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Monday, September 24, 2012

Mobile gaming past, present and future: an interview with Sandy Duncan of YoYo Games

Mark Bridge writes:

If you want to understand mobile gaming, from the commercial side of game development to the current trends in game design, Sandy Duncan is a great person to talk to.

He spent over 16 years at Microsoft, initially working with PC manufacturers and latterly setting up the company’s Xbox game console business in Europe. He’s an enthusiastic gamer. And, for the last six years, he’s been CEO of YoYo Games.

YoYo Games is involved with a wide variety of gaming platforms, including PCs, consoles and mobile devices. I started my conversation with Sandy by asking him why there was so much interest in mobile gaming when PCs and dedicated consoles were always going to be more powerful than smartphones.

“It's not about power”, explained Sandy. “Gaming is just generally part of our culture. When you introduce a new platform that's capable of providing a gaming experience, people will find ways to get themselves entertained on that. The gaming industry is an entertainment industry.”

YoYo Games currently has three divisions. It offers the GameMaker tool to help people develop games, there’s a community for sharing those games and the company also publishes some games. I asked Sandy to explain more of the company’s background.

“We saw that technology was changing; we saw that we were emerging in a digitally-distributed and not a retail-distributed world. And we saw that as an opportunity for a new generation of people who made games, the first generation of game makers who'd grown up with games as part of their culture and society. Over the last few years, what we foresaw has come true; there's a new generation of people creating games [and] a new bunch of companies as well. Nobody had heard of Rovio in 2007, even though they were around then. The vision mapped onto what was happening with technology at the time.”

“GameMaker has been around since 1999. It was developed by a Dutch university professor, a professor of computer games, and he wanted more people to be able to do what he was teaching without getting into learning C++ or sophisticated low-level or high-level languages. GameMaker has two or three components to it that appeal and make it unique. The first of those is that it has this very easy, ‘I don't need to know any programming’ starting point, which people refer to as ‘Drag and Drop’. So, in other words, you can create relationships between objects and hey presto!  By the time you've cut and pasted a few things on the screen, you've actually created a game.”

“People can make very sophisticated games just using Drag and Drop. The limiting factor is that you can only create games with what the guy who created the Drag-and-Drop allows you to do. But we take it a stage further with GameMaker. There's a programming language built into GameMaker called GameMaker Language (GML). It's like a lot of these so-called high-level languages like C, so anybody who's done programming can be familiar with it very quickly. Because it's games-oriented, it does things very quickly that games require you to do, and the very basic of that is something called a collision. If you think of a game like Pac-Man or even something like Halo, everything is about bumping into things. The tech guys cringe when they hear me say that but, to bring it down to a levelling factor, it's about collisions. And the beautiful thing about the GameMaker Language is… people say the Brits have got 47 words for rain, well we've got 47 words for collisions. And so you can get kind of heavy with the game but still do it more quickly than you can in any other language. It's also a really neat way to learn programming, by the way.”

As YoYo Games used GameMaker itself, so it saw more potential. It acquired the rights to GameMaker in 2007, inviting the creator of the software - Professor Mark Overmars of Utrecht University - to join the company’s board of directors.

“We started publishing games through this incubator approach that we described earlier but the ‘secret sauce’ was what we did to the technology. We allowed GameMaker to take one game that this guy has created potentially in his bedroom somewhere and, by literally flicking a programming switch, exactly the same game with no changes can run as a Facebook game and it can also run as an iOS game or an Android game or even a Windows or Mac OS X game.”

“We did that for our own use because we saw that as a ‘secret’ business model. What we realised was actually the business model we'd created wasn't as much publishing games but it was the technology itself. And so we kind of ‘flipped’ a little bit about a year ago when we saw that the games that we were publishing were actually just a great showcase for the technology - and what we needed to do was to make the technology more widely available. And so on 22nd May this year we launched a thing we called GameMaker Studio.”

“Studio is basically a product that's aimed for everybody. We have a free version. We have a stand-alone home version we call Standard and semi-professional & professional versions that start from about $99 upwards. None of this is expensive. But we're giving the technology that we've used to create 25 very successful games ourselves. It downloads as a free version thousands of times every day from our website.”

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Opinion Articles

The lowdown on mPOS solutions, their technology and the security risk

Rachel McCormack writes:

Mobile point of sale transactions (mPOS) are growing in popularity as mobile use takes over from desktop computers. The description of ‘mobile’ point of sale transactions denotes the ability of a payment to be taken via smartphone or tablet rather than a traditional card reader. There are many different ways to do this; mobile chip & PIN, mobile swipe & sign and NFC payments. All of these methods vary in popularity and security conceptions and many are difficult to understand. In this article we will explore each and give you the chance to understand the technology and issues surrounding the various methods.

Author: The Fonecast
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The video-to-mobile challenge: a technical seminar

Mark Bridge writes:

The future of mobile technology is inextricably linked with video… or is it the other way round?

Some of the answers will be discussed next week at a seminar being run by the Digital TV Group (DTG), which is the industry association for digital television in the UK.

Author: The Fonecast
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Last week at The Fonecast: 11th November 2013

A $1 billion rescue and an £8 million tariff

Mark Bridge writes:

We started last week with a change of plan from BlackBerry. No, it’s not selling itself to Fairfax Financial. Instead it’s aiming to raise $1 billion from investors. Cynics might suggest there wasn’t enough interest for a takeover.

Author: The Fonecast
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Last week at The Fonecast: 4th November 2013

Hey, hey, I wanna be a rockstar

Mark Bridge writes:

The Rockstar Consortium. That name sounds as though it could be promising more than it can deliver, doesn’t it?  Well, it’s not. It’s the group of mobile companies that picked up Nortel’s portfolio of several thousand tech patents for $4.5 billion. And now, its members – including Apple, Microsoft, BlackBerry, Ericsson and Sony – have set some of those patents on their biggest competitors.

Author: The Fonecast
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Last week at The Fonecast: 28th October 2013

A lighter iPad for light-fingered Apple thieves?

Mark Bridge writes:

No prizes for guessing which two mobile tech stories grabbed most of the headlines last week. Tuesday morning saw Nokia’s much-rumoured tablet and phablet launches, with a Windows RT device and two 6-inch smartphones joining the company’s product portfolio.

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