Tag: mobile gaming

PAX 2019–Indie games gaining a strong appeal

Previous Coverage about the indie gaming segment

Untitled Goose Game on Alienware stand at PAX 2019

Untitled Goose Game ends up as one of the feature games to demo computer gaming hardware at PAX 2019

Alaskan fables now celebrated as video games

Two ways to put indie games on the map

Indie games like Untitled Goose Game appeal to people outside the usual game demographics

My Comments

When I visited the PAX 2019 gaming exhibition in Melbourne, I had noticed a distinct interest and appeal towards the indie game sector as distinct from the mainstream AAA+ games sector. This became of interest thanks to Untitled Goose Game becoming the talk of the town as a strong example. As well, the Victorian Government was using this show to showcase games that are developed locally as part of using public arts funding to support this kind of game development.

Here I had noticed a significant number of approaches to how these games worked. One game I had noticed was what would be called a Web game or browser game that can play within a Web browser. This method was a common approach for online games sites like Miniclip or games offered by Facebook and co as part of their platform.

I had talked to some of the games developers in this class of game and they noticed that the games exhibited modest performance requirements. It was true of the games that were written to be native to the host device’s operating system. This would mean that they could be played on a business laptop or home computer that has an integrated graphics infrastructure and baseline RAM.

But most of the laptops that were being used to play these games were connected to AC power rather than working on battery power. Here, I raised the issue with one of the game developers about their games’ power-requirements and optimising them to run efficiently especially if the laptop is to be run on battery power, and they concurred. One use case regarding power efficiency for games I was thinking of are overseas travellers who want to while away a long flight playing one of these games.

Similarly, these games are able to be played casually. That is to be able to provide enjoyable gameplay over short or long sessions whereas a significant number of popular AAA+ games tend to require long intense playing sessions. As well, a lot of the indie games appeal to a wide audience including those that are easily pushed out of video gaming like women or older people.

The indie games also don’t convey aggressive or highly-competitive ideals which do increase their appeal to parents and others who are concerned about what is conveyed in most of the popular video games on the market. This factor is becoming very important due to an increasing awareness about social values and how popular culture respects them with it impacting on how we consume media.

A situation that a lot of these developers do face when writing their games for the console platforms or porting an existing title that way is the tight requirements. Here, they have to make sure that the game handles all error conditions including if a controller is disconnected mid-play. There is also the requirement for the game to be playable with a handheld controller that uses one or two D-pads, a joystick and mapped buttons.

These points are highlighting the key differences that the indie game scene is about where a distinctly different vibe exists compared to the AAA+ video games offered by the mainstream game publishers. This is very similar to what is seen with film where the art-house and independent movies carry a different vibe to what the Hollywood blockbuster movies offer.

Keeping the indie gaming scene continuously alive and maintaining the existence of standalone independent games studios around the world can then allow for a diverse range of games that appeal to a wide range of tastes.

Are we at an era where the smartphone is the new “idiot box”?

The TV era TV, VHS videocassette recorder and rented video movies

From the late 1960s through to the 2000s, the television was seen by some people as a time-waster. This was aggravated through increasingly-affordable sets, the existence of 24-hour programming, a gradually-increasing number of TV channels competing for viewership, remote controls and private broadcasters including many-channel pay-TV services.

It led to an increasing number of users concerned about various idle and unhealthy TV-viewing practices. Situations that were often called out included people dwelling on poor-quality content offered on commercial free-to-air or pay-TV channels such as daytime TV;  people loafing on the couch with the remote control in their hand as they idly change channels for something to watch, known as “flicking” or channel-surfing; along with parents using the TV as an “electronic babysitter” for their children.

Even technologies like videocassette recorders or video games consoles didn’t improve things as far as the critics were concerned. One talking point raised during the early 1990s was the ubiquity and accessibility of violent video content through local video stores with this leading to imitative behaviour.

We even ended up with the TV set being referred to as an “idiot box”, “boob tube” or similar names; or people who spend a lot of time watching TV idly having “square eyes” or being “couch potatoes”. Some people even stood for “TV-free” spaces and times to encourage meaningful activity such as for example not having a set installed at a weekender home.

There was even some wellness campaigns that were tackling unhealthy TV viewing. One of these was the “Life Be In It” campaign ran by the Australian governments during the late 1970s.  This campaign was centred around a series of animated TV “public-service-announcement” commercials (YouTube – example about walking) featuring a character called “Norm”, which showed different activities one could be engaging in rather than loafing in the armchair watching TV non-stop.

The rise of the personal computer, Internet and smartphones

The 1980s saw the rise of increasingly-affordable personal-computing power on the home or business desktop with these computers gaining increasing abilities over the years. With this was the rise of games written for these computers including some “time-waster” or “guilty-pleasure” games like Solitaire or the Leisure Suit Larry games.

During the late 1990s and the 2000s, the Internet came on board and gradually offered resources to the personal computer that can compete with the TV. This was brought about with many interesting Websites coming online with some of these sites running participant forums of some form. It also had us own our own email address as a private electronic communications channel.

Also, by the mod 1990s, most Western countries had implemented deregulated competitive telecommunications markets and one of these benefits was mobile telephony service that was affordable for most people. It also led to us being able to maintain their own mobile telephone service and number, which also lead to each one of us effectively having our own private connection. This is rather than us sharing a common connection like a landline telephone number ringing a telephone installed in a common area like a kitchen or living room.

The smartphone and tablet era

USB-C connector on Samsung Galaxy S8 Plus smartphone

The smartphone is now being seen as the “new TV”

But since the late 2000s the Internet started to head down towards taking the place of TV as a centre of idle activity. This was driven through the existence of YouTube, instant messaging and social media, along with increasingly-portable computing devices especially highly-pocketable smartphones and tablets or small laptops able to be stuffed in to most right-sized hand luggage, alongside high-speed Internet service available through highly-affordable mobile-broadband services or ubiquitous Wi-Fi networks.

Issues that were underscored included people looking at their phones all day and all night to check their Facehook activity, watching YouTube clips or playing games and not talking with each other; smartphone anxiety where you have to have your phone with you at all times including bringing it to the dinner table, and the vanity associated with the social-media selfie culture. Sometimes browsing the Social Web including YouTube ended up being seen as today’s equivalent of watching the low-grade TV offerings from a private TV broadcaster. Let’s not forget how many of us have played “Candy Crush Saga” or “Angry Birds” on our smartphones as a guilty pleasure.

Apple iPad Pro 9.7 inch press picture courtesy of Apple

Or the iPad being used to browse around the Social Web and watch YouTube

This issue has come to the fore over the last few years with concepts like “digital detoxification”, an interest in Internet-free mobile-phone devices including “one-more-time” takes on late-90s / early-2000s mobile-phone designs, mobile operating systems having functionality that identifies what you are spending your time on heavily, amongst other things.

Educators are even regarding the time spent using a computing device for entertainment as the equivalent of idly watching TV entertainment and make a reference to this time as “screen time”. This is more so in the context of how our children use computing devices like tablets or smartphones.

Recently, France and the Australian State of Victoria have passed regulations to prohibit the use of smartphones by schoolchildren in government-run schools with the former proscribing it in primary and early-secondary (middle or junior high) levels; and the latter for primary and all secondary levels.

Even smartphone manufacturers have found that the technology has hit a peak with people not being interested in the latest smartphones due to them not being associated with today’s equivalent of idle TV watching. This may lead to them taking a more evolutionary approach towards smartphone design rather than heavily investing in ewer products.

What it has come down to

How I see all of this is the existence of an evolutionary cycle affecting particular forms of mass media and entertainment. It is especially where the media form allows for inanity thanks to the lack of friction involved in providing or consuming this kind of entertainment. As well, the ability for the producer, distributor or user to easily “shape” the content to make a “fairy-tale” existence where the “grass is always greener” or to pander to our base instincts can expose a media platform to question and criticism.

In some cases, there is an ethereal goal in some quarters to see the primary use of media and communications for productive or educational purposes especially of a challenging nature rather than for entertainment. It also includes reworking the time we spend on entertainment or casual communications towards something more meaningful. But we still see the lightweight entertainment and conversation more as a way to break boredom.

UPDATE: I have inserted details about France and Australia banning smartphones in schools especially in relationship to the smartphone ban announced by the Victorian State Government on 26 June 2019.

Acer to launch a gaming tablet

Articles

Acer Makes Bold Move With Predator Gaming Tablet … But Is It A Wise One? | Tech Times

Acer Attacks Gaming Market With Predator Series Desktop, Laptops, Tablet, And G-Sync Monitor | Tom’s Hardware

Tablette gamer Predator chez Acer | Ere Numérique.fr (France – French language / Langue Française)

From the horse’s mouth

Acer

next@Acer global consumer press release (North America)

My Comments

Acer is trying to get their claws in to the gaming-computer market by announcing the release of more game-focused computer products. One product that drew press attention was their Predator gaming tablet which is intended to be a mobile gaming answer to the NVIDIA Shield mobile-gaming platform.

This is part of building out the Predator game-focused computer product line from desktops to notebooks and tablets. The Predator gaming tablet is also in response to mobile devices being seen as part of the core gaming scene rather than something to play casual games on.

This will have the specifications for premium 8” Android tablet but even have four speakers up front as an attempt to convey the effects to the player. It will also implement haptic feedback to simulate gaming environments. Of course, for a gaming product, it will convey the Predator “rough-and-ready” design language including a rubberised back with the Predator logo on it. As well the display will exploit IPS technology along with 178-degree viewing angles to exploit the ability to swivel the device through gameplay.

The question to raise is whether Acer would offer the tablet that has the real performance that a core mobile gamer would value especially if it is to displace the handheld games consoles of the PlayStation Vita ilk or to displace the NVIDIA-Shield-based gaming platform. Similarly, could this be a chance to bring “enthusiast-grade” gaming to the mobile devices and have this go for gaming while travelling?

Getting girls and women to develop computer games using the summer-camp model

Article

Inaugural ‘Girls Make Games’ Summer Camps Fight Industry’s Gender Gap | Mashable

My Comments

Women and girls are increasingly dabbling in computer games, especially the strategy and casual types on mobile platforms, as I have seen lately with the likes of Candy Crush Saga and Piano Tiles being played by them on iPads and similar devices. But a lot of games, especially “core” games are being developed by men for men.

Just lately, there is activity taking place to encourage women and girls to develop these games and this is taking place in the form of a “summer-camp” or “school-camp” model where groups of them stay at particular locations to work together on this goal. This is an attempt to fight an industry gender gap and increase interest in this activity amongst under-represented groups. One of the issues that was raised was creating interest in “STEM” (science, technology, engineering, maths) subjects amongst women and girls to have them show interest in programming and related disciplines/

It is also being cultivated through the existence of “indie” game development which is brought along with the rise of mobile devices, especially tablets like iPads and the Sony VAIO Tap 20, as a gaming platform along with the increased capabilities that these devices offer.

But could the participation of women and girls change the landscape of game content? Personally, I would find that they could provide games that appeal to more users such as middle-aged and older people along with other younger women. As well, they could work towards opening up computer gaming as a leisure activity for more people across the board. One thing to be aware of is to encourage the use of the platform’s abilities when it comes to graphics, sound and interaction rather than being “basic” with the games.

It’s “Game on” for the two major mobile platforms

Article

Apple: New ‘Metal’ Platform to Improve iOS Gaming | Mashable

My Comments

Android has come a long way ahead with mobile games performance courtesy of the NVIDIA Tegra chipsets and similar high-performance chipsets being implemented in the top-end tablets. This has also be brought up with variants of that operating system being compiled and shoehorned to exploit these chipsets leading to tablets showing up with the kind of performance expected of by hard-core gamers.

Now Apple’s not leaving itself behind with their iOS platform. They have written in to iOS 8 some code that takes advantage of their latest A7 chipsets by implementing the “Metal API”. This allows the operating system to have the games work directly with the iPhone’s or iPad’s processor to yield smooth performance rather than using OpenGL for this purpose, which could allow game developers to target the latest iPads as a games platform for the “full-on” titles. There was even a “demo” of this being shown today at the WWDC Apple-platform developers’ conference based on the Unreal Engine 4 gaming engine to prove what this was about.

There are questions that have to be raised about the “Metal” API regarding battery runtime because some of the games may ask more of the iOS device when in full flight. Similarly, games for the mobile platforms may only be seen to work well for “short-play” casual or strategy titles where continual interaction may not be seen as important.

Could this mean that all of the main mobile platforms could come up with the kind of gaming expected of console and regular-computer platforms, where there is the high level of responsiveness being expected?