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Grant Skinner称HTML5并非所有游戏的最佳选择

发布时间:2012-09-13 17:27:24 Tags:,,

作者:Keith Andrew

追溯至几年前,许多开发者几乎将即将到来的HTML5捧上超级平台的神坛。

有人指出,HTML5不仅便于同时针对多种设备开发内容,而且推倒了特定应用商店之间的围墙。苹果和谷歌将不再掌控发行大权,开发者将掌握自主权。

这几年间,我们已核实了一些现状。相较于原生应用,HTML5仍然是一个实力较小的竞争对手,然而,这并未阻止一些大型公司对它的支持。

Grant Skinner(游戏邦注:它是同雅达利与微软合作的开发者,他通过一个基于浏览器的HTML5平台将经典游戏移植到IE)为此接受了pocketgamer采访,他解释了为何自己认为开发者必须理解HTML5不是适合所有平台的唯一标准。

Grant Skinner(from twitter.com)

Grant Skinner(from twitter.com)

你为什么将IE作为主导浏览器?

微软的IE团队是出色的合作伙伴。他们为游戏注入了许多激情,并且极大地支持着这一项目的发展。

微软为IE浏览器增添性能时选择了非常传统的方法——通常只增加了已经终结或者结束的标准。

也就是说,大多数情况下,针对IE的内容也能在其它浏览器上顺畅运行,因为你并不会引进那些未获得广泛支持的功能。

一年多前,许多开发者预见未来将是HTML5网页游戏统领的世界,它推倒了App Store的隔离墙,帮助工作室真正实现跨平台发展。然而这事并未发生。你认为原因在于?

这需要一定的时间。

我们正不断地完善浏览器的性能及一致性,我们看到引入的全新API是结合HTML5制作优质游戏的基础。

因此,制作游戏内容的库和工具也在逐步成熟,我们不但有可能,并且能够实现针对HTML5设计游戏。

诸如Glu这些开发商质疑HTML5能否在未来5-10年成为高品质移动游戏的可行平台。对此你有何看法?

选择一项技术需要评估众多具体变量,不只是从你目前的需求角度出发,也要考虑到游戏的未来发展。

HTML5作为游戏平台绝对是个挑战,但是对于某些类型的游戏,它却是当前值得考虑的平台,随着HTML5的逐渐成熟,它将成为多种不同游戏体验的可行平台。

显然,HTML5是以跨平台的形式发展,但这并不意味着它总是每款游戏的最佳选择,甚至5-10年后仍旧如此。

你认为,像你们这种基于浏览器的平台,就是智能手机和平板电脑游戏开发者的未来选择吗?

这是目前行业的一个令人兴奋而又沮丧的现实——现在有太多目标平台可供开发者选择。

如我之前所说,这确实没有明确的答案——这需要仔细评估项目的当前及未来需求。

几乎可以随处运行的平台,比如HTML/JavaScript,与原代码相比总是略逊一筹,这一点在运行性能及API访问表现尤其明显。但是它们允许一次性编写代码,并将其部署于其他平台,这确实是极具价值的优势。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

HTML5 not always the best choice for every game, says Atari Arcade dev

by Keith Andrew

Wind back a couple of years, and developers aplenty were pitching the coming HTML5 ‘revolution’ as some sort of superhero platform.

Here was a language that was not only going to make it easy to target multiple devices all at the same time, but it would also break down those pesky walls between platform-specific app stores.

No longer would Apple and Google set the agenda – developers would.

It would fair to say that, in the intervening years, we’ve had something of a reality check. HTML5 remains the smaller player when compared to the native app, yet that hasn’t stopped some notable parties throwing their weight behind it.

As such, we caught up with Grant Skinner – one of the developers working with both Atari and Microsoft on their move to bring classic games to Internet Explorer via a new browser-based HTML5 platform.

Speaking with experience of the venture, Skinner explained why he thinks developers have to understand HTML5 is not a ‘one size fits all’ platform.

Pocket Gamer: What’s the thinking behind making Internet Explorer the lead browser?

Grant Skinner: Microsoft’s Internet Explorer team was a fantastic partner to work with. They brought a lot of passion for gaming and provided a lot of support for the project.

Microsoft has chosen a fairly conservative approach to adding features to the IE browser – generally only adding standards that are finalised, or close.

This means that in most cases, content developed for IE will run well on other browsers, because you do not introduce dependencies on features that may not be broadly supported.

A year or so ago, many developers foresaw a future where HTML5 web-based games dominated, breaking down the walls of App Store and helping studios to go truly cross platform. That doesn’t appear to have happened yet, however. Why do you think that is?

These things take time.

Browser performance and consistency is continually improving, and we are seeing new APIs being introduced that provide the foundation for building great games with HTML5.

Flowing from that, the libraries and tools for creating game content are also maturing to make it not just possible, but also practical to design games for HTML5.

Developers such as Glu have questioned HTML5′s ability to serve as a suitable platform for high quality mobile games for 5-10 years. What’s your take on this?

Choosing a technology requires you to evaluate many project-specific variables, not just through the lens of your present needs, but over the life of the game.

HTML5 as a gaming platform absolutely still has challenges, but for certain types of game it is worth considering now, and as it continues to mature it will become viable for a wider variety of experiences.

It is obvious that HTML5 is the cross-device platform moving forward, but that doesn’t mean it will always be the best choice for every game, even in 5-10 years.

Are browser-based platforms such as yours the future for smartphone and tablet devs, do you think?

That’s one of the exciting, but also frustrating, parts of the industry right now – there are so many options for target platforms.

As I said before, there really isn’t one clear answer – it requires careful evaluation of a project’s current and future needs.

Highly abstracted platforms that run almost everywhere, like HTML/JavaScript, will always have disadvantages versus native code, most obviously performance and API access, but the ability to write your code once and deploy it virtually anywhere has a lot of value.(source:pocketgamer)


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