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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.

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