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关于HTML5不容忽视的7个事实

发布时间:2012-12-18 17:22:19 Tags:,,,

作者:Tom Curtis

乍一看,HTML5对在线和手机游戏开发商似乎有一些巨大的优势。作为一个纯网页的平台,游戏开发者可以用HTML5制作他们的游戏,然后将游戏发布在任何支持HTML5的设备上,无论是手机还是PC。但事实真的那么简单吗?

这个平台还没有最终的审定标准,所以它的功能仍然具有很大的流动性。HTML5已经表现出一些明显的优点,大型开发商如Zynga已经开始制作支持它的手机游戏,但引擎供应商如Unity却断言HTML5“就性能来说还不成熟”。

朝哪个平台进前尚无一致意见,我们采访了一些开发商,根据他们的观点,罗列了以下关于与HTML5的最大优势、缺点和未来的发展等内容:

HTML5-logo(from gomonews.com)

HTML5-logo(from gomonews.com)

1、跨平台

HTML5的主要优势在于适用于大范围的设备,包括PC浏览器、手机、平板电脑,甚至是智能电视。只要设备使用的浏览器支持HTML5,理论上说,就能作为HTML5游戏的运行平台。

这对本地应用是一个巨大的优势,因为本地应用往往必须根据目标操作系统而重新设计。比如,如果开发商想将iOS游戏转移到Android上,他们就必须对游戏作一些根本性的改变。而有了HTML5,这个过程就更简单一点了。

Peter Driessen是网页游戏大发行商Spil Games的首席执行官,他认为:“我们已经支持HTML5一年多了,我们看到了它在支持目标设备运行网页游戏方面的巨大价值。随着玩家游戏时间越来越长、使用的设备越来越多样,这一点会越来越重要。”

Zynga的Paul Bakaus负责公司的许多网页和手机游戏的技术工作,他表示:“我们认为支持HTML5有两个原因。”

“一个好处是它容易在手机网页浏览器中推广游戏。比如,你不必安装——这是一个显著的优势。还有内容更新和跨平台发展。如果你制作了一款本地应用,你可能得在Android和iOS上分别制作,也许还有台式机。而有了HTML5,你只需要安装一次,就可以将应用移植到各种不同的设备上。”

除了使开发商更容易地将游戏放到各种平台上,HTML5还使跨平台交流更简单,因为它支持云主机,包括社交系统和固定的游戏世界。

Driessen解释道:“我们的最终目标是希望通过HTML5实现真正的云游戏。我们支持大量在线社区,显然我们的玩家,就像所有玩家一样,越来越希望在他们手机上玩游戏。HTML5为我们创造无缝体验打下了基础,包括社交功能,无论玩家是边走边玩游戏还是窝在家中玩游戏。”

5、未知的性能

虽然HTML5可能适用于大范围的平台,目前仍然没有确切的方式能保证它在各种硬件上的性能。

EA创意总监Richard Hilleman最近在新游戏大会上谈到了他对平台的失望,他的团队的实验性3D动画在MacBook Air的表现非常棒,但在更强大的硬件上却表现不佳。

Hilleman表示,“在我自己的i7电脑上,(样本)的表现不过是每秒几帧。高性能的JavaScript最迟钝,”所以很难预测应用在某个硬件上的运行情况。

他补充道:“我不知道如何向客户解释。这是一个非常、非常大的问题。”

专注于手机的HTML5的开发商特别容易被这些问题困扰,因为他们的游戏必须在各种不同的智能手机和移动设备上运行。

Stewart Putney是一名资深HTML5开发者和Moblyng公司(已倒闭)前CEO。他表示,他的公司会在许多设备上做测试。“对于iOS,很简单,它只有3GS、4、4S、iPad和iPad2。Android的更杂;各种手机设备制造商往往会在设备的浏览器上做出小小的——大多是没有注明的改变。对于本地Android应用,这不是大问题。而对于HTML5应用,可能意味着应用根本没法运行。”

他继续说道:“为了保证好品质,我们的应用必须在各种流行的设备上做测试——这是确保应用运行良好的唯一办法。我认为还会出台更多测试工具和更好的标准——但Android QA对于HTML5开发确实是一个痛处。”

3、替代Flash

一般来说,Flash和网页游戏是结合在一起的,但因为Adobe最近决定停止为手机浏览器开发Flash,开发商必须为智能手机市场寻找替代品。HTML5能替代它吗?

据Zynga的Paul Bakaus所述,二者仍然各有发展余地,因为它们各有专长。

“Flash有新的Stage 3D API,而网页有WebGL。二者都使用本地OpenGL访问底层,所以它们在速度上是相当的。现在,考虑到软件的写入,我认为HTML5事实上超过了Flash,因为它与浏览器更接近,可以在硬件加速层上使用各种优化。但Flash也有一些非常显著的优势。”

“我看到好的3D应用出自Flash和Stage 3D,看到HTML5也确实是跨平台的选择。还有原生应用,HTML5是将手机操作系统结合起来的好办法。我不确定是否会产生赢家——我不会将它们这样区别开来。我认为它们会更加专门化。”

谷歌的Seth Ladd补充道他希望HTML5最终能与Flash共存,有各自的平台发挥各自特有的优势。

“我认为不同的平台会被迫进步,因为现在有竞争压力。我希望Flash能找到另一个方向来优化体验,而开放的网页平台能找到优化体验的其他方法,之后你会发现这些都不够用了。那对终端用户来说确实是一大福音。”

网页开发者Dominic Szablewski(基于JavaScript的Impact引擎的开发者)认为Flash可能对某些美术人员很管用,而HTML5对编写代码的人比较有利。

“Flash对创意人员很管用。用Flash IDE制作动画或非常简单的游戏是相当容易的,只需要点几下鼠标。而HTML5仍然缺少这种工具;你必须写代码。”

“然而,HTML5是完全免费的——从一开始,你就只需要浏览器和文本编辑器,不必购买一款昂贵的应用。”

Szablewski补充道,因为Flash不再是手机的选择,他认为HTML5才是网页开发的未来。正如他所说的,“如果你想制作适用于手机浏览器的作品,如果你不关心IE6/7/7的用户,如果你不想使用濒死的技术,那就使用HTML5吧。”

不管将它与Flash怎么比较,移动设备公司看到了跨平台除了HTML5就别无选择了。至少,Moblyng的资深人士Stewart Putney是这么认为的。

“自从没了支持移动设备的Flash,我敢保证HTML5会成为移动设备跨平台的标准。现在看来,似乎成真了。”

4、声音是个大问题

不可否认,声音在游戏开发中发挥着关键作用,然而不幸的是,HTML5在这个方面确实落后。如果没有音乐,该平台的应用界面与那些原生应用相比,就会黯然失色。

Zynga Germany的Paul Bakaus特别痛惜这个缺点。“HTML5的第一大难题就是声音,这必须解决。显然,我们拿声音没有办法,对吧?好游戏必须有声音。这是一个最大的挑战,但我不是说要因此而停止做游戏。”

他解释道,他认为网页开发商能够解决这个声音难题,但在此之前还必须做几件事。

“为了声音,我认为还有两件事要做。一是我们自己要行动,我以前提过这事。我们必须让供应商意识到这个问题,所以我们必须制作游戏,我们必须告诉他们,我们的游戏有什么短处。”

“另一个是我们确实需要供应商承认这是一个问题,然后解决它。不过,我现在认为它没有比修复图形更重要,因为后者才是我现在最关心的事。作为供应商,你不会真的为游戏着想,对吧?你不会意识到为了制作好游戏,声音是必须的。我们确实只需要让他们意识到问题。”

EA美术总监Richard Hilleman同意Bakaus的说法,他在2011新游戏大会上的主旨发言中是这么解释的:“我们做得不好的一个方面就是声音。我们仍然在HTML5的声音问题上摇摆不定,我们必须解决了……我希望下一个浏览器迭代能解决这个问题,但这又是一个大问题。”

HTML5(from petelepage.com)

HTML5(from petelepage.com)

5、浏览器性能不同

如果玩家是在最新的浏览器如Chrome或Firefox上运行游戏,他们应该能够玩HTML5游戏。但那些仍然使用老浏览器如IE6或旧版Safari和Opera的人怎么办?如果用户不升级他们的浏览器,他们就不能访问HTML5游戏的所有内容。

有时候,这些浏览器性能问题会损害平台最大的优势:它的普遍性。如果用户仍然使用老式浏览器,他们就无法玩HTML5游戏。

有些开发商如Zynga的Bakaus认为,最好的解决办法就是抓紧开发,甚至当受限于更新的浏览器之时。通过制作不适用于旧版软件的高品质游戏,会刺激用户升级。

“人们害怕放弃用户,即使人数还没使用IE9的人多。但有时候,给他们想要的东西也没有帮助,因为不会改变什么。努力想出只能在新浏览器上运行的好东西,会增加更新的动机。”

但如果所有用户都运行支持HTML5的浏览器,是不是就说明网页应用在不同浏览器上的表现同样出色呢?未必。

甚至当你看看支持HTML5的浏览器时,支持程度也是不同的;支持HTML5的老式浏览器可能只支持部分应用界面的功能,也就是说某款游戏的全部功能只有那些升级到最新版浏览器的玩家才能用到。

当然,如果你的预算有限,你现在可能已经有资源制作适用于所有浏览器的游戏了。在新游戏大会上,Bocoup的Darius Kazemi回忆道,当移植Subatomic工作室的游戏《Fieldrunners》到HTML5上时,他遇到了一个问题。

Kazemi的解释是,因为时间和预算不足,他和团队选择开发针对Google Chrome和Chrome Web Store的游戏。

“这是一个鱼和熊掌的难题,我是要覆盖最广的受众呢,还是制作最高品质的游戏?我能二者兼得吗?”

“还有,制作高品质游戏时,我们是要支持其他浏览器还是只针对一款浏览器?结果我们选择了后者。”

Kazemi补充道,游戏在Chrome 14上运行,得到了一些应用界面的优势,但毕竟受限于一款浏览器。如果你打算在平台上普及你的HTML5游戏,那就要仔细计划资源了。”

6、没有“应用商店”

HTML5不同于移动设备的本地应用的一个重要方面在于,缺少集中的应用商店。这有优势也有劣势,但在进入这个平台以前,当然没什么大不了的。

当然,从事网页的一个主要好处是,没有提交、发布或升级的审批流程。不像封闭平台如苹果的iTunes市场,HTML5允许你随意升级或发布游戏,不必等待平台所有者通过审核。

虽然这种免费可能看起来很吸引积极进取的开发者,但天下没有免费的午餐。没有标准化的推广平台,怎么让用户看到你的应用,这是一个大难题。

Putney表示:“现在,我们没有一个大型HTML5‘应用商店’来帮助实现应用的曝光度。”

没有一个HTML5应用的目标,玩家会更难知道新游戏的发布。Putney认为,Facebook在这方面肯定有帮助。

“Facebook能让玩家注意到HTML5应用在手机平台上发布了,这是一大进步。”

另一方面,谷歌认为HTML5的开放属性是它最大的优势之一。该公司的Seth Ladd解释道:“我大概可以说,它确实容易发布和推广,因为没有管理部门,没有预先的审批流程。每个人都可以自由地挣钱、登录帐户和发布。这是‘开放’网页平台‘开放’部分的一大优点。”

7、仍在发展

看完了HTML5的优势和劣势后,你得自己决定它是否适合你。现在,HTML5还没有最终审定标准,但网页开发商正在不断地登录这个平台,所以谁知道以后几年事态会怎么发展呢。

谷歌的Seth Ladd对HTML5的未来抱有很高的期望,强调各种专业团体从事网页的迭代速度如此快,这个平台的发展也会比以前更快。

他表示:“我认为就你现在看到的Chrome和Firefox,甚至IE,不同专业团体提出标准的速度也非常之快。”

公司如Zynga承认HTML5在最终完成原生应用开发方面还有很长的路要走,但如果这个平台能保持发展,游戏平台就最终实现统一了。

Zynga的Bakaus认为,“现在还早,原生应用已经专注于游戏开发好久了,所以它们现在无疑更具优势。”

尽管现在的HTML5开发商持乐观态度,这个平台仍然要在不断变化的状态中克服挑战。Putney表示:“我们其实就是坐在一部移动的车上,在中期发展阶段,变化中的标准会引进大量技术障碍。”

他认为:“但如果我们做得好,我们可以靠一款成功的应用获得亿万用户——所以我相信HTML5值得争取。”(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

7 Things To Know About HTML5

by Tom Curtis

At first glance, HTML5 seems to offer some huge advantages for online and mobile game developers. As a purely web-based platform, game makers can create their game in HTML5, and release it on any number of supported devices, from phones to PCs and beyond. But is it really as easy as it sounds?

The platform doesn’t have a final specification yet, so its capabilities are very much in flux. It’s shown clear signs of promise, and major developers like Zynga have already begun supporting it for their mobile releases, but companies such as on engine provider Unity claim HTML5 “isn’t where it should be in terms of performance.”

With no clear consensus on where the platform is headed, we’ve decided to talk to some of the developers most involved with HTML5 to get their perspective, diving into the platform’s greatest strengths, it shortcomings, and where it might be headed in the future.

The following is a list of the most important things to know about the current state of HTML5:

1. It’s Designed To Work Cross-Platform

HTML5′s primary advantage is that it works across a wide range of devices, from PC browsers to mobile phones, tablets, and even Smart TVs. As long as a device uses a browser equipped to run HTML5, it can theoretically serve as a viable platform for HTML5 games.

This offers a huge advantage over native apps, which often have to be completely redesigned for their target operating system. If a developer wants to bring his or her iOS title to Android, for instance, they’ll have to make some fundamental changes to their game. With HTML5, that process should be a bit easier.

“We’ve supported the drive to HTML5 for over a year now, and we see great value in the ability to outfit browser-based games for any device. This is becoming more and more important as gamers play more often and on multiple devices,” said Peter Driessen, CEO of major web game publisher Spil Games.

“We think there are a few reasons to go with HTML5,” said Zynga Germany’s Paul Bakaus, who helps build tech for the company’s numerous web and mobile games.

“One benefit is the ability to distribute it easily on mobile web browsers. You don’t have to install it, for instance — that’s one significant advantage. There’s also the thing with content updating and cross-platform development. If you’re building a native app, it’s likely that you have to build your app twice on Android and iOS, and on desktop maybe, too. On HTML5, you build your app once, and you can port it to multiple different devices,” he said.

In addition to allowing developers to more easily put their games on multiple platforms, HTML5 also allows for easy cross-platform communication, allowing for a host of cloud-based features, ranging from social systems to persistent game worlds.

“What we’re ultimately looking to accomplish through HTML5 is true cloud gaming. We support a large online community and it’s been obvious that our players, much like gamers everywhere, are increasingly looking to play games on their mobile phones. HTML5 sets the foundation for us to create a seamless experience, which includes social functions, on browsers both on the go and at home,” explained Spil’s Driessen.

2. HTML5 Offers Unpredictable Performance

While HTML5 might be designed to run on a wide range of devices, there’s still no reliable way to maintain performance across varying hardware specifications.

EA creative director Richard Hilleman recently shared his frustrations with the platform at the San Francisco-based New Game Conference, noting that his team’s experimental 3D animations ran great on a MacBook Air, but chugged on more powerful hardware.

“On my own computer, which runs on an i7, I couldn’t get more than a few frames per second [from our demo],” Hilleman said. He explained that “high performance JavaScript is obtuse at best,” so it’s hard to predict how an app will run on a given hardware specification.

“I don’t know how to explain that to a customer. That’s a big, big problem,” he added.

Mobile-focused HTML5 developers are particularly susceptible to these problems, as their games need to run on a wide array of smartphones and other mobile devices.

Stewart Putney, an experienced HTML5 developer and former CEO of the recently shuttered Moblyng, told Gamasutra that his company would test its games on literally dozens of devices. “For iOS it is simple: 3GS, 4, 4S, iPad, iPad2. Android is much more fragmented; each handset manufacturer tends to make small — mostly undocumented — changes to the browser on their devices. For native Android apps, this is no big deal. For HTML5 apps, it can mean apps simply don’t work,” he said.

“To get good quality, our apps must be tested on a range of popular devices — it is the only way to be sure apps are working properly. I believe we will see more testing tools and better standards moving forward — but Android QA is a real pain point for HTML5 development,” he continued.

3. It’s An Alternative To Flash

Traditionally, Flash and web games have gone hand in hand, but with Adobe’s recent decision to cease development of Flash for mobile browsers, developers will have to look at alternatives for the smartphone market. But how does HTML5 compare?

According to Zynga’s Paul Bakaus, there’s still a place for both, as they each offer their own unique specialties.

“Well, Flash has this new Stage 3D API, while the web has WebGL. Both of them are using native OpenGL calls on the bottom layer, so they’re comparable in speed,” he explained. “Now, regarding software drawing, I think HTML5 has actually surpassed Flash because it’s so close to the actual browser, so they can drive various optimizations on a hardware accelerated layer. But Flash has some very significant advantages too.”

“I’m seeing great 3D applications come from Flash and Stage 3D, and seeing HTML5 really being the way to go cross-platform. And then there are native apps too, which are a great way to integrate with the OS on mobile phones. I’m not sure if there’s ever going to be a winner — I wouldn’t separate them so. I think it’ll be more like specializations.”

Google’s Seth Ladd added that he expects HTML5 to eventually coexist with Flash, with each platform offering its own unique benefits.

“I think that what you’ll see is that all of the different platforms that make up the greater web as we know it will be able to get pushed forward because there is now some competition,” he said. “I expect that Flash will find another angle for which they can optimize their experience, and the open web platform will find another way in which they can optimize their experience, and then you can see those play out. And that’s really great for end users.”

Others, like web developer Dominic Szablewski (creator of the JavaScript-based Impact engine), say Flash might work well for artists and the like, while HTML5 is a great environment for those who like to code.

“Flash was always great for creative people. Creating animations or very simple games is pretty easy with the Flash IDE and a few mouse clicks. Such a tool is still largely absent for HTML5; you really have to write code to do something.”

“However, HTML5 is completely free — to get started, you just need a browser and text editor, no need to purchase an expensive application.”

Szablewski added that with Flash no longer an option for mobile, he views HTML5 as the future of web development. As he puts it, “If you want to build stuff that works in mobile browsers, if you don’t care about IE6/7/8 users, and if you don’t want to use a dying technology, use HTML5.”

Regardless of how it compares to Flash, mobile companies looking to go cross-platform might have little choice but to turn to HTML5. At least, so says Moblyng veteran Stewart Putney.

“Since there is no Flash support on Mobile, I’m betting that HTML5 will become the cross-platform standard in mobile. And so far, it looks like that is becoming true.”

4. Audio Is a Big Problem

Sound undeniably plays a crucial role in game development, yet unfortunately this is one area where HTML5 really falls short. The APIs available for the platform just pale in comparison to those available for native app development.

Zynga Germany’s Paul Bakaus particularly laments this shortcoming. “The number one challenge with HTML5 is audio, and this needs to be fixed. It’s as simple as that. There’s no way we can work around audio, right? Audio is needed for great games. This is the biggest challenge, but I wouldn’t say stop building games because of that.”

He explained that he thinks web developers will be able to fix these audio issues, but a few things need to happen before that becomes a possibility.

“There are two things that I think need to drive audio,” he said. “One of them is actually us, as I mentioned before. We need to make vendors aware of the problem, so we need to create games, and we need to tell them about the shortcomings our games have.”

“On the other hand, we really need vendors to accept that this is a problem, and work against it. I see it less prioritized than fixing graphics right now, and that’s a huge concern I’m having. As a vendor, you’re not really thinking in the game world, right? You’re not realizing that in order to make good games, audio is needed. We really just need to make them aware of the problem,” he said.

Electronic Arts creative director Richard Hilleman agrees with Bakaus, as he explained during his keynote at the 2011 New Game Conference. “One thing that didn’t go well for us was sound,” he said. “We still tend to falter with sound on HTML5, and we have to resolve that… I have some hopes the next iterations of the browser will address that, but it’s another big problem.”

5. Browser Compatibility Isn’t Uniform

If your players are running more recent browsers such as Chrome or Firefox, they should be able to play your HTML5 games just fine. But what about those still using older browsers like Internet Explorer 6, or previous versions of Safari or Opera? If users aren’t updating their browsers, they won’t have access to all of your HTML5 content.

At times, these browser compatibility issues work against one of the platform’s greatest strengths: its ubiquity. If users are still using older browsers, they’re excluded from playing HTML5 games.

Some developers, like Zynga’s Bakaus, believe the best way to overcome this problem is to simply push forward with development, even when limited to newer browsers. By creating quality games that don’t work with older software, users will be incentivized to upgrade, he argues.

“People are scared to abandon users at less than Internet Explorer 9,” he said. “But sometimes, giving people what they want isn’t helpful, since nothing will change. Try to come up with great new stuff that only works in modern browsers, and that will create incentive to upgrade,” he said.

But if all users are running HTML5-enabled browsers, does this mean web apps will run equally well across all of them? Not necessarily.

Even when you look at browsers that support HTML5, that support is not uniform; older HTML5-enabled browsers might support only a limited number of features or APIs, meaning certain game features are only available to those who keep up with the latest browser releases.

And of course, if you’re working with a limited budget, you might now have the resources to make a game that works across all browsers. At the New Game Conference in San Francisco, Bocoup’s Darius Kazemi recalled that he encountered that very problem when porting Subatomic Studios’ Fieldrunners to HTML5.

Kazemi explained that due to time and budget restrictions, he and his team chose to develop the game specifically for Google Chrome and the Chrome Web Store.

“Here’s the dilemma,” Kazemi said, “Do I reach the widest audience possible, or do I create the highest quality game? Can I have both?”

“In the end, do we get it on other browsers, or do we just create that quality experience on one browser? We ended up doing [the latter].”

Kazemi added that the game benefitted from some of the APIs that shipped with Chrome 14, but in the end the game was bound to a single browser. If you’re going for platform ubiquity with your HTML5 games, be careful to plan your resources accordingly.

6. There’s No “App Store”

One of the key ways in which HTML5 apps differ from native apps on mobile devices is that they lack a centralized app store to keep everything in line. This comes with its own set of pros and cons, but it’s certainly worth noting before diving into the platform.

Of course, the main benefit of working on the web is that there’s no approval process to submit, launch, or update your game. Unlike closed platforms like Apple’s iTunes Marketplace, HTML5 allows you to update or launch your game whenever you like, with no need to wait through the bureaucracy of a platform holder.

While this freedom might seem appealing to up-and-coming developers, it comes with at a cost. Without a standardized distribution platform, getting your app in front of players becomes much more of a challenge.

“Right now, we do not have a major HTML5 ‘app store’ to aid in discovery,” said Putney.

Without a single destination for HTML5 apps, it becomes much more difficult for players to even learn about a new release. Putney said, however, that Facebook could certainly help in this regard.

“With Facebook enabling the social discovery of HTML5 apps on their mobile platform, it is a huge step forward,” he said.

Google, on the other hand, views the open nature of HTML5 as one of its greatest strengths. The company’s Seth Ladd explained, “I might say that it’s actually easier to publish and distribute, because there’s no governing body there, there’s no up-front approval process. Everyone gets the freedom to monetize the way they want, log in to users the way they want, and publish they way they want. This is one of the strengths of the ‘open’ part of the open web platform.”

7. It’s Still Evolving

With all of HTML5′s advantages and shortcomings, you’ll have to decide for yourself whether it’s right for you. Currently, there’s no final specification for HTML5, but web developers are constantly adding to the platform, so who knows what things will look like in the coming years.

Google’s Seth Ladd has high hopes for the future of HTML5, and notes that with such rapid iteration coming from the various working groups on the web, the platform is evolving faster than ever.

“I think what you’re seeing now with Chrome, and Firefox, and even Internet Explorer to an extent, is that the specifications that come out of the different working groups in the spec bodies are moving at a much faster rate than they’ve ever moved before,” he said.

With so many parties actively working on the platform, some HTML5 developers say it will only become more robust as time goes on. HTML5 developer Dominic Szablewski added, “This is HTML5′s greatest strength. There’s competition. After years and years of IE6 and Flash there’s finally some progress with web technologies again and it’s only just beginning. There’s so much going on right now: WebGL, fullscreen mode, mouse lock, new audio APIs. It’s truly exciting.”

Companies like Zynga admit that HTML5 still has a long way to go until it can really compete with native app development, but if the platform can maintain its growth, the playing field could eventually even out.

Zynga’s Bakaus said, “We’re still early and that native apps have focused on game development for a long time already, so they’ve just had a ramp-up that we haven’t yet.”

Despite the optimism from existing HTML5 developers, the platform is still a challenge to work with given its ever-evolving state. Putney said, “We are essentially working on a car that is moving,” noting that the changing specifications can introduce a number of technical hurdles in mid-development.

“But if we get things right, we can reach hundreds of millions of users with a successful app — so we believe it is worth it,” he said.(source:gamasutra


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