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The Future of Games on the Web
- stewie2 14y agono. the future is cloud gaming, like Gaikai.
- chill1 14y agoI like the concept of user generated content. I haven't been that into games in a very long time at this point, but from what I remember of playing the few MMORPG's that I did play, they always seemed to fall down when it came to making the game world truly respond to user input. What I mean by this is, what if the game world's state was as responsive to your input as say... a forum, or blog comments section, or even a social website? Well, anyways... I checked out the first game in the article's list of "great" HTML5 games (Contre Jour: http://www.contrejour.ie/#fbid=N0F1LHvfzzM http://www.contrejour.ie/#fbid=N0F1LHvfzzM). It was pretty good. Seemed to have relatively unique, interesting game mechanics, nice visuals, and I liked the music.
- RyanZAG 14y agoThere are quite a few people working on the user-generated web game content - me included! :) I'm putting together something of a rogue-like mmorpg with players being the prime movers of the game world. Article rang true for me, since it's exactly what I'm doing! Hyperlinks to areas of the game world, RESTful API for directly accessing the game world, client support from Android, etc. I also know of a few others doing similar work, so I think web gaming has a pretty bright future.
- malandrew 14y agoThe idea of hyperlinks for games is pretty cool because it opens up possibilities not previously (or at least often) considered. One of my favorite real examples is Scott Schiller's use of hyperlinks in his Survivor C64 game. He used hyperlinks to encode the entire level so you could then tweet the levels you create via short URLs and others could take that level, modify it and retweet it. I'm curious if hyperlinks could even be used to create meta games. i.e. everyone makes different versions (equivalent to add-on packs) for a base game, where the hyperlink encodes the state of the current player and passes that state along to another level of the game created by another player.
- sdevlin 14y agoIt's probably worth noting that Contre Jour was originally an iOS game. The HTML5 version is a port of the original. (Not to take anything away from it!)
- xiaoma 14y agoIt's also by far the best looking of the bunch!
- saraid216 14y agoPlay A Tale in the Desert. Most MMORPGs don't know how to handle user input because users are basically trained as destructor bots rampaging the landscape by the game itself, and the designers haven't figured out how to move away from that. ATiTD moved away from it successfully.
- jiggy2011 14y agoI think the issue (as touched on in the article) is that devs don't want to make "browser games" so much as they want to make games. The main advantage of being able to render within a browser window would be to provide a quick playable demo. When you play an imersive game you want the whole screen because it is taking your full attention. When it comes to games I'd prefer just to manage everything within Steam or via desktop shortcuts, whether it is written in C++ , C# or JS is an irrelevant implementation detail for the player. Of course by providing an installer for popular OSs that just fires up chrome in fullscreen mode could easily solve this problem. Another (possible) issue is that most game devs like to keep their source private and include DRM. JS doesn't lend itself so well to that type of approach.
- debacle 14y agoIt's very easy to create a game that runs on the JVM, and because of the library maturity, after a very early point it becomes easier to continue in the JVM.
- jiggy2011 14y agoI would guess that JS runs on more platforms than the JVM, especially including WinRT and iOS.
- debacle 14y agoWell, yes. It's very likely that my TV's menu system is some variant of JavaScript. But the important things support the JVM.
- jiggy2011 14y agoI don't think you have support for the JVM on ipads , Xbox360 or Windows RT (so surface etc). JS in theory at least should be supported on anything with a relatively modern browser.
- daredevildave 14y ago
- wslh 14y agoThe author forgot one of the greatest and multiplatform frameworks: Cocos2D for HTML5[1] and Cocos2D with Javascript bindings [2] [1] http://www.cocos2d-iphone.org/t/js-tests/tests/ http://www.cocos2d-iphone.org/t/js-tests/tests/ [2] https://github.com/zynga/jsbindings#readme https://github.com/zynga/jsbindings#readme
- austinhallock 14y agoGreat article Rob! We're trying to help games on the web progress towards a few of those points you mentioned with Clay.io [1]. Using URLs to link to in-game content is an interesting idea, something I'll play around with in the next few days and see about getting that as another feature of our API. Persistent data on all devices is fantastic - of course, we need more HTML5 games that work well on each device. The two main issues I've seen developers run into with getting their games on mobile are 1) the performance in mobile web browsers (the latest Safari is pretty good, but most games still have a tough time) and 2) handling user input - developers are able to take full advantage of a keyboard on desktops and limiting to touch is a big change (though it seems a lot of devs forget about the accelerometer). If the developer has tackled those issues, we're here with the data storage feature of our API to allow for easy implementation of that idea. [2] As for interacting with the DOM, it's funny you mention that, just yesterday we updated our homepage to have a mini-game in it (calling it a game is a bit of a stretch though) that interacts with the DOM [1]. [1] http://clay.io/home http://clay.io/home [2] http://clay.io/docs/data http://clay.io/docs/data
- Shorrock 14y agoAs someone who has been working for the better part of 2 years on a browser-based game, I hope your predictions come true. In particular I've found the blending of what's expected in typical web-apps and how games function to bo some of the more interesting benefits of approaching development from this angle. The ability to seamlessly persist game state across devices is a powerful construct that really enables you to play everywhere. While being a simply useful mechanism, it also really helps users stay mentally engaged in the game experience if they can access it at any time. This fact builds upon itself if they can do so in small bite-sized chunks. Additionally, the ease of acquisition of such games (we're using a DOM based approach, however, Canvas also applies here) is also a big win. We've seen our game gain tremendous traction in various offices where people wouldn't normally play games as you a) don't need to install anything and b) can play in 30 second intervals. These two unique factors combined gives you a devious means to provide compelling game experiences regardless of where you and what type of computer you have access to.
- octopus 14y agoI'm really interested in how you can protect your game assets, in a HTML5 game, to be stollen by a competitor ? A second question will be how can you make money from a game that can be easily copied ?
- kevingadd 14y agoYou can't. The necessary security measures (obscene DRM, essentially) would never make it into a web standard, and there are way too many side channels to secure. To deal with your game being easily copied you basically do what flash game devs do: basic rehosting protections (stops the laziest pirates), partnerships with advertisers, in app purchases/required server connections, etc.
- ahoge 14y agoYou can't protect your assets in a Flash game either. In general, your assets are only protected by copyright.
- xiaoma 14y agoThis is the third holiday season in a row I've seen blog posts about the future of games on the web on HN that effectively ignore flash. Each year, flash portals such as Kongregate.com have grown into even larger juggernauts, even growing on a percentage basis on Alexa (http://www.beautyoftheweb.com/touchgallery#/contrejour http://www.beautyoftheweb.com/touchgallery#/contrejour). And each year, I've seen various examples of "incredible" html5 games put forward that would have difficulties even getting 3.5 stars out of 5 on kong or newgrounds. This is beginning to feel like a ritual HN ceremony! That isn't to say, JS-based games aren't progressing. They are for sure. Most notably on a platform the article didn't mention-- facebook.
- kevingadd 14y agoWe recently launched a HTML5 port of a console/pc game (http://www.newgrounds.com/portal/view/606067 http://www.newgrounds.com/portal/view/606067) on Newgrounds and it was interesting to compare/contrast with the experiences my friends have had launching their Flash games. There's a huge amount of inertia to overcome - lots of people with old browsers unwilling to upgrade, old computers that simply can't run games, and incredibly broken configurations (whether due to bad browsers, bad plugins or bad drivers) where simple HTML5 audio/rendering can crash the browser or reboot the machine. When we first put it up we got lots of complaints and our average review was closer to 3 stars, despite doing tons of testing up-front; eventually by sorting through the issues one by one we got it to the 4 stars you see now. Despite this, Flash games of comparable quality get higher scores, more views, and more revenue (nobody is willing to pay to show ads in HTML5 games; for Flash games there are entire ad networks). So I guess what I'm saying is that you're mostly right. On the other hand, a few people I know who make a living off flash games have said that sponsorships are fewer and further between now, and that ad revenue is decreasing. I don't know whether this represents an overall decrease in the value of in-game ads, or whether Flash's reach is diminishing.
- xiaoma 14y agoThe big money is definitely in in-game consumables and virtual goods now. I'd say add revenue has probably been declining every year since at least 2007, but a top 100 game earns far more now than in the past. This talk was pretty enlightening: http://youtu.be/Ekz466sDprg http://youtu.be/Ekz466sDprg
- camus 14y agojs/html games are a pain to develop. I can develop a game much faster with , flash yes , flash and i'm going to stick with that. Assets are handled , sounds are handled and i dont need to test it on 4+ browsers to see if it works. I get a dynamic strong typed langage, a drawing soft and an animation soft , which is all i need to develop complex games. - Do i care about mobile ? i can release my game as an native iOs app or air packaged app for android, i get exposure through app stores and can use native device capabilites to enhance user experience. So yep , it's proprietary , but i chose ease of dev , deployement and fast dev cycles over theorical open-ness and awesomeness.
- chrisringrose 14y agoAgreed. The difficulty creating HTML5 apps is the reason they'll never be popular. (Unless this issue is addressed.)
- scott_w 14y agoIt's a matter of tooling. Flash is a mature technology for game development, whereas JavaScript is quite new in that area. However, I firmly believe that things are improving. Adobe are buying companies that build HTML5 and JavaScript tools. Web browser compatibility is an issue; however it remains a development issue. Building separate applications for each platform brings in other issues, such as app store rules and visibility. Granted, this is a trade-off.
- camus 14y ago> Adobe are buying companies that build HTML5 and JavaScript tools. which ones? you're talking about appstore rules but phonegap purpose is for a js app to be deployed like a native app,out of the browser. > visibility : an app on the app store is more visible than any app on a web site on mobile. I have no exemple of any profitable html5 game , on the other hand there are plenty ( machinarium )exemples sucessfull of unity or flash games. Things may be different in 5/10 years , but i code for now and with stable technologies.
- SparrowOS 14y agoKnock yourself out. I'll be farting around with my OS in VMware whenever I feel like programming... and doing nothing, while the center of my reality. God says... manifested thought press creatures- selected shapen hastening doth Eve mysteries assiduously wronging forsooth tale Vacation heard Bridegroom's state Orestes Known So gloried impure purchase sorts merrily restore lofty consecrating freak Canada beloved May possessed whereby weigh eunuchs triumphed sits perfection burnest mocked conflicting bedimmed pupils contemplation uttereth nourishing heal blending not_good songs blotted point electronic ---- I was looking for the hat on hat on hat on hat animation. God says... 24:29 Concerning Kish: the son of Kish was Jerahmeel. 24:30 The sons also of Mushi; Mahli, and Eder, and Jerimoth. These were the sons of the Levites after the house of their fathers. 24:31 These likewise cast lots over against their brethren the sons of Aaron in the presence of David the king, and Zadok, and Ahimelech, and the chief of the fathers of the priests and Levites, even the principal fathers over against their younger brethren. 25:1 Moreover David and the captains of the host separated to the service of the sons of Asaph, and of Heman, and of Jeduthun, who should prophesy with harps, with psalteries, and with cymbals: and the number of the workmen according to their service was: 25:2 Of the sons of Asaph; Zaccur, and Joseph, and Nethaniah, and Asarelah, the sons of Asaph under the hands of Asaph, which prophesied according to the order of the king. ---- Imagine a mushy steering wheel. You turn, but it's got so many linkages it's mushy. In my mind, you're making a web version of Dragon's Lair with different stories? I don't know. That's my enemy's picture of Heaven. Git hub playing Dragon's Lair with mushy controls. ---- Meds are wicked -- make my eyes blurry... and impotent. My sister Caryn wanted to volunteer me for a lobotomy. Yeah, last shall be first. That's why I'm number one delusionally on the radio. God says... to give thanks unto thy holy name, and to triumph in thy praise. 106:48 Blessed be the LORD God of Israel from everlasting to everlasting: and let all the people say, Amen. Praise ye the LORD. 107:1 O give thanks unto the LORD, for he is good: for his mercy endureth for ever. 107:2 Let the redeemed of the LORD say so, whom he hath redeemed from the hand of the enemy; 107:3 And gathered them out of the lands, from the east, and from the west, from the north, and from the south. 107:4 They wandered in the wilderness in a solitary way; they found no city to dwell in. ---- Control systems engineering can potentially help with lag in controls, but I don't think much can be done with buttons as opposed to joystick potentiometers. It's worthless in this case, but pilot's lag has been researched. How could you help a button except predict it and that's not good? Some things I know by common sense... I think. I've never used a game controller, but I always love the atari joysticks and didn't think the button controllers looked like fun. My radios wear-out so I don't change the station. I just listen to talk. It's kinda sad. God says... pains friends Elect raisedst compact noise party nominally abounded nilled purchase golden conceives transgressing receptacle sawest defile fever elder mutually observation Sacrifice Babylon sayings recallest prop whispered recounts seasons variously fixedly gainsayers abode simplicity Subverters bickering slightly Heal despising tell ehheh_thats_all_folks deferring asunder grasps unjust disgust are_you_insane Venus dinner wronged moveth reaching 'that honestly ones foreshower naked next hello immovably dive redeem worlds ears inclination communicated promise presidentship tones solid actually overcome destruction asketh knots language hymn off richer I_love_you scholars and iniquities GUTINDEX detached Malawi celebration consist drawest acute decay grossness Far permitted helping penalties MAY -of unreasoning fall ball begun forthcoming proudly prudent distill wastoid intellectual Antony Ours understood images friendship's predestination poems garland pleasures it_figures popularity prevailing the vast gracefulness fifty SEND fears knocks