Totally
Games Shares Plans for the Future:
A Statement on Opportunity and
Technology
The
electronic entertainment industry is changing rapidly: everyone is
working on “Internet time" now. "Internet time",
a buzzword with credibility, describes today's fast-paced
technological change, the limited number of opportunities for
leadership, and a continued industry consolidation at all levels.
In our industry, an unprecedented number of new development houses
are forming. Emerging development platforms present compelling new
opportunities, but these must be balanced against their high
development costs. Traditional publishers continue to consolidate
and globalize.
These
occurrences make this a critical time for everyone in the
industry, and especially for independent developers such as
Totally Games. As a result, while we're excited about the myriad
new opportunities, we have been noticeably quiet as we explore
them. Our purpose in this statement is to update our fans and the
game playing public about our perceptions, while we lay the
groundwork and refine our roadmap and forge ahead into this new
digital century.
We're
encouraged by the burgeoning of new consoles with increased power
and functionality -- most of our game designs give fair
consideration to them. Although in our recent past, our games have
been primarily Windows-based, only a few years ago (when the
market was much more fragmented), we were developing on the Amiga,
Atari ST, Commodore 64/128, Mac and PC. Our strong, recent PC
track record overshadows our previous multi-platform work, but it
remains a cornerstone and we plan to build heavily on that
cornerstone in our future games.
Totally
Games is a registered Playstation2 developer. We are very excited
about this groundbreaking platform. We're also keeping close tabs
on the Xbox and we're impressed by Microsoft’s recent
announcements and demos. Additionally, we are encouraged that
Apple is, once again, focusing on the game market after neglecting
it a bit while reinvigorating their company.
Another
area we are watching is technology developments in general,
especially in how they will be used to broadcast electronic
entertainment in the future. So many opportunities are opening up
on a daily basis: alternative operating systems Linux, BeOS and
BeIA, and internet appliances such as the newly announced Indrema
console. We're excited about the possibilities for games developed
with Java, Macromedia's Shockwave or WildTangent technology
delivered to gamers over the web via internet enabled hardware,
not to mention the mobile network gaming possibilities for the
masses through the convergence of WAP based cell phones and high
quality PDA's.
To
attain a diverse multi-platform future, we've updated and
augmented our proprietary technology approach by selecting a
graphics rendering technology with the breadth to develop for next
generation hardware. In selecting this technology, we conducted
considerable research, answering for ourselves questions about
technology capabilities, flexibility, ease of use, support, etc.
We actively considered four options: 1) updating the technology
that most recently supported Star Wars: X-Wing Alliance; 2)
acquiring the proprietary game engine of an independent game
programmer; 3) building our own new graphics engine from the
ground up; and 4) licensing an engine already on the market. A lot
of debate took place. After much hard work and soul searching, it
was clear that we needed to select the best “middleware”
solution for our needs that was also already "multi-platform
friendly".
The
decision to choose NDL’s NetImmerse 3.0 3D graphics rendering
engine has proven to be a very wise decision. On a technical
level, their solution met the majority of our needs, had an open
and scaleable architecture and a complimentary set of plug-in
tools. NetImmerse supports a number of advanced features such as
curved surfaces, character skinning, a multi-resolution terrain
engine and continuous level of detail (CLOD) for greater realism.
Additionally NDL already supports or soon will support a growing
number of platforms and technologies including: Linux, Mac,
Playstation2, Windows 98/2000, X-Box, DirectX, OpenGL, software
rendering and a few more. This broad platform support for graphics
rendering will reduce our time to market, will help simplify our
process to port titles and will even support simultaneous
development for multiple platforms. Using NetImmerse for its
excellent capabilities as a graphics engine has allowed us to save
significant time in creating prototypes, thereby allowing our
programmers to focus more intently on important aspects of game
creation, namely, design of the overall game engine and systems.
The association with NDL has also underscored for us the
importance of great strategic partnerships as they demonstrate a
strong commitment to creating and supporting well-designed,
effective technology, a commitment which we also hold.
To
maximize our overall designs, our teams are working more closely
than ever to develop a strong code base of our own technology that
we can transport to other platforms and potentially also to other
graphics engines. We have not abandoned the thought of developing
our own graphics engine in the future, At this point, we are happy
to have this jumpstart on developing for next generation hardware.
Other
technology developments: we are using open source solutions in our
development, employing Python as the main scripting language
within all of our upcoming games, and considering Linux and
Linux-based tools to help us develop for all platforms. We are
encouraged by development efforts of open source games and
software including Crystal Space, The PenguinPlay Project and the
WorldForge Project. We hope they bring a renaissance and a whole
new generation of talent into the game industry.
In
summary, we continue to march to the credo to create "totally
involving games", and to broaden the often-limiting
definition of what a game, or simulation, truly is. We will
support a broader number of platforms to create these involving
experiences. We continue to develop our own technology, while
taking advantage of complementary technology modules developed
from both commercial and open source communities. We are excited
about the many mushrooming technological advances. We will
continue to develop games that will be ranked among the best games
of all time. We are happy to have great associations with some of
the best publishers in the business, LucasArts and Activision, and
as we continue to create world-class products, we are eager to
work with additional world-class publishers to bring great
content, whether ours or theirs, to people who love to totally
involve themselves in top-notch games.