We are glad to present an exclusive interview with Plamen Dragozov–Director of Engineering at PopCap‘s mobile studio in Dublin, Ireland. “OSAlert prides itself on (trying to) cover the diversity of operating systems, and so whilst we rarely cover games, we have approached you to discuss not so much the games themselves, as the technical challenges you go through bringing your games to a wide range of platforms”. Read More for the full scoop.
About PopCap
PopCap have been in the ^aEUR~casual’ games market since 2000. Their first run-away hit ^aEURoeBejewelled^aEUR and it’s follow-up sequel ^aEURoeBejewelled 2^aEUR have been downloaded over 350 million times, pushing PopCap to the top of the ^aEUR~casual games’ market, where they’ve been since.
Their games, often described as ^aEUR~digital crack’, drain people’s productivity as much as Tetris did on the original GameBoy. Simple gameplay, with the constant feeling of progress makes PopCap’s games easy to access at any time. Loved by geeks, and casual players alike; 89% of players are over 30, and 72% are female.
How easy is it to stay on top of an ever-moving diverse array of platforms beneath you?
OSAlert has asked PopCap to answer this very question.
As a non-disclaimer, OSAlert has requested this interview in it’s own interests and not as an advert, or marketing for PopCap. We are in no way affiliated, and provide this interview for the interest and benefit of our readers.
Interview
Kroc: Hello, welcome to OSAlert. Firstly, please let me thank you for taking your time to answer our questions. OSAlert prides itself on (trying to) cover the diversity of operating systems, and so whilst we rarely cover games, we have approached you to discuss not so much the games themselves, as the technical challenges you go through bringing your games to a wide range of platforms^aEUR”from Adobe Flash ActiveX, to Mac & PC, gaming consoles and various mobile platforms, now including the iPhone. But, before we begin, first please introduce yourself, and your role at PopCap.
Plamen: My name is Plamen Dragozov. I’m the Director of Engineering at the mobile studio in Dublin, Ireland, where we bring PopCap’s magic to those little pieces of electronics that everyone carries around these days.
Kroc: Thank you. In some cases successful casual games have come from nothing more than one or two ^aEUR~bedroom-coders’. PopCap has been in the game for approaching 10 years now, and have grown a lot since then (your site says 180 employees). Are there strict divisions between platforms and the developers who work on them at PopCap?
Plamen: PopCap was founded at a time when the PC was the best, if not the only platform for publishing casual games and that is still the core of our business.
However, as the market has evolved, we’ve worked with different partners to port our IP to many new and promising technologies. Once we felt confident in the future of a platform, we’ve built internal expertise to deliver the best experience to our customers. As of this moment there are dedicated divisions for PC (Windows and Mac), Consoles and Mobile.
Kroc: One thing I’m very interested in knowing is how did you handle porting Flash games directly to Windows and Mac native binaries? Are you using a bundled Flash runtime, or are you porting to your own runtime, and if so^aEUR”is there any shared components between the two? (for example, using Tamarin to run ActionScript inside your own runtime)
Plamen: I believe there is a small confusion here. Most of the ^aEURoelite^aEUR web editions of our games have been based on the full, native versions, using ActiveX to run in a browser. Our full games are just that^aEUR”optimized, highly polished and visually appealing work, developed for the platform, not around it.
Kroc: Simply put: do you think platform diversity is a good thing? (Do we really need the ^aEURoeone console to rule them all^aEUR?)
Plamen: I can’t think of any consumer product, where one size fits all. We have different tastes, lifestyles and interests, so it is very hard to imagine an ultimate gaming platform that will meet the requirements of every person.
As a matter of fact playing a game is more a state of the mind then a function of our technology, so I don’t believe that any time soon we’ll see a single perfect solution even on an individual level. What works on the sofa in front of a 50^aEUR^3 screen, can’t work in a crowded train or on a fishing boat
Kroc: How have you coped with the expansion into new platforms?^aEUR”What development techniques have you had to come up with to provide a native experience on each platform, with so much diversity at hand (Consoles, PCs, Phones)
Plamen: Technology and clever design can reduce our porting efforts significantly and we think about it all the time. We have frameworks of reusable code and tools for every platform. These help us solve the major problems once and then focus on the game play and the visual presentation.
However there is no ^aEUR~silver bullet’. If you care for the player, you need to get your hands dirty to manually tweak and polish your products. This is especially true on the mobile side where the variety of capabilities and features is mind-blowing and there is very little guaranteed in terms of performance, memory, storage or hardware acceleration.
Kroc: The iPhone is an interesting device; it has a level of sensory perception game developers haven’t been used to in desktop and web-based games. You have the multi-touch screen, accelerometer, microphone, even GPS! Do you feel this throws a spanner in the works for your cross-platform strategy, that your games on the desktop won’t necessarily shoe-horn into this platform?
Plamen: The pleasure and addictiveness of our games come from the combination of very simple mechanics with the satisfaction from a constant progress and achievement. So any technology that improves the user interface and helps our customers immerse deeper into the game-play is more than welcome.
As a matter of fact two of our best-known titles, Bejeweled and Peggle are already among the top downloads at the AppStore and hopefully this is only the beginning of what could become one of the best ways to experience PopCap’s products.
Kroc: OSAlert has an almost equal split of readers, 30% Windows, 30% Mac and 30% Linux. Whilst Linux is not associated with the ^aEURoecasual gamer^aEUR, I suspect that you’ve heard from players of your games who range in age, gender and circumstance more than this moniker suggests. Whilst you have every right to choose which platforms you wish to target and to keep your reasons to yourself, what I’d like to ask is: What do you feel is holding Linux back in the development of games for the platform, and how does that apply to PopCap? (i.e. a technical problem: lack of APIs, unity^aEUR”or a practical problem: providing support, or straight-up profitability)
Plamen: PopCap is completely platform agnostic. Our business is creating fun and addictive casual games and delivering them to the biggest possible audience.
Having said that, we are a relatively small, private company. Before dedicating our limited resources to any project we have to carefully consider the return of our investment and for one or another reason Linux on the desktop has not been a success for commercial, customer-oriented software. On the other hand I hear that most of our games work great with Wine Lately there is lots of development in creating a successful Linux based mobile OS, so there is a good chance that eventually we’ll see official Linux ports of PopCap’s games on some of those new devices.
Kroc: Though it’s not a question I would ask myself, the community are no doubt baying for it to be said: What’s your view on open-source? Could we one-day see open-source PopCap games? What do you think the hurdles are against such a thing?
Plamen: Open-source is a great model for developing infrastructure or utility software. It hasn’t been proven to work that well for user interfaces and entertainment, where the product is the experience of using the application, not the end result of it. A great game is created by a team of professional designers, artists, sound engineers, QA and programmers and an open source model doesn’t work as well as when the product is dominated by software engineers.
On the other hand, PopCap’s Games Framework has been open sourced for years and is available from our developers program site (developer.popcap.com).
Kroc: Most interviews end with us asking about where you see the future of gaming going. I find that generally to be nonsense; none of us know where anything is going with any degree of accuracy. In this vein, I would rather ask you what you didn’t see coming during the last ten years? What changes in the technology / gaming landscape caught you by surprise?
Plamen: For me the biggest surprises have been Nintendo’s DS and Wii, Blizzard’s World of Warcraft and the explosion of social gaming. These showed that everyone enjoys playing games if given the right tools and that the market for interactive entertainment reaches far beyond the group of hardcore gamers. PopCap’s success is another example to prove it.
Finally
OSAlert gives it’s thanks to Plamen for his answers and PopCap’s PR-man Garth Chouteau for being so helpful in arranging this.
OSAlert is always looking for OS and technology-related interviews. If you’d like to talk to OSAlert, please contact us at [email protected]
In contrast to PopCap, EA is a very weird company when it comes to cross platform support.
Last year or so EA announced to bring its games (at least a portion of it) to Mac. EA uses/used Cedega for this — a fork of WINE.
So instead of wring the games in a cross-platform way right from the start, EA prefered to use a Windows compatibility wrapper for Mac ports.
Now it’s 2009 and EA acts even weirder.
BattleForce, a RTS game, is written with Qt 4. Native Mac and Linux versions would be very easy and yet BattleForge is only available for Windows….
I can not believe what I am hearing. When it basically cost nothing for them in effort to port a game and they will earn money because it will extend the userbase – Why dont they? It makes no sense.
There has to be a games market on Linux/Mac too even if it is smaller. Right?
Wrong – because it won’t cost them “nothing”. First, because they would have to test the game on these other OSes as throughly as they test it for Windows. Second, because they would have to provide support for these OSes – which includes training support personnel, etc. If the user base on these OSes turn out to be much smaller than the Windows base, the extra costs won’t be justifiable.
No game from id Software was ever released on Linux with official support. No one ever complained about missing official support.
BTW: BattleForge is freeware.
But id RELEASED something and kept it current with patches. Of course id did a good job keeping content and executables separate.. so their games could be ported quite easily, Doom has to be one of the most ported games out there. Many companies fall in to the trap of tying key content to a specific platform.. like when a publisher specifies a proprietary spec for in-game movies nobody’s heard of… one that gets Blizzard games often. I think that’s what the article was trying to get at in terms of cross-platform programming tools.
The guy from PopCap did a good job… I don’t think they’re used to responding to super-technical questions which is where the article was going. At OSAlert we want to know details!!! toolkits, programming languages, what design patterns you like to use!!! Most other sites would care less about that stuff.
Porting to a new platform never costs “nothing” no matter what toolkit is used. While using Qt4 certainly makes it easier to port there is still a significant amount of testing and platform specific coding that needs to be done.
And that’s assuming you wrote the code to be cross platform to begin with. If you went in with the assumption that the code would be windows only you’ve quite probably made use of windows only libraries or features, perhaps even without realizing it. That would add even more time and cost to porting the code.
Qt4 is probably the best cross platform toolkit available, but anybody who thinks that simply using Qt4 gives you perfect cross platform support for nothing probably hasn’t written much cross platform code.
Exactly what parts of it are written with Qt? It’s possible they used Qt for the interface and maybe used some non-GUI features of the library, but I have a hard time believing they didn’t use Direct3D for the game engine itself. In which case portability goes out the window.
Not you specifically flynn, but this thread is getting off topic here. We should pay a bit more respect to Plamen for his time and focus on PopCap.
No idea. The game became freeware a few days ago, I installed it and found a bunch of Qt 4 DLLs in its folder.
Interesting interview, though I would have liked a bit more technical information.
One answer that surprised me a bit was Plamen’s response to the question about open-source. He mentions the PopCap Games Framework, but I was under the impression it is in the process of being discontinued and removed by PopCap.
Edited because I can’t seem to get the linking to work. References for shutdown are http://developer.popcap.com/forums/showthread.php?t=5829 and http://developer.popcap.com/forums/showthread.php?t=5853
Edited 2009-06-01 16:12 UTC
The framework is still open-source and freely available, they have simply “discontinued” support for it. As far as I can tell, this can be likened to id releasing the quake source code with all kinds of developers extending and using it for their own projects.
Open-source is exactly that, there’s no “taksies backsies” once you make it public domain.