With GDC around the corner my mind has been on keeping up with changes in the industry and the opportunities and challenges they present. As we get ready to release a few new social products, here are a few issues that have been predominant in my thoughts:
Heavy Taxation - Facebook finally dropped the other shoe recently and decided to make credits a mandatory payment method. Suddenly we've all got 30% less revenue in our pockets to work with. While it's perfectly reasonable for Facebook to expect to make some money from the platform they've built, the number is substantial and potentially damaging for smaller developers that don't have volume and leverage on the platform yet. I applaud Facebook for balancing the economy by rescinding free credits, and I understand the potential for reduced friction. But I do not believe reduced friction will balance out potential losses and I think the tax will be a serious impediment to smaller developer looking to gain traction on the platform. Facebook needs to find a way to carefully loosen the virality stranglehold, or find other ways to assist smaller developers in the ecosystem. The cost of being on the platform is going up too much. In this regard we know the platform is essential, but we are also looking at ways to leverage the platform beyond in-Facebook experiences.
Content Delivery - Flash isn't dead, HTML5 isn't ready (for primetime), and everything else has low market penetration. A lot of people drank the Jobsian kool-aid last year but the reality is Flash isn't close to dead. It's not perfect, but it works well enough and gives you the best potential shot at reaching the most customers. Adobe has done a decent job of enabling flash content on portable devices as apps, so the cross platform potential is appealing enough. I'm very excited about HTML5 and will continue to pursue it, but it's clearly not ready to deliver consistent performance across a wide berth of browsers. The cross platform potential is intriguing, but for anything processor intensive the wild variation in capabilities and performance browser to browser is a deal killer. As for other options like Unity3D, they're making great strides and I love the platform, but for the broadest range of audience the plug-in install is still an issue. This is less true in certain demographics, but definitely still a consideration. Unity's cross platform abilities are definitely appealing as well. So which to choose? There is no one answer or perfect platform, so for now we have to hedge our bets and keep a toe in multiple platforms. This costs more to do but keeps us learning and pushing the envelope.
Platforms - The places people play and consume their social games and media are evolving rapidly. Since mobile and social are the next big thing, we have to ask a lot of questions about what we're developing and how we can maximize that development across multiple platforms. Does my interface and control translate well to multiples screen sizes? Can I write code that will perform acceptably across a wider range of processors performance? Am I developing assets that will work well at multiple resolutions? Can my control scheme work well on a touch screen? Building the same game for three platforms (laptop, tablet, phone) can be a massive waste of resources or an opportunity for tremendous savings and efficiency. But it takes planning and a thorough understanding of each platforms' benefits and limitations to realize those efficiencies. This is something we're really working to get a handle on.
So that's what keeps me up at night from time to time lately. Keeping up with things is part of what makes it fun and there's no shortage of change. Hopefully as an agile company we find ways to capitalize and make the most opportunities within the ecosystem as they come up.