Here is the Khronos BoF line up for Siggraph 2010 in Los Angeles:
| We have ~5 confirmed speakers for the COLLADA BoF on July 27th from 1:00 – 3:00 PM at the LACC in room 402: |
Rita Turkowski: Intro of agenda & speakers and announcement of book prize winners from the BoF in-room raffle. The prize: Game Engine Gems 1 edited by Eric Lengyel.
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Speakers, Company, Topic
Remi Arnaud, COLLADA architect, “Announcing the COLLADA Extensions Mechanism” and wrap-up: “The future of COLLADA”
Alan Chaney, Mechnicality, “On-line interactive editing with COLLADA and WebGL”
Arto Ruotsalainen & Tero Koizu, Rightware, “Kanzi COLLADA Support”
Ryan Lepinksi & Brandon Pearse, Oregon State, “COLLADA Web Viewer Project”
Uli Klumpp, Smith Micro, “Poser Pro 2010 & COLLADA – Publishing 3D Characters with Photoshop CS 5 and to the Web”
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Notes:
1. Paper submission deadline has been extended to June 30, 2010 (final).
2. IEEE Trans. on Visualization and Computer Graphics will publish the best papers from this conference.
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The 17-th ACM Symposium on Virtual Reality Software and Technology
November 22-24, 2010, The Hong Kong Polytechnic University, Hong Kong.
http://www.vrst.org/vrst2010/
IMPORTANT DATES
Papers due: June 30, 2010
Notification of acceptance: August 11, 2010
Final submissions due: September 1, 2010
Conference presentation: November 22-24, 2010
SYMPOSIUM INFORMATION
The ACM Symposium on Virtual Reality Software and Technology (VRST) is an international forum for the exchange of experience and knowledge among researchers and developers concerned with virtual reality software and technology. For seventeen years, the international ACM VRST conference has provided unique opportunities for researchers to interact, share new results, show live demonstrations, and discuss emerging directions in Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) systems.
ACM VRST 2010 will be held at The Hong Kong Polytechnic University, in Hong Kong. At the confluence between East and West, North and South, Hong Kong is a city that never sleeps and provides a unique meeting point for international academics and industrialists.
The conference will be co-hosted by the centrally located Hong Kong Polytechnic University and the City University of Hong Kong. The ACM VRST 2010 aims to disseminate advances in both hardware and software technologies that support interactive VR, AR, and MR applications.
The ACM VRST 2010 technical program will present high quality technical papers that are reviewed and selected by an international program committee. Papers are solicited on all technical aspects of Virtual Reality and related technologies, including but not limited to:
* Interaction Techniques
* Modeling and Simulation
* Real-Time Rendering
* Collaborative and Networked Virtual Environments
* Computer Graphics and Image-based Rendering
* Augmented Reality and Applications
* Mixed Reality
* Virtual Reality System Architecture
* Interaction Devices and Interfaces
* Human Factors
* Haptics and Audio Interfaces
SUBMISSION INFORMATION
Authors are required to submit formatted papers (PDF), with graphs, images, and other special areas arranged as intended for the final publication. Please follow the ACM SIGGRAPH paper preparation guidelines (http://www.siggraph.org/publications/instructions/) to format the paper. The maximum length for a regular paper submission is 8 pages with a minimum font of 10pt. The maximum length for a short paper submission is 4 pages. Authors are required to submit the electronic PDF version via our online submission system at http://www.easychair.org/conferences/?conf=vrst2010
Note that the review process will be double-blind, i.e., the paper itself should not include any information to reveal the authors’ identity. The authors’ information should be submitted through the online submission system.
SPECIAL ISSUE
Authors of the best papers will be invited to submit extended versions of their papers for additional reviews and publication in the IEEE Trans. on Visualization and Computer Graphics.
CONFERENCE ORGANIZATION
Honorary Co-Chairs
Danial Thalmann, EPFL, Switzerland
Mark Green, University of Ontario Institute of Technology, Canada
Enhua Wu, University of Macau & IOS/Academia Sinica, China
Conference Co-Chairs
George Baciu, The Hong Kong Polytechnic University, Hong Kong
Rynson Lau, City University of Hong Kong, Hong Kong
Ming Lin, University of North Carolina at Chapel Hill, U.S.A.
Program Co-Chairs
Taku Komura, Edinburgh University, U.K.
Qunsheng Peng, Zhejiang University, China
I wrote this article for M2 Research for their GBR Blog: http://gamingbusinessreview.com/
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Future-Proofing Your Social Media Gaming Content Pipeline
By Rita Turkowski
Introduction
While the current global recession has impacted the traditional AAA title game studios and publishers with mixed financial results, today we are seeing new forces pushing the window of game development with favorable results and exciting potential. In the current state of the game industry we are seeing a surge in the popularity of social networking which has cast casual gaming into the forefront of game development and profitability while garnering mind share from new or non-traditional game developers. (See Zynga, BigFish, PlayFirst games etc. and the technology behind Unity3D, ShiVa3D, iPhone games, etc. for examples). Casual gamers go hand-in-hand with virtual goods, virtual currencies and user-generated content (UGC). Secondly social media gamers today expect friction-less web interaction.
Let’s examine these two forces that may drive social media gaming:
1) User Generated Content (UGC) is on the rise and moving into mainstream, obvious first in the non-3D space (think YouTube and flickr for instance) and now, thanks to “the tool is the toy” model of games such as Spore and Little Big Planet, this is likely the forerunner to social community based 3D game content creation. As of April 8, 2010, there are more than 141,503,213 registered independent Spore creatures for instance! Similarly, social networking games drive users to share content, as in most Facebook games like the exceedingly popular FarmVille, with over 82.7 million users monthly, designed from the start to leverage the social networking aspects of Facebook. Sadly, these popular social network games do not (yet?) provide easy-to-use content development tools so users can create their own models to share, whether in-game or with other games/players. And they certainly do not work cross-platform. So, here we go again with a new generation of “walled garden” applications, this time in casual gaming instead of virtual worlds. But one can envision the desire amongst end users is there and already this sentiment is emerging from analysts and popular blogs; for instance, see “Time to Reject Content App Silos” by Ron Miller on the DaniWeb IT blog. Also, we would not be seeing millions of users wanting to share their Spore creatures for instance, or Farmville players gift their pets to others for instance. To gain some in-game advantage, imagine what well-designed UGC could net for social media game players! Users will build individualized content in droves for these games as soon as easy-to-use tools (e.g. something analogous to Spore Creator in the cloud or SketchUp in the cloud) are provided to players and content creators alike who can build new content and/or access and re-purpose existing repository content. Even today, UGC is often available as free 3D content (e.g. as found in Google 3D Warehouse, 3DVIA, etc.) as well as in commercial 3D applications, such as in virtual world builders, animation tools and databases. Note that content repositories and standards go hand by hand as it is hard to serve/sell content if it has to be maintained in many formats, and the larger the content base in a given format, the greater the popularity of the format itself (think VHS vs. BETA, Flash vs. QuickTime, or Blue Ray vs. HDdvd) – all close in features and format, but content popularity made all the difference in adoption and success. Likewise, UGC will make the difference in championing a lasting 3D format standard, simply because UGC is best when shared, and the consumers of the desired content will be playing different games and/or using different applications. A commonly used, open consumable format, analogous to something like MP3 for example, is the only solution in this case.
2) The development and fast adoption of native web rendering and “plug-in free” Web browser support for 3D, as witnessed by the interest and participation in the Khronos Group’s WebGL project. WebGL brings OpenGL|ES 2.0 to the web by providing a 3D drawing context to the HTML5 Canvas element through JavaScript objects that closely resemble OpenGL|ES 2.0 constructs. This eases the burden to develop 3D for the web without needing to install a 3D web plug-in. Note that initially games built with WebGL will likely be relatively simple 3D model interactivity games without full game physics, advanced animation and the like which would naturally require plug-ins, or require very talented programmers to get the performance needed from JavaScript.
From these examples above and those unforeseen, new and compelling content will be developed, which has the potential requirement to be archived for future revisions and games, to be later modified by developers as well as end-users, and then re-purposed in game play. Savvy developers will turn more and more toward adopting open standards API’s and formats to future-proof their games and content as well as maximize precious resources.
Current Practices for Social Media Gaming Content Pipelines
In light of the opportunities presented above, state of the art open standards for social media gaming content pipelines is something we’ll see soon, but probably not in the very near future. Why? Because today the business model and options for developing social media games requires developers to generally choose a platform or platforms first, then find the best tools (and engines) for said platforms. Very few development platforms today are designed with any real cross-platform game development strategy in mind. This is a near-sighted business model that their customers will likely reject in time, as more and more incompatible games arise, eventually frustrating users. Ditto for copycat games (without cross-platform communication) on multiple platforms. I recently posted a question on LinkedIn to seek out tools for making cross platform games and/or game engines and only several options were proposed but none were fully cross platform and all required web plug-ins (no surprise there). Some engine providers will support open formats only to enable a pipeline that can accommodate artists using the widest possible number of content creation tools, thereby securing more and better content for their engines, but end users desires for cross platform game play does not yet appear to be a factor in business decisions. Practically speaking, only game selling content drives the licensing of engines, and that will not change any day soon.
Since social game developers tend to use standard well-known art and design tools (Flash/Papervision3D, Unity3D, Flex, iPhone SDK, etc.) for the engines available today, it doesn’t appear that an open standard content pipeline is in demand yet for social gaming development. I think this will change once end-users of social games have easy-to-use content creation tools that will inspire them to become artists and developers themselves. We are already seeing the nascent desires of such with the interest in and explosion of virtual goods repositories. Who wouldn’t want to make content that ones friends playing games on different platforms could exploit? In some discussions, this has become something of a holy grail for the virtual world builders of late.
Imagine something like a WebGL enabled SketchUp-like tool running in the cloud that is designed explicitly for social media gaming content development? The number of adopters for such a tool would be exponentially larger than the SketchUp users today who download the free version for crafting mostly 3D structures that do not necessarily have a home outside of the Google Warehouse! So, how do we get to this social media end-user content/gaming nirvana? We need a single open pervasive way of interchanging, archiving and reusing expensive content.
Need for an Open Social Media Gaming Content Pipeline
Before exploring the evolution of standards for content pipelines, let’s think about the game’s end users – your customers. What will social media gamers demand? Social media gaming is, for the most part, web gaming where users will expect open and lightweight platforms that they can access at home, in the office, on the road, from their desktops, laptops and mobile devices alike. In Tim Chang’s article Gaming Will Save us All, in the March 2010 issue of “Communications of the ACM”, Chang identifies “ubiquitous gaming” to define the growing market of non-core gamers introduced to gaming via small personal devices. These “digital natives” as Tim calls them, live their lives online favoring consumption of digital formats (on most any digital device) over any other type of media; that, coupled with short attention spans means these natives will shy away from anything too time-consuming to access. These same users also favor web based games and web content such as Facebook, AddictingGames.com and MySpace games, to name just a few, while the more hard-core gamers will frequent portals such as PlayStation Home and Xbox Live Community Games. This yields a social media gaming graph that intersects with the cloud across all media. Selling to the customers of this social media gaming graph will inspire developers to create applications for all the open and lightweight platforms they can support. This is achievable today by implementing only what is needed from traditional content pipelines and putting that solution in the cloud.
Open Standards for Cloud-based Social Media Gaming Content Pipelines
If you open up the tools pipeline to enable developers to use a variety of independent tools, you ease the introduction of new technologies, making possible the adaptation of the content pipeline to be used by many for various genres on all sorts of engines. From this perspective, social media gaming has similar content pipeline requirements as console or PC games, especially if UGC, modding and/or machinima is a desired outcome.
There are many good resources defining in-depth technical details of creating and managing content pipelines. For a seminal technical background study, see Ben Carter’s The Game Asset Pipeline book from Charles River Media, 2004 which will guide you in crafting a solid content pipeline for your game development. Of course, for casual game and social game development, the XNA Content Pipeline provides worthy, well thought out content pipeline development guidance. However, there is no strong definition yet of what is needed to create a cloud-based content pipeline, and the current implementation model of content pipeline interchange format development focuses on file interchange and not data (or content) interchange. This file-based approach is inefficient and daunting for most social game development, does not harness the “power of the cloud” and begs for simpler methodologies yet to be defined.
If your business model dictates a future of users building, buying (or sharing) and repurposing virtual goods, then a likely requirement for your content pipeline is the ability to “future-proof” UGC from existing games (and tools masquerading as games – think Spore for instance). The most obvious and useful format today for a content language for communicating between tools and applications is the open standard COLLADA.
Visit the Khronos Group’s COLLADA project and COLLADA – Sailing the Gulf of 3D Digital Content Creation by Rémi Arnaud and Mark C. Barnes from AK Peters, Ltd., 2006 and more recently, Rémi Arnaud’s chapter on The Game Asset Pipeline in the book Game Engine Gems 1 from Jones and Bartlett Publishers, 2010 for a review of COLLADA and how it works. However, COLLADA as adopted today is not implemented in an optimized fashion and thus will not work well in practice for most casual game developers wishing to develop 3D social media games, particularly those only web or browser based. However, a content pipeline standard is crucial when you need to port the same content to very different platforms, and COLLADA is still well suited to this task.
First of all, the content pipeline allows separation of artist and developer work while reducing engine / DCC format interdependencies. This is important as artists have different skill sets and know and use many different DCC tools, but are unfamiliar with every game engine tied to various platforms. A standard content pipeline language divorces them appropriately from needing to understand engine nuances. Secondly, many standard importers and processers will then be available for independent content, and importers put your DCC content into the game where you want it, while processors deal with it in the game. Thirdly, a well defined standard content pipeline should provide game developers with extensibility: you can always write your own importer for a new custom file format if desired, but a standard format will cover most use cases. Lastly, a well-defined content pipeline, as specified by an intermediary language, not an interchange format, will guarantee simple interaction from the game back to pipeline, paving the way for user generated content tools. COLLADA has been defined as an XML based intermediary language for this reason.
As for today’s existing UGC situation, popular content repositories such as Google’s 3D Warehouse, Dassault’s 3DVIA, rogue Spore models, and Papervision3D content, for instance, all support COLLADA, allowing any of the applications that use their data to import or export 3D content to any other application supporting COLLADA. This puts COLLADA in the driving seat format wise for 3D repository content, particularly for on-line 3D content delivery. What is missing is a protocol and/or specification for communicating about COLLADA based content in the cloud. Currently, COLLADA is generally implemented using a file based approach to interchanging data, but what the web based gaming industry needs is a client/server based approach to enabling communicating only the content needed (at a specific instance of time) – an in the cloud pipeline for the engine to digest as needed, when needed. I.e., a message based as opposed to a file based approach to interchange. Such a cloud based pipeline approach could be hugely beneficial to developing the next generation of social media games.
Figure 1 below depicts a forward-thinking content pipeline where COLLADA plays a significant role in empowering the editor for the end-user’s advantage.
This extends the editor as not only a content preparation and purposing tool for a specific engine, but it can now be used as a content creation tool in general for other purposes, such as adding social gaming features. As more and more games have to be created for a variety of platforms, the editor may be the best tool to create content if there is a business case to export the content back out into the COLLADA .dae format so one can use the content on other platforms (3D Web, Facebook, PaperVision3D, iPhone…) as necessary.
Beyond this however, one can envision a need for a cloud-based editor being used as a content creation tool in and of itself, one for easing developing for multiple platforms, and two for use as a tool that can be given to end-users for the purposes of modding, for instance. Hence, the evolution of a cloud-based game editor as a content creation tool in and of itself.
Evolution of the 3D Web
Another technical trend coming up and one that should greatly impact and improve the user experience of social media gaming is the emerging technology for enabling a native 3D web. There are several ongoing efforts and perspectives in this space. The most prevalent one however, is native web rendering, which is the ability for a 3D application to be realized in a browser without the need for a (application-specific) plug-in. The Khornos Group’s WebGL project is a collection of popular browser companies’ initiative to bring OpenGLES 2.0 hardware rendering to software browsers defined within a JavaScript API. WebGL may be well suited in time for 3D casual games on the web if solving the rendering performance issue is the main concern. One can certainly imagine a WebGL based web site for showing off models or a WebGL viewer of user content but as soon as one has to write a plug-in (which is the case for games as soon as there is a performance need for audio, physics, AI, etc. and not just graphics), and where you have to make that plug-in work on several platforms, you may not want to rely solely on WebGL. Ditto for building and selling non-open source applications. See the popularity of Unity3D and ShiVa3D engines for instance. The usefulness of such products is not going away any day soon.
Also, it’s not likely that WebGL will be used conjointly to plug-in based solutions. If WebGL works for a casual game, than it should be used, otherwise build out a complete installation or fully functioning plug-in.
This said, a complimentary approach to bringing content “client-side” when you need it (without the need for specialized plug-ins) is something like a COLLADA database deployed in a software-as-a-service or SaaS model/API. The basic model is of a standard XPATH query mechanism returning a subset (or aggregation) of COLLADA documents as XML. From that basic model we can create a web services API, where one of the API’s features can be the creation of a WebSocket stream between the application and server, if the browser/server/application has support for it. There is already a definition of such an API in the GIS space but this is limited to GIS type queries. Web services may also revolve around a REST protocol like concept. REST fits well with an XPath/XSLT kind of solution that COLLADA, as an XML format, works seamlessly with.
The content pipeline in the cloud is indeed where this is all going. The server can create the optimized model based on all the raw data in its database, drawing on the information provided by the web application. The same exact application running on different hardware receives all the information (such as screen resolution, memory size, bandwidth, version and vendor or the browser, client credentials…) that should be sent to the server in the request as described above for the server to process the data on the fly and deliver to the thin client the right data at the right time. See Figure 2 for such an example.
The devil of course will be in the details and identifying all the likely possible use cases will not be straightforward, but not impossible to define. One can envisage some kind of discovery mechanism, whereby as the client connects to the server there is an exchange of capabilities to determine what actually should be delivered to the client. This negotiation of capabilities should be designed to be as forward compatible as possible – in other words if the client is not capable of the latest and greatest features it should be able to gracefully fall back to displaying content in an older format. In fact – the same content could be made available to different users by different means depending upon their needs and expectations – WebGL in some cases, plug-ins in another, standalone app in yet another scenario.
A developer should do some experiments to assess where the split should go to determine the server-side and the client-side responsibilities. For example, in the case of a shared environment (multiple users viewing the same scene) the physics of the scene applies to all users, consequently collision detection and physical simulation should be server-side. This would also mean that low-end devices (phones, netbooks etc.) would be able to act as user interfaces to much more sophisticated worlds than their own CPUs could support.
One way of looking at it is that there are things that are shared experiences and things which depend upon the users view point. For example, AI and physics are shared experiences in a given world or situation, but culling and audio depend upon the users viewpoint. The other factor is how to minimize the amount of data downloaded to the client and this aspect requires that the server be “aware” of the client’s viewpoint. Minimization doesn’t mean that the server always sends a compressed copy of an entire COLLADA file, or sends over an optimized binary file, but instead reacts to a call from the client asking for a subset of actual COLLADA data, using the COLLADA language to communicate only the portion of data needed at that time. Perhaps a full scene-graph could run on the server, with a “shadow” version being run on the client. The client scene-graph would be dynamically modified as required by combining manipulations of the server version due to state changes or user interaction with those changes resulting from the client viewpoint being manipulated by the local user.
Closing Remarks
This article merely touches on the idea and work that would need to be done to bring a truly useful and open content pipeline standard to social media game developers. There is a vast sea of information not addressed here from Internet protocols to cloud standards for communications, to protocols and data dependencies, the need for content security and DRM techniques in the cloud, etc. etc. Likewise, a 3D content database needs to be structured to provide efficiency and value to developers and content creators.
Of course, the end result should be a social game that is fun and brings together a community of devoted players. Social games will evolve, like all technology, and the quality of graphics and the richness of game play with them will improve as well.
Rita Turkowski – reprinted with permission from M2 Research
You can reach the author at ritaturk@gmail.com
Inside Social Apps 2010 - Conference Wrap Up
By Rita Turkowski for M2 Research
Inside Network brought together a lively sold out crowd to Inside Social Apps 2010. This was Inside Network’s inaugural conference on the “future of app and game monetization on social platforms.” You can find all the sessions and speakers at Inside Social Apps 2010.
Logistics
Held in the UCSF Mission Bay Conference Center, an impressive line-up of speakers participated in panels throughout the day, keeping the conversation lively and interaction flowing – in style with the social theme the conference was promoting.

Kudos to Inside Network for the foresight to structure the conference this way. In the future, more mikes throughout the room for questioners would be nice. On the downside, the sold-out conference outgrew the venue and the noise and distraction from the hallway where the breaks were held (and where payment system vendors exhibited) was very distracting. This said, it was inspiring to see such a vibrant industry thriving during this recession.
Executive Summary
The conference, while lacking both Apple and Facebook speakers was nonetheless expert fueled and there is no doubt in my mind that social gaming is the killer app for web gaming and/or Web 3.0.
Overall I would say the mindshare of the panelists was on consolidation in the social apps community, both for social game companies as well as for social media “middleware” such as payment systems companies. Another major theme discussed both on the stage and off are Facebook’s new privacy settings and viral nature of both web and iPhone gaming, not necessarily mutually exclusive.
Some key take-a-ways:
Social is leading the new search: Wall street analysts are predicting that Facebook user subscription numbers are starting to surpass even search engine usage and Facebook may very well be the next major search engine, albeit indirectly or unwittingly. See “Facebook – the World’s Dominant Media Company” for a good financial review of the metrics projected for 2010 (Facebook vs. Google).
Games generate 40% of the revenue on Facebook. Social gaming is the primary client of Facebook API usage, and the motivation for the new API changes and privacy settings; every other kind of app pales in comparison.
Even though Facebook for gaming is growing rapidly, developers at the conference were wary of the new Facebook settings, which many at the show see as hindering viral adoption.
According to Mark Pincus of Zynga, Facebook API changes are making it harder and harder for newbies and incumbents to get in the game. Every (small to medium) change in the Facebook API makes a large imprint in the Facebook apps’ communities. The new anti-viral announcements from Facebook are a cautionary tale to developers only developing on one proprietary platform at a time.
The Asian casual/social gaming market is HOT and growing, with an eye turning West for acquisitions. Tencent in China is huge, and should be an important case study for anyone new trying to break into casual/social gaming.
Mobile is also hot and of interest to investors. So are applications for enterprise that take advantage of game play or social game play mechanics.
Conference Summary Notes
The first panel was about the future of Facebook games. Lots of good discussion, mostly about the new security features in Facebook and the worry about the viral nature of Facebook being restrained by the new security features. Overall however, the panelists, from Playdom, CrowdStar, Zynga, Slide and LOLapps as moderated by Eric Eldon of Inside Network lead me to believe that the future of these companies is tethered to Facebook.
The second panel, Real Money for Virtual Goods was a bit more specific to the problem of managing payments on line. There was a lot of discussion about the power of Facebook dominating virtual currency with Facebook Credits – Facebook Says Credits Won’t Pay Off Soon, Adds ’Like’ Feature.
Peter Relan of CrowdStar touted his company’s use of Faceook Credits in Happy Aquarium,

for being an early example of the technology in use. CrowdStar’s Happy Aquarium was one of the first social games to use Facebook Credits as a payment platform. Useful both online and for mobile applications, Facebook credits are generally used to buy birthday cards, virtual gifts, ad virtual goods. In a Lightspeed Venture Partners blog on February 1st in an interview of Peter Relan, it is noted that the launch of FB Credits is expected to generate a sizeable take rate for Facebook in the 30% range vs. the 5%-10% for alternative payment options. However, CrowdStar expects that diminishing payment friction and increasing conversion rates will ultimately offset the loss in revenues to Facebook.
That said, we predict Facebook will probably be the biggest virtual goods payment system in two to three years. See this Washingon Post article for a reprint of a TechCrunch.com analysis on how Facebook Credits will change the playing field for existing virtual goods payment systems (such as Social Gold, PayPal, etc.).
Panelists agreed that for virtual goods, virtual credits seems to be working out well only in the games space, no other social apps can maximize this feature.
On a discussion on the cost of doing business on mobile, the panelists predicted that in the next 12 months we’ll see a trend in carriers cutting down their fees. Fees are negligible in Europe, but close to 33% – 40% in USA make SMS gaming mechanics unreasonable.
Several panelists predicted that applying social gaming mechanics for points to match up with off line stuff such as coupons, coffee points, etc. is probably coming soon.
Lastly, ethics issues need to be addressed such as “age fraud” (kids too young – and abusing parents credit cards for example).
Sebastien De Halleaux’s talk had a perspective that only a successful social gaming company bought out by a dominant gaming company could have. Succinctly, using some killer slides, he showed that brands & branding is growing fast and driving gaming adoption more now than independents.
He predicts that in less than two years, Facebook games will be recognizable brands. Like other speakers throughout the day, Sebastien foresees the consolidation of mid to high range companies, making it harder and harder for small companies to get in the action; if they are very very lucky, they may get acquired but becoming the next Zynga or Playfish is not very likely any longer. Most likely wearing his EA hat, he claimed the term “social game” will be short lived as all games, whether console, AAA, web based, etc. will contain a social component and we’ll see less market differentiation between the gaming market segments we see today with, with fewer channels marketing games.
After lunch we were treated to a lively keynote from Mark Pincus of Zynga.
Some key takeaways here. Social games are valued at $15B. Zynga is using Ebay / Paypal to purchase virtual currencies from other companies. Pincus thinks Facebook needs to focus more on being a portal, and support plumbing, and not try to compete with its 3rd parties. For example, Pincus is a proponent of cross application game play. As an example of such, Pincus suggested that a FarmVille player should be able to turn their grapes into wine that’s served on Restaurant City, an EA title for instance. Mark talked a lot about web persistence for social media.
More points of interest:
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apps, not web pages, are where it’s at now
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persistent navigation game can drive
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developers need to think a lot about user communication channels
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need universal and persistent social feeds
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would like to see syndicated feeds that gets published and different services could pick up what they want, when they want. I.e. – narrowcasting
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“social gaming is the killer app” of web gaming
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gifting has become the new “poke”
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more friends in your game = more game retention
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console and PC games (purchase, play, adoption) is moving down the bell curve now, moving to $0 eventually.
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Using the same analogy as console and PC games, MMO’s are curvier but flattening
The potential of social games is just taking off – Mark says “potential” with earnest. Potential is to look like a web service, with friends yielding staying power for the games.
Mark got excited about something he calls bold beats, which is a term used to introduce a feature quickly that excites and engages your user. For example, Mafia Wars releases with a new city pack (like “Moscow” shown at the conference) every quarter to keep interest flowing and content fresh. This is an example of a bold beat.
And while metrics drive the feedback loop, user experience still needs to be analyzed constantly. Mark stressed that companies need to kill bad features quickly (or rein in those bold beats when they fail to deliver expected results).
Mark also stressed that social media gaming companies should also consider innovating on Social ROI – as in social virtual goods. For instance, they raised 3M$ for Haiti by selling virtual seeds in FarmVille.
A few facts about on line games:
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Social games are taking more time to develop with deeper game mechanics and an increasingly less viral environment
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Facebook API changes are making it harder and harder for newbies and incumbents alike to innovate or expand.
Lastly, but very importantly, there is an opportunity for making console engines games more social; this would be welcomed by users, new adopters as well as traditional gamers.

After Zynga, the Think Globally panel came where we heard mostly an Asian perspective on localization, internationalization and related challenges. Some interesting stats on user base, market cap and scope of mobile adoption in Asia can be found in Nick O’Neil’s post on SocialTimes.com that summarizes this panel perfectly. Localization and internationalization will provide good market share moving forward.
Mobile is also ripe for social gaming success and of interest to investors. Witness theKleiner Perkins Caufield & Byers iFund or instance. Themobile panel,
Monetizing Social Apps with Virtual Goods, was intriguing in that the growth of mobile (both in terms of owners/users and applications) tends to outpace non-mobile platforms. This is a market where we may see some very compelling social gaming apps in the next couple of years. Likely mobile social apps will overtake Facebook apps in the next three to five years one of the panelists predicted. Also noteworthy is that pretty much every company here opted for the free-to-play model with some panelists claiming their companies quickly made the switch from offering paid apps to free-to-play based on the growth and profitability of the virtual goods sold in the free-to-play versions.
The last panel of the day on Investment opportunities and social apps provided a grounded perspective. Panelists were mostly venture capitalists who came into the social media app industry from different perspectives, but mostly agreed on the current path and what they see coming. I was particularly intrigued by Tim Chang of Norwest Ventures,
as he had obviously done his “current-state-of-the-affairs” homework and definitely provided a sense of vision on the market. Mr. Chang is a fan of HTML5for native web graphics and AAA title games going viral, is aware that on the social gaming side viral is slowing down, while innovation and game play mechanics are maturing.
Investors talked about the growing consolidation of both game companies and payment system solutions. There was venture capitalists’ acknowledgement of the huge growth in Asia, what the Asian companies impact might be if they start investing outside Asia, and the challenges of internationalization in general.
Closing Remarks
This first conference was insightful, informative and useful for professionals in the social media application space. It would have been more balanced to have had speakers from Facebook and Apple, maybe even Google (Android). No one represented Facebook or Apple at this conference although they were heartily discussed: Facebook for changing it’s API and security preferences consequently hindering developers from maximizing viral access and Apple for opening up access to viral features now with the Game Center in the iPhone SDK OS 4. I also recommend visiting The Facebook Developer Wiki as another good place to understand the changes Facebook announced.
Posted a comment on the next level gamin
Posted a comment on the next level gaming platform – http://ow.ly/1BA0T
http://ow.ly/1zCku – Google Native Clien
http://ow.ly/1zCku – Google Native Client, ANGLE/WebGL post from OSnews. Interesting perspective on competing corporate visions
Cool scenegraph library for WebGL: http:
Cool scenegraph library for WebGL: http://www.scenejs.org/ and code to display a COLLADA model on a web page using WebGL: http://ow.ly/1zBqV
While the current global recession has impacted the traditional AAA
title game studios and publishers with mixed financial results, today
we are seeing at least three new forces pushing the window of game
development with favorable results and exciting potential. These
forces have at least this one thing in common: the need for a single
open pervasive way of interchanging, archiving and reusing expensive
content.
Three opportunities for the game industry to remain vibrant and profitable:
1) The surge in popularity of social networking has cast casual gaming
into the forefront of game development and profitability while garnering mind share from new or non-traditional game developers. (See Zynga, Big Fish, PlayFirst games etc. and the technology behind Unity3D, iPhone games, etc. for examples).
2) User Generated Content (UGC) is on the rise and moving into mainstream, thanks to “the tool is the toy” model of games such as Spore and Little Big Planet. Additionally, social networking games drive users to share content, as in most Facebook games like the exceedingly popular FarmVille, designed from the start to leverage the social networking aspects of Facebook. While users are not yet building individual content in droves for these games, likely that will happen as soon as easy-to-use tools (e.g. something like Spore Creator) are provided to players and content creators who can access and re-purpose existing repository content. UGC is often available as free 3D content (e.g. as found in Google 3D Warehouse, etc.) as well as in commercial 3D applications, such as in virtual world builders, animation tools and databases. Note that content repositories and standards go hand by hand as it is hard to serve/sell content if it has to be maintained in many formats, and the larger the content base in a given format, the greater the popularity of the format itself (think VHS vs BETA, Flash vs. QuickTime, or Blue Ray vs HDdvd) – all with very close in features and format, but content popularity made all the difference in adoption and success. Likewise, UGC will make the difference in championing a lasting 3D format standard.
Popular content repositories such as Google’s 3D Warehouse, Dassault’s 3DVIA, rogue Spore models, and Papervision3D content, for instance, all support COLLADA, allowing any of the applications that use their data to import or export 3D content to any other application supporting COLLADA. This puts COLLADA in the driving seat format wise for 3D content, particularly for on-line 3D content.
3) The development and fast adoption of native web rendering and “plug-in free” Web browser support for 3D, as witnessed by the interest and participation in the Khronos Group’s WebGL project (http://khronos.org/webgl), exploiting the HTML 5 canvas element — which eases the burden in the game industry to develop 3D for the web without needing to install the 3D web plug-ins of the past.
From these three efforts and those unforeseen, new and compelling content is being developed, which has the potential requirement to archive for future revisions and games, later modified by developers as well as end-users, and then re-purposed in game play.
The trends above are motivating savvy developers to turn more and more to (developing and using) open standards and open source API’s, formats and tools to maximize precious resources.
In light of reference to the three opportunities presented above, later I will profile the current state of the art for 3D open standards, many of which are designed to work in conjunction with one another, some already widely in use today, and some coming in the near future.
Okay, after some false starts, googling around and some trouble finding WebGL in the about:config file on Minefield (I stupidly downloaded a too-old release!) I finally got the Mozilla WebGL enabled browser to work nicely! So, if you are on a Mac, running Snow Leopard, go find version 3.7a4pre of Minefield (Mozilla’s experimental browser for future Firefox browsers) and after that’s installed, type about:config in the browser window directly, filter for the WebGL options and turn “webgl.enabled_for_all_sites; true” on (from false – default) by double-clicking on it. Ignore the other settings; you certainly do not want software rendering turned on since WebGL is for exploiting hardware rendering (a la OpenGL | ES)!
Now here’s the fun part! after you are “configured”, open a window and go to http://www.nihilogic.dk/labs/worlds_of_webgl/
It may take a few seconds, but the particle simulator effect showing off the words “WebGL” and “Khronos” in rotating 3D is so cool! My hat’s off to Jacob Seidelin, the developer, whose blog is here: http://blog.nihilogic.dk/
I look forward to checking out more Minefield experiments in WebGL, and I will be on the lookout for repurposed COLLADA content as well in these.
One nit: I hope the browser vendors involved in WebGL development will make it as “easy-as-pie” for us non programmers to get our 3D content served directly into our fav browsers as soon as possible. It’s no fun to be downloading nightly builds, various experiments (aka hacks), and tweaking parameters left and right, etc. etc. The sooner the new or updated browsers are streamlined for the user, the better. That to me is about as nasty as downloading plug-ins, the one thing these guys hope to abolish forever. (Caveat to you WebGL developers: yes, I know I am impatient
.)
Updated my About page to reflect my current “shingle hanging” situation. Nice to be able to get some work while still looking for a more permanent position!

