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 ,, and other new multimedia goodness Richer semantics via,,, 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 Roundball Biolab Disaster Biolab Disaster ZType 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