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Game On!Sun Labs' "Project Darkstar" Helps Game Developers Take Advantage of the Burgeoning Market for Massively Scalable, Multi-player Online GamesMarch 20, 2006 - The explosive growth of online video games means somebody out there is having fun. The $28 billion video game market is now the second largest media market in the world-beating out music, books, and every other form of entertainment except films. The people who play the games are having a good time. The people who market and sell the games are enjoying life. The shareholders of video game makers are living large. But for developers, writing online games that must scale to dozens, hundreds, or thousands of playersand that must accommodate a diverse assortment of net-connected client devicesis anything but fun and games. It is an expensive, time-consuming, risky, and frequently frustrating venture. Sun Labs aims to change that. Project Darkstar, released publicly at the 2006 Game Developer Conference in San Jose, California, is harnessing Sun's expertise in development tools, Java technology, and massively scalable back-end infrastructure to simplify the process of developing games that can be deployed on a massive scale to players using virtually any client device. A freely downloadable, early access SDK for writing client-side and server-side code is now available from Sun Labs at http://www.projectdarkstar.com. This article takes a closer look at the problems Project Darkstar is helping developers overcomeand the new business opportunities the Sun Labs technology can open up for game development companies of all types and sizes. Online Game Development Today: Risky BusinessThe inherent complexity of multi-player games can make them prohibitively risky and expensive for most game developers today. In her highly respected book, "Developing Online Games: Insiders Guide," Jessica Mulligan estimates that taking a single-player game project to massively multi-player triples the minimum development costs from $10 million to $30 million. These costs are driven by four key factors:
Project Darkstar: "We're Doing a Lot of the Hard Work for You"Led by video game industry experts Chris Melissinos and Jeffrey Kesselman under the direction of Karl Haberl, Director, Sun Labs is developing technologies that attack the cost and risk of online game development on several fronts. "Sun is not a video game company and we won't be producing our own video games," said Chris Melissinos, "but we can give game developers access to powerful technologies that will do a lot of the heavy lifting for them. There's no need to build a game server from scratch and then figure out how you're going to scale it for massive multi-player scenarios. We're doing a lot of the hard work for you so you can focus on your game, not the infrastructure." Examples of the technologies the Project Darkstar team has produced or is working on include: Sun Game Server (SGS): Introduced as a prototype at the 2005 Game Developers Conference, the SGS is the industry's only platform that can scale vertically and horizontally to enable companies to host their games and add server resources incrementally. The unique architecture of the SGS enables several different games to coexist on the same infrastructure, thereby lowering the total cost of ownership (TCO) for any game company deploying online games. The SGS lowers development risks and costs in the following ways:
A freely downloadable, early access SDK: This development kit gives game developers what they need to write all their game code for both client side and server side. It allows them to test the game on their own LAN or WAN connection with between 20 and 50 players (the exact number depends on what they are doing in their server-side code and how big a machine they install the server on). The SDK consists of the following components:
Full source to both the Battletrolls client and server is included with the SDK. Additionally, the networking source code from Stomping Grounds is also included.
Changing the Way the Game is PlayedProject Darkstar is about more than making sophisticated online video games more easily available to more players. It is also about changing the rules of current online video game business models. The video game industry, like most media, is a hits-driven marketplace. The fickle nature of consumer preferences increases the risk for all industry players, but it often makes it prohibitively expensive for smaller game developers to give it a go, because one miss could spell financial disaster. Project Darkstar can do a great deal to level the playing field among game developers of all sizes. This technology can be instrumental in helping great games come to marketgames that would otherwise have been shut out or co-opted by larger, stronger enterprises. The net result is more competition, better products, and lower prices, the three cornerstones of Sun's business model for almost 25 years.
In addition, the technologies being developed under Project Darkstar will give game developers a new level of flexibility in how they manage resources, and new options for generating revenue. For example:
"What's exciting about this project is that it could have huge impact on everyone involved in online gaminggame players, game developers, Sun, and our partners," said Karl Haberl, project lead. "And in this game, everyone comes out ahead." | ||||||||||||||||||||||||||||