Angry Birds developer claims MS jumped the gun,'not committed' to Win Phone 7
engadget.com
engadget.com
Briging an iPhone/Android etc game to WM7 requires a rewrite almost from scratch. So I can imagine developers being reluctant but possibly game studios doing PC and Xbox development might be more willing to write for WM7. And I must say MS has been able to attract a decent game developer audience considering the released official list of games available for WM7.
As a side note, Kaz Hirai, CEO of Sony Computer Entertainment, said this lack of developer support was intentional: "We don't provide the 'easy to program for' console that (developers) want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is, what do you do for the rest of the nine-and-a-half years?" Needless to say, this seems absurd.
To attract developers and apps to WM7, Microsoft should be thinking about ways to make it as easy as possible for developers to port apps from existing platforms over to WM7 (particularly from iOS and Android). WM7 is already facing an uphill battle. There's no reason to create more friction in the system.
Really? They have their own platform, tools and technologies which they're clearly trying to push and which unify their offerings, how is that surprising exactly? Last time I checked, the 360 offered absolutely no support for OpenGL.
> Microsoft was very careful to make it easy on developers
For developers using Microsoft technology. Windows Phone 7 mandates .net for development, either Silverlight or XNA (for games) and forbids C or raw C++. As with Android, WP7 will be launching without an NDK.
Apple learned this lesson upon Steve Jobs return. The first iMac was much more compatible with PC peripherals. The compatibility was further enhanced when Apple shifted to Intel processors. This compatibility certainly helped Apple attract more customers and complements to its platform.
I could be remembering wrong, but this sounds like revisionist history. The original iMac was compatible with USB (and relied upon it); most PCs didn't come with USB ports, and most peripherals didn't support it. Since USB is a universal standard, however, it gave manufacturers an opportunity to make one device that supported both systems (vs. making one that supported Mac-specific printer ports and parallel ports).
This was part of the appeal of USB in the first place, but when the iMac was launched that was not a huge selection of peripherals that suddenly worked everywhere.
According to a June 1998 CNET article titled "Peripherals to surge with Win 98," Rob Bennett, group product manager of Windows 98 stated: "There will be a pretty impressive showing of peripherals this summer..There are 250 devices due to be launched around Windows 98 and 100 in development [to be] released in the next year..."
(http://news.cnet.com/Peripherals-to-surge-with-Win-98/2100-1...)
Looking through Google news archives for 1998, I see the following devices with USB support: Logitech scanners, Intel video cameras ("Create and Share"), Imation and Iomega high capacity drives, Kodak digital cameras, joysticks, modems, etc.
Hence, there was a collection of PC peripherals supporting USB around the time of the Windows 98 launch (in May/June) and the iMac launch later in the year (August).
Windows 95 OSR2 supported USB (and FAT32) and IIRC was released in 1997, before the iMac. Another popular historical tale about the iMac is how it did away with floppy drives - however few people remember that the number one selling iMac accessory for the first few three years, with a huge attach rate, was the external floppy drove.
Windows 98 was the first with native USB support.
Microsoft seems not to have cared much with the 360. And though you can make the argument that console game developers are used to no two consoles being compatible tools- and SDK-wise, the HD generation proved so expensive to develop for that a number of developers went cross-platform to have an easier time recouping their costs.
I don't think the exact version of OpenGL ES Angry Bird uses for its implementation is very relevant considering WP7 doesn't support it at all, in any version.
The big issue is that all WP7 development must be in managed code. Unlike the PC You cannot mix and match managed/native code and libraries. This is a big problem for companies with existing games and tech built around C/C++, and a huge problem for smaller companies who have built their games on free/OSS libraries (Bullet for example) and do not have the resources/skillset to develop managed alternatives.
So you are right that porting to WP7 requires a rewrite, but it's entirely due to the requirement of managed code and not because of OGL ES v XNA.
So it's all really problematic and difficult.
The licensing fees for WM7 are also the highest in the market for handset developers (not sure about this, someone just told me).
Also, iPhone ports between the two is very difficult, because you need to translate Objective C to C#, then translate OpenGL to DX. You may as well just rewrite the game. Porting process is taking about half the time to develop the original game, according to my dude.
This is not unusual when working on a new or unreleased platform. I was the lead engineer on a PSP launch title and parts of the docs were still in Japanese, we had both windows & Linux tool chains that were buggy in different ways, and getting answers to most questions involved asking a guy in the US who would have it translated and sent on to Japan. Oh and we had one devkit between every two engineers for most of the project :)
PS3 was better, but still nothing you would describe as ideal.
Working on the first wave of software for a platform can be fantastically exciting and very rewarding, but on the flip side you're pretty much guaranteed to run into bugs and situations that no one foresaw.
I can see not wanting to spend time in WM7 when you have Samsung announcing 5,000,000 Galaxy S sold and all of your games don't run on Android yet but why not just come out and say it?
I agree that the article is really short on details.
The developers weren't committed to making the game, Microsoft jumped the gun by implicitly saying they were with that icon.
Why switch platforms ever if you bought everything on iTunes or Android Store? The developers and content are a huge part of that.
I think that apps can strengthen your brand. Everybody knows that Angry Birds is an iPhone thing. Others want to show that they have it because it’s trendy.
I can understand that you don’t want to spend something like $3000 just to get the Creative Suite and Office after you switched to a Mac but apps are somehow completely different (ephemeral, cheap, disposable).
For many, it might be a time investment to evaluate apps in different areas to find those which solves their problems.
If i were them, I'd wait untill Microsoft adds native support. By the time they finish their game using XNA they might have released native support, and then they're stuck with 2 codebases.