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The Rise of Middleware 2.0
A special look at modular middleware
by Jon Jordan
July 6, 2007
The ability to handle PS3 and Xbox 360 is a given when it comes to middleware. Now, successful companies will have to be as innovative in how they deploy and charge for their smarts…
The chronology of the loose collection of tools and technology labelled games middleware is remarkably straightforward.
Kickstarted by the complexity of PS2, the use of Criterion’s RenderWare in the development of the multi-million selling Grand Theft Auto III in 2001 finally ensured the topic switched from a pub discussion between junior programmers to an agenda point for company directors.
Middleware was suddenly everywhere, with Criterion CEO David Lau-Kee claiming in 2004 that between a fifth and a quarter of published games used its technology.
That was the high point, however. EA’s acquisition of the company eventually resulted in RenderWare’s withdrawal from the market, and a reassessment of the wider commercial risks of using thirdparty smarts.
“The acquisition of Criterion was a truly industry-shaking event,” reckons Felix Roeken, general manager of German company Trinigy, whose Vision engine competed with RenderWare.
“People’s trust in middleware was severely shaken. Some of them decided to fill the gap by developing in-house technologies but some, particularly publishers, took the chance, reviewed their internal processes and went on scouting for new technologies.”
Emergent sense of scale
So two years on from that extinction point, middleware has begun to flourish again, evolving into its new 2.0 guise.
The technology and the business models have changed, however, and few companies now claim to offer a complete solution to developers’ needs. Instead, like small mammals running through the bones of their giant ancestors, available technology has become flexible, lightweight, and highly componentised.
Two of the classic examples of this new approach are Emergent Game Technologies and Freescale.
Both veterans in terms of providing game tech, Emergent’s core product was Gamebryo, a renderer originally launched as NetImmerse in the late ‘90s. Since then it’s been continually overhauled, while provider NDL has become part of Emergent, itself a game tech start-up hit by the dotcom crash and since resurrected.
Freescale’s CodeWarrior programming environment has experienced similar convolution. Originally part of Motorola under the Metrowerks division, it was spun out with the Freescale IPO of 2003, and now is housed within Freescale’s tongue-twisting Game Technology Organization moniker.
What’s interesting in these cases is that longevity in the market, despite corporate chaos, has provided an opportunity to hone products which fulfil the market’s next-gen needs. Perhaps best demonstrated in the case of CodeWarrior, this integrated programming environment has recently been relaunched as CodeWarrior Radix, a lightweight cross-platform coding framework, which enables developers to link into any other tools thanks to hot-swappable plug-ins and an extendible SDK.
“I think this generation of consoles can be summed up by the phrase ‘tools matter’,” says Freescale’s Roger Edgar. “Being cross-console will be a key to winning the hearts of developers. If you make the developer’s life easier and you can reduce the cost of production you will go a long way.”
The situation with Emergent is even more characteristic. Its Emergent Elements package offers a wide range of components, from Gamebryo Element, and the various smaller packages it’s integrated with, to online gaming hosting infrastructure, build tools (Automation Element), and development and gameplay metrics services (Metrics Element).
“Emergent Elements is Middleware 2.0,” states vice president of engineering Larry Mellon. “If that sounds like marketing speak, consider this scenario: A development studio uses a game engine to create the game. That engine is tightly integrated with advanced tools for extracting, displaying and analysing in-game data, which feeds development decisions.
Every night, automation tools create the build and generate a detailed report on exactly what went right, what went wrong, and why, allowing for iteration times that are a fraction of what they are today. All of these tools work in sync with a next generation server engine for online games. They’re modular, so you only use what you need, and they work seamlessly with other commercial and homegrown tech. For us, that’s middleware 2.0.”
Acting on Instinct
Even taking into account the company-centric view expressed by Mellon, it’s clear middleware is now a much more slippery concept to pin down. Ironically, it’s more fragmented and yet for that reason also more connectable. One metaphor used by many is the idea of the industry sitting down to a smörgåsbord of technology.
One start-up that’s relying on this approach is Irish provider Instinct. It’s currently beta-testing its Instinct Studio technology. “Our ultimate goal is to provide a middleware platform combined with best of breed solutions for components such as physics, networking and AI,” explains CEO Frank Gallagher. “It’s like a Sky TV package where you can mix-and-match what you need, providing a tailor-made solution.”
One reason such a situation has arisen is the work carried out to provide the various types of glue which underpin the entire edifice. Fundamental building blocks such as programming languages like C++ aside, the two that have had the most impact are universal file exchange format FBX and the Collada. Both have experienced prolonged gestations.
Originally created by Canadian animation company Kaydara to act as a file format for linking motion capture data with hand animation, FBX has grown in importance as Kaydara was first acquired by Alias, which used FBX as a connector between Maya and Kaydara’s MotionBuilder. When, in turn, Alias was bought by Autodesk, FBX became the ideal channel with which to link Alias’ products to Autodesk’s 3ds Max.
And synergetically, as FBX has become more important to its various owners, so it’s become vital for third-party tools providers to link into. It’s now supported by over 30 companies including Softimage, NXN, Natural Motion and Maxon.
Plugging into the pipeline
Also contributing to the virtuous fragmentation and reconnection of the art production pipeline is the COLLAborative Design Activity or Collada. Initiated by Sony to ease the burden of PlayStation 3 and PSP production, but since taken over by the Khronos Group (the industry consortium also overseeing the OpenGL specification), it’s an open standard XML-based schema for the exchange of digital assets. These range from art assets, such as geometry and animation, to physics and shader data. Microsoft’s XNA technology performs a similar role, albeit it in a deeper, proprietary manner.
The result, of these and other technologies, is a more open playing field within the boundaries of which middleware providers can focus on their core area of expertise, relatively safe in the assumption clients will be able to fit the technology into their production processes.
The classic example is IDV’s SpeedTree. This tree and plant creation technology, available as a plug-in and a runtime, is being used by over 70 companies, from large publishers to tiny start-ups, because it only costs $10,000 per project per platform and it works extremely well out the box. For that price, if your game requires trees, why wouldn’t you use it? Its success has also generated a rash of possibly apocryphal startups attempting to do for water simulation, sky and cloud simulation or terrain simulation (SpeedRock, perhaps?), what SpeedTree has done for foliage.
Companies providing archetypal middleware such as networking, artificial intelligence and sound components are also using this philosophy to great effect as middleware gets its second wind.
“I think audio middleware technology is a niche as it’s something a lot of developers don’t really want to have to think about. To develop technology as powerful as what we can provide, they’re going to have to spend a lot of their own resources to do it,” says Brett Paterson, CEO and lead programmer of Australian tools company Firelight Technologies. In a similar manner to SpeedTree, its FMOD Ex audio engine is available for an affordable $6,000 per title for the first platform with an incremental payment of $3,000 for additional SKUs. Small wonder that it’s been used by over a hundred companies in titles ranging from World of Warcraft to mobile phone games.
Modular technology
Even in the more constrained case of networking technology, a small number of proprietary standards means technology providers, and developers, can be confident of a workable out-of-box solution.
“It’s a case of ‘drop it in and it works’, while still maintaining flexibility,” says Mike Drummelsmith, developer relations manager for Canadian provider Quazal. Its product line consists of two extremes of this attitude. On one level, its Spark! technology provides a closed-box solution with a defined featureset that can be integrated into a game in a couple of days, whereas its full Rendez-Vous product takes a sandbox approach to let developers build custom features.
“Now, we’re looking to build on the middle ground, with the flexibility Rendez-Vous affords, while maintaining the ease of use of Spark!,” Drummelsmith says.
But while, at this level, the middleware dilemma is becoming simpler for developers, providers, especially those who sell boxed product, find themselves locked into an increasingly commoditised business model. As their technology becomes more robust and simpler to use, it’s harder to increase your prices.
And it’s some companies’ reaction to this – seen in a movement to more complex pricing such as revenue share licensing – which is another marker of Middleware 2.0.
The classic example royalty-based licensing is Epic’s Unreal engine, which as a complete cross-platform game engine and production environment, has always been the something of the exception that proved the rule. For example, despite having a list price of $350,000, Epic’s previous generation technology, Unreal 2, also came with a three per cent royalty based on a title’s wholesale price.
Few middleware companies wield this type of commercial muscle, though. Even fewer clients want to sign such deals.
“In our experience, most serious developers and publishers prefer a flat-fee based licensing deal, which provides them with a secure basis for their financial planning and makes sure their success is truly theirs,” reckons Trinigy’s Felix Roeken.
Chris Doran, CEO of UK-intellectual property startup Geomerics also points out there are good reasons why such deals aren’t ideal for small middleware companies anyhow.
“If you’re Epic, striking royalty-based deals make complete sense. But if you are a new arrival, a deal that only leads to revenue in two years time, combined with uncertainty about the amount of revenue, is far less attractive,” he says. “Royalty-based deals are the ones that can net the most profit, but they are a gamble and you need to be a certain size before you can afford to play this game.”
Modular business
For certain type of middleware technology and services though, more flexible deals can be cut.
For example, facility houses such as motion capture studios have always worked on a day-rate, but as the services they offer become more sophisticated, so they become more like production consultants. Examples include the new Contour capture system from San Francisco’s Mova facility or Artem Digital’s 4D live action scanning.
Emergent’s Larry Mellon reckons properly constructed royalty models can help kickstart emerging development talent. “Royalty-based licensing deals make particular sense in the casual game space, where initial development budgets are lower. We’ve just introduced a royalty-based licence for Xbox Live Arcade, which will bring the capabilities of Gamebryo to teams that are building games on smaller development budgets.” Clearly the company is also looking to royalties or revenue splits when it launches its online hosting services.
But Torsten Reil of UK animation specialist NaturalMotion, which has a co-development deal with LucasArts, warns such deals are only viable if they are advantageous to both parties. “Obviously, publishers will only accept a revenue share model if it benefits their bottom line, in which case the technology needs to create a new game experience capable of shifting more copies.”
And, in turn, this highlights the final trend which makes up Middleware 2.0; widespread publisher acceptance of middleware in an attempt to standardise development and reduce risk.
RENDERWHERE?
Ironically, it was EA’s decision to buy RenderWare that was the genesis of the entire problem. But proving what EA did yesterday, everyone else will try tomorrow, the past 12 months have seen an avalanche of press releases which highlight multi-title, multi-site middleware deals.
Once again, Epic leads the way thanks both to the strength of its technology and a licensing model with a tapered backend the more titles encompassed, but players such as Engenuity, Trinigy, and Quazal have done similar deals.
“Sound business practice, as well as the increase in next-gen complexity, means that there’s a growing desire among publishers to leverage technical economies of scale across their studios, while still preserving creativity and innovation at individual studio level, says David Coghlan, vice president of development for Havok, which has deals with most top publishers. “Increasingly, developers and publishers are developing technical strategies that allow them to manage and plan for their whole pipeline, not just one game on one platform.”
Of course, in this respect, Middleware 2.0 is much the same as what went before it. However we labelled it, fundamentally middleware is just an opportunity for developers to get a powerup in their eternal battle within the time, quality, cost triangle. But for middleware providers, everything has changed. The technology itself is no longer enough. To be successful, they now have to be as innovative in terms of how they deploy their smarts and how they charge for them too. But maybe that will just be the next big thing – middleware for middleware companies anyone?
■ www.developmag.com
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October 12 - The challenges facing UK developers
- Live stock - Part 2
October 9 - Continuing our Q&A with XBLA's chief David Edery
- Live stock - Part 1
October 8 - Q&A with XBLA's worldwide portfolio planner David Edery
- Lyon’s den
October 1 - Connection Events’ Pierre Carde discusses Lyon GDC and Game Connection
- Cliff's Notes
September 24 - Epic's Cliffy B on porting Gears of War to the PC
- Q&A: Havok boss David O'Meara
September 21 - Tools firm's CEO discusses the acquisition by Intel
- Quality Control
September 19 - EA UK's head of testing says QA needs to be taken more seriously
- Casual and Effect
September 18 - Black Rock on aiming for both casual and hardcore gamers
- Emergent's Behaviour
September 17 - CEO Geoff Selzer and president Scott Johnson discuss the tool firm's latest activity
- XNAbling everyone: Part 2
September 14 - The second part of our chat with XNA boss Chris Satchell
- XNAbling everyone: Part 1
September 13 - XNA boss Chris Satchell on the future of democratising development
- Gentlemen, Start Your Engines
September 12 - SPECIAL INVESTIGATION: Licensing and developing game engines
- Editorial: Engine troubles?
September 12 - What the Epic vs SK case really says about development
- Team Sports
September 11 - NaturalMotion discusses its move into full games development
- To Be This Good Takes Ages
September 10 - PART 2: More discussions with Sega’s in-house Western devs
- Sega’s Wild West
September 7 - PART 1: Q&A with Sports Interactive, Secret Level and Creative Assembly
- Epic Choices
September 5 - Game Engines Special: Q&A with Epic's Mark Rein
- Rethinking game AI
August 24 - The implications of Engenuity’s new no-cost licensing model
- Bright Spark
August 23 - Q&A with Spark Unlimited CEO Craig Allen
- Championship Management
August 22 - Our special look at games development project management
- Project Management Case Study Q&A: Rebellion
August 22 - How the independent uses Perforce
- Design Doc: Hitting your target
August 21 - Our design expert discusses clear goals with John Romero
- The Epic Diaries
August 20 - Mark Rein's monthly update on all things Unreal
- Commercial break-through
August 14 - IGA's Ed Bartlett tells Develop how advertising can fund development
- Rockstar Leads
August 13 - ...and everyone follows? An exclusive Q&A with Rockstar Leeds founder Gordon Hall
- SIGGRAPH Games News Round-Up
August 12 - All the key announcements from San Diego
- You Auto have it
August 10 - Autodesk execs discuss Max, Maya, Mudbox, MotionBuilder and industry trends
- Brothers in arms
August 8 - Warner Bros Interactive Entertainment boss Samantha Ryan reveals her game plan
- Going Loco
August 7 - Develop sits down with Tsutomu Kouno, director of LocoRoco
- Second Life: Ripe for revolution?
August 6 - Could players’ lack of rights in virtual worlds spark a gamer revolt?
- Getting PhysX-ical
July 30 - Develop catches up with Ageia's Michael Steele
- Develop conference round-up: Day 3
July 28 - Headlines from the last day of the event
- Develop conference round-up: Day 2
July 28 - Session and keynote coverage from beside the seaside
- Develop conference round-up: Day 1
July 24 - The big headlines from the first day of the Brighton event
- Q&A: Joshua Howard, Carbonated Games
July 23 - We go UNO-to-UNO with the Xbox Live Arcade masters
- Mind Your Language
July 19 - A special look at the localisation, QA and testing sectors
- Shock and gore
July 18 - Reflections from developers on the Manhunt and Resistance controversies
- The Crying Game
July 17 - Quantic Dream's CEOs discuss their new PS3 game
- Q&A: Takashi Fuji, iNiS
July 16 - Develop feels the beat with the Gitaroo Man and Elite Beat Agents developer
- Listening for talent
July 12 - EA UK's audio chief discusses recruitment for next-gen projects
- Oh, Canada
July 12 - How one country conquered the world of games development
- From Rag-Doll to Riches…
July 12 - An exclusive chat with the Media Molecule team
- Speaking Havok
July 12 - Q&A with Havok CEO David O'Meara
- Winning formula
July 12 - Develop goes behind the scenes at Sony Liverpool
- Boldy Going
July 12 - Q&A with Frontier head David Braben
- Creating a Storm
July 12 - Evolution's journey from PS2 to PS3 and from WRC to new IP
- Climax change
July 12 - A look at how independent developer Climax is changing its business
- Radical Movement
July 12 - Free Radical discusses the changing face of independent developers
- Welcome to Montreal
July 12 - We take a trip to the world's fastest-growing games development hub
- The Creative Journey
July 12 - Creative Assembly chief Mike Simpson discusses the studio's success
- Assassin's Team
July 6 - The minds behind Assassin's Creed interviewed
- Agile Development
July 6 - An interview with Ubisoft Montreal boss Yannis Mallat
- Zoë’s Modus Operandi
July 6 - A look at which Kuju chose to rebrand its Brighton studio
- Quiz Masters
July 6 - Relentless' founders quizzed on their plans for the future
- Cloud 9
July 6 - How Foundation 9 conquered the world
- Hired for sound
July 6 - Our special investigation in the audio outsourcing sector
- Tower of Babel
July 6 - Q&A with Babel Media MD Algy Willians
- The art of the matter
July 6 - A special look at the art outsourcing market
- Master Mind
June 28 - Phil Harrison answers Develop readers' questions














