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Developing Games for Online Consoles. Issues & Opportunities for PC-Experienced Developers KIPA Game Conference 2002. Premise. You are an experienced PC game developer. Considering developing an online game for PS2, Xbox or GameCube. Discussion will focus on US market, and over next 3 years.
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Developing Games for Online Consoles Issues & Opportunities for PC-Experienced Developers KIPA Game Conference 2002
Premise • You are an experienced PC game developer. • Considering developing an online game for PS2, Xbox or GameCube. • Discussion will focus on US market, and over next 3 years.
Why do Online Console? • Market for PC online games is becoming increasingly competitive and risks saturation. • Console game market larger and growing faster than PC game market. Online console in infancy. • Opportunity to reach new audience with online Console games. • Creative challenge…
Challenges • Technical challenges • Production challenges • Design challenges
Storage Constraints • Compared to a PC, the PS2 and GC have tiny storage, and less RAM. • Typical MMP PC architecture simply won’t work on console. • With 8MB drive, Xbox is comparable to a PC. However, space intended for data only.
Custom Chips • PS2 in particular, and GC and Xbox to lesser degree, rely on custom chips for video, audio and memory management. • Details often poorly documented. • Demands low-level programming capability, and can create a steep learning curve.
Performance Expectation • Maintain 30fps+ on console. With dial-up connectivity, double challenge. • Premium on visual impact. • Minimize load time and delays.
Connectivity • For PS2 and GC, developers must develop (or obtain) own networking code. • For PS2 and GC, developer must build (or obtain) own server infrastructure. • Xbox provides basic infrastructure, and MS runs servers.
Filling the DVD • Consumer expectations for Console games are high, and ever increasing. • Production budget just for content can readily be $2M - $4M, or higher. • Multi-media demands: cinematics, 3D visuals, mo-cap, voice acting, etc.
Long Development Cycle • For premium online Console title, starting from scratch, 24-36 month development cycle. • Long cycle + technical challenges + high production expectations = expensive and risky!
Funding Production • Costs can easily exceed $5M. • Equity funding scarce (may change with first couple of online hits). • Publishers placing few bets; most are with established franchises and in-house teams. • If independent group, nearly a requirement to have impressive demo.
Look Ma’, no Keyboard • No keyboard (or mouse) on Console; pure controller UI. • TV screen resolution, and playing habits. • Traditional multiplayer-on-couch mode. • Voice input for Xbox (and selected PS2 titles.)
Direction Please(and make it quick) • Typical MMP PC game is open-ended, and relies on experienced player. • Typical online PC game is played in long, dedicated sessions. • Most Console games provide clear objectives for player. • Most Console gamers play in shorter bursts.
The Frontier of Online Games • Massive not the end-all; team, co-op, and small group play are all contenders. • Persistence and community are underlying drivers. • Text chat gives way to voice... • Beyond online fantasy and sci-fi. Console genres don’t map 1:1 to PC.