From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
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DETAILED UK SUB-SECTOR REVIEW<br />
However, developers do have some reservations<br />
regarding the use of middleware. These include the<br />
extent of the flexibility of the middleware technology,<br />
its ability <strong>to</strong> achieve the desired effects and control<br />
over the future direction of the platform, particularly<br />
the prioritisation of bugs <strong>to</strong> be fixed or features <strong>to</strong> be<br />
developed.<br />
Criterion estimates that up <strong>to</strong> one third of a<br />
development budget is used developing technology<br />
whose tasks could be performed by middleware 46 .<br />
UK company Criterion's Renderware Platform<br />
product dominates the market - it estimates that it<br />
has an 85% market share of games using<br />
middleware 47 . It faces competition from Havok<br />
(Ireland), Intrinsic (US) and NDL (US). However, use<br />
of middleware platforms is still limited, with only 45<br />
titles 48 out of and estimated 3000 titles released in<br />
2000 doing so. Middleware components<br />
manufacturers include Math Engine in the UK, whilst<br />
American developers appear <strong>to</strong> be more active in<br />
exploiting 3D engines.<br />
Another category of related products are games<br />
development <strong>to</strong>ols such as Codeplay's Vec<strong>to</strong>rC high<br />
performance C compiler (Codeplay has received<br />
investment from Argonaut founder Jez San) or<br />
Au<strong>to</strong>desk's 3D Studio Max 3D modelling, animation<br />
and rendering application which are optimised or<br />
heavily-used for games production. However, the<br />
size of the market for such <strong>to</strong>ols is hard <strong>to</strong> estimate<br />
as many products also extensively used outside the<br />
games field.<br />
4.3.2 Key challenges<br />
The middleware sec<strong>to</strong>r faces some important<br />
challenges <strong>to</strong> improve its position in the local and<br />
global marketplace. These are described below.<br />
Recognition / perception<br />
The middleware market suffers from the overall lack<br />
of profile of the UK games industry. In addition,<br />
being a new category, the UK's specific middleware<br />
capabilities have yet <strong>to</strong> become widely appreciated -<br />
although the popularity of Criterion's Renderware is<br />
helping <strong>to</strong> raise awareness, particularly its use in<br />
Grand Theft Au<strong>to</strong> 3, widely seen as 2001's game of<br />
the year.<br />
46 Source: Criterion<br />
47 Source: Criterion<br />
48 Source: Beeson Gregory - The Next Generation: The Games Sec<strong>to</strong>r Strikes Back<br />
40 Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report<br />
Understanding of the size of the market<br />
Middleware can be used in the development of all<br />
games. Important <strong>to</strong> understand in sizing the market<br />
is different countries', publishers' and developers'<br />
appetite for using middleware - some may have their<br />
own technology, some may already be committed <strong>to</strong><br />
using certain providers. Better awareness of where<br />
the decision is made, and what users want from their<br />
technology would help middleware companies target<br />
their expansion plans.<br />
Stability and reliability<br />
As using middleware requires developers <strong>to</strong><br />
surrender a certain degree of control over the<br />
development process, they require confidence in the<br />
stability of the middleware product and the vendor's<br />
willingness and ability <strong>to</strong> fix bugs rapidly. During a<br />
product's early phases especially, strong cus<strong>to</strong>mer<br />
support and fast response is essential <strong>to</strong> ensure that<br />
developer confidence.<br />
Most of these problems will already have been<br />
ironed out in established products and as a result,<br />
more companies are beginning <strong>to</strong> trust using them.<br />
It is likely that the games community will continue <strong>to</strong><br />
remain sceptical about new middleware until it has<br />
been thoroughly proven.<br />
Acceptance by developers and publishers<br />
There have been mixed reactions <strong>to</strong>wards<br />
middleware from developers. Some are enthusiastic<br />
about a ready-made technology that allows them <strong>to</strong><br />
concentrate their efforts on the high level design and<br />
gameplay. It is particularly useful for small<br />
companies or those with a high bias of art skills.<br />
Others are used <strong>to</strong> creating their own code and are<br />
sceptical about being able <strong>to</strong> achieve desired effects<br />
with it or on 'taking a risk' on third party developed<br />
material:<br />
"If I base my game on middleware and then find a<br />
problem in testing my hands are tied - I have <strong>to</strong> wait<br />
for somebody else <strong>to</strong> fix it" [Developer]<br />
Publishers are more accepting of middleware as<br />
using established code promises <strong>to</strong> reduce risks and<br />
shorten the development process.