, provide a proper incentive to build (and eventually find) interesting independent games (Does the long-tail finally have a home for games?). Having said that, there will obviously be plenty of room for the biggest nextGen releases in the future. The point here is that we will see a rise in independent releases in the mobile space as well as the more traditional gaming spaces.

//Paavo

Eco-Rangers teaser game live!

Friday, February 20th, 2009

In game graphics from Deep Sea Xploration

In game graphics from Deep Sea Xpedition

Just minutes ago we launched the first teaser game for Eco-Rangers online. The game is called ‘Deep Sea Xpedition’.

Deep Sea Xpedition is the first public sample of the Eco-Rangers online (an MOG we’re building) indicating the direction we’ve taken in terms of visual style and game play. Even though single player, DSX gives you a good idea of what Flash 10 can do in terms of graphic performance.

You can try Deep Sea Xpedition at: www.eco-rangers.com. Congratulations team, you rock!

//Paavo

The life of a six month old

Wednesday, February 11th, 2009

We have now been building Eco-Rangers online at full steam for about six months (the concept had been under development for considerably longer than that) and we thought this was a logical point to look back on how those months have progressed:

Communication

As part of our team sit in Los Angeles and the other part in Helsinki, we were anticipating certain issues with internal communications from the outset. L.A. is, after all, 9000km, a 16hr flight, and 10 time zones, away.

What we have learned is this: most communication can be handled via Videoconference, IM, email or our shared intranet space, but there’s no substitute (and until virtual worlds are considerably more immersive, there never will be) for meeting face to face every now and then. So far, we’ve met at either end, or in between, almost monthly, to discuss bigger things, like the game concept or our plans for business development. The single most valuable thing we get from face-to-face meetings is the feeling of working as a single team, to have shared goals and to get to know each other a little better.

(PLEASE NOTE: we subscribe to a CO2 emissions offsetting plan :))

Business

Even though we really haven’t started our business development efforts yet, it can be said that signs are promising. It looks like the virtual worlds and MMO industry might be out of harms way during this economic downturn (Forbes magazine wrote a good article about this a few months ago). We’ve certainly had some interest from brand owners already.

Our mission is to offer world class service and technology with relatively low initial investment from our clients. This mission has been our guiding principle while designing our technology platform, TrunkTech, and our services offering. You could say that we have a very compelling offering in this challenging economic climate: we are willing to take part of our clients’ risk by making MMOG’s with a lower initial investment, faster deployment and a full service offering that eliminates the need for our clients to set up their own live teams. It looks like we have made sound strategic choices, even if it’s possibly been equal parts instinct and chance.

Team

We’re really happy to say that we have been able to hire a great team. This is thanks in part to the interesting projects we’ve got on offer, but also thanks to the vibrant game developer scene in Finland. The developer scene has long traditions dating back to the 80’s computer demo groups. Since then the Finnish government has had an active role in contributing to the success of the gaming industry as a whole. In 2007, the Finnish technology fund (Tekes) gave in excess of 6M euros in government grants to gaming initiatives, whereas the combined figure for the whole of the EU was 21M euros. We are very pleased to be able to announce that last Thursday Tweehouse received a Tekes grant of 350,000 euros to assist in the ongoing development of TrunkTech.

Currently there are several world class teams and companies working in gaming in Finland. Besides the obvious candidates: Sulake (their castle is literally a stone’s throw away from our more humble smithy) and Remedy Entertainment, there are many other interesting things popping out of the creative froth. One we’d like to mention is a cool, totally new kind of game, called Crayon Physics. Our Art Director Samuli Snellman doubles up as an AD on that project as well.

Looking forward

Our main focus for the next six months will be on developing the TrunkTech technology and service stack, and the first game built on it: Eco-Rangers Online. At the time of writing, the launch of our first Eco-Rangers teaser game is only six days off. That game (Deep Sea Xpedition; check out the teaser site) will give you a good idea of the overall look and feel of our upcoming main release.

It is definitely exciting to see everything coming together. The technology team has literally done wonders in a very short time, and the art team is not behind by one bit. We should have a decent live demo of the entire system available soon, with all of the main features in place (including most of the moderator tools).

Just drop us a line and we’ll be happy to give you a run through.

//Paavo

Building MMOG’s for the Flash Player: Intro

Wednesday, February 11th, 2009
We’ve started work on a huge MMOG (Massively Multiplayer Online Game) project with a U.S. based games publisher. It’s supposed to go live after summer this year, and we’ve already got a big team working on the MMOG technology and preproduction.
We’re actually not only building a game, we’re creating a end-to-end technology platform (code-named TrunkTech) which enables us (or anyone else for that matter) to create browser based MMOG’s very rapidly. And I really have to emphasize the word “rapidly”, as we’ve set extremely ambitious goals for our technology.
I’m currently the lead front-end developer and am closely working together with a phenomenal Java guru to specify and develop ( actually specifying through developing ;) ) out the low-level bits and pieces for our technology.
And I must say, I’m having a blast! At long last I’m able to work on stuff that I have almost no prior knowledge of, make sure that whatever code I write should still be readable in five years time and work on a game that I truly believe is going to be a big hit.
So I thought of starting to write a series about building MMOG’s with Flash (yeah, it’s Flash based), and share my thoughts and learnings from the experiences I gather by working on TrunkTech.
To get an a subject for my first post under this title, I’ll start of easy:

Why Flash?

When we stared the project we quickly came to the conclusion that our client would be Flash based. Currently, the biggest web-based MMOG is Habbo, from Sulake. Habbo is based on Shockwave, and frankly, I believe that Shockwave is still (barely) alive because of Habbo. Shockwave has seen its best days and is quickly losing penetration, developers and the will to live. It’s too old and clumsy and has never been a productive development platform.
As we really wanted our games to be playable by everyone on the net without installing anything whatsoever, Flash was the obvious candidate. And as we did not intend to go full 3D (our MMOG’s are not for hardcore gamers), we quickly ditched Shockwave and Unity3D as our client-side platform of choice (although we may want to revisit Unity3D at some stage as it’s really gaining traction right now).
Flash, especially with the second incarnation of its virtual machine, has become great for development of even very complex technology platforms. AS3 is strongly typed, catches many errors at compile time and lets the developers who use our API debug with strong tools. The syntax is modern and is ECMA-Script compliant… err… Well it was supposed to be, anyways, so people with Web development skills in general can quite easily hop on. Networking is robust as we now have access to binary sockets (very important, more on that later on). And most importantly Adobe is pushing the technology in the right direction, and Flex Builder 4 is going to make development even easier with better debugging, intellisense and auto-completion.
We did pause for a brief moment when deciding upon the technology, though. Why? Rendering speed.

While the VM2 is fast enough for most of the logic we’re expecting our platform to be used for, the same thing can’t be said about rendering. Kids expect quite a bit of graphics crunching from today’s desktop games, and online games are catching up really quickly. Even five years ago Shockwave was able to harness the power of the GPU, making it about 10.000 times faster than Flash at rendering texels (mileage may vary). While this is crucial for 3D games, it would still make a lot of sense to have 2D drawn on the GPU as well (and no, don’t even dare to write a comment about wmode=gpu, unless you’re Tinic and have some ace up you’re sleeve).

But in the end, we quickly decided that penetration was far more important than rendering speed. There’s a lot we can do to make up for the poor rendering speed in Flash by being creative and applying a trick or two, but penetration is something you can’t cheat yourself around.

Up next

In the next few posts I’ll talk a bit about our Server (Java-baed), Bamboo (our client-server protocol), our server-side scripting language (ActionScript3 compiled into Java byte code, aha!), meta-programming to let developers “multi-playerize” applications really fast, mixing 3D with pixel bender to texturize a great number of 3D model based avatars and any other experience I might find worth sharing (or you requesting).
Stay tuned.
//Tuomas

Hello World!

Thursday, February 5th, 2009

Thanks for stopping by to check out our brand new blog, and find out a bit more about Tweehouse.

Tweehouse is an online gaming company focused on creating unique, fun and safe gaming experiences for kids. In particular, we specialize in the development of virtual worlds, MMOGs, and the social Immersion Experiences of the next generation. We work with playful, fun and non-violent concepts. Our multitalented and highly experienced concept and art teams make sure that all we do follows our core philosophy.

Tweehouse provides a one stop shop end-to-end solution for brand owners and licensors, ensuring a seamless transition from concept to development to deployment to customer service and management. Our proprietary platform, TrunkTech, provides both cutting edge performance, and the flexibility to run a huge variety of development and deployment scenarios. TrunkTech has been developed with rapid and efficient repurposing in mind, a property that is appreciated by brand owners looking for a cost effective yet powerful solution for their online gaming solutions.

We are very pleased to be able to announce that today Tweehouse received a TEKES grant of 350,000 euros to assist in the ongoing development and research of Tweehouse’s technology vision.

Check out the recently released promotional site of our first project: a vast, ecologically minded adventure MMOG: www.eco-rangers.com.

Expect more news soon!

The Tweehouse Team