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Steven Titch, Editor-in-Chief
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Sharon J. Watson, Managing Editor

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Developers working on massive multiplayer online gaming platforms

Butterfly.net Inc.

123 E. German Street

Shepherdstown, WV 25443

p: +1 304 870 1234

f: + 1304 876 0959

www.butterfly.net

 

Micro Forté Ltd.

95 Rose Street

Chippendale, NSW 2008

Australia

p: +61-2-9319-3047

f: +61-2-9319-7590

www.bigworldgames.com

 

Zona Inc.

633c Veterans Blvd.

Redwood City, CA 94063

USA

p: +1 650 361 1133

f: +1 650 361 8833

www.zona.net

 

 



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Personal Information Technology Report

August 13, 2002

In this issue:

First person shooters and other uses for the grid

 

Sprint's voice strategy speaks volumes

 

 

First person shooters and other uses for the grid

 

The story in brief: Massively multiplayer online gaming is set to be the first major commercial application for grid networking. It also needs a robust service provider network to reach its fullest potential. Developers of gaming platforms see a profitable role for service providers and are urging them to use their broadband and wireless networks to get a sizable piece of the action.

 

Is it time for the Bells to bed Lara Croft?

 

Up to now, computer gaming, which draws on sophisticated, creative design and programming talent, has been strongest in the video console and PC software industries. As residential broadband connections increase and the processing power and graphics capabilities on mobile devices improve, the gaming industry sees the public network as a playing field, both in the literal sense for its customers and in a figurative sense as a marketing and revenue opportunity.

 

New developments in grid computing, which supercharges the distribution and processing of interactive information, have heightened interest. In May, Butterfly.net Inc., a game development studio, announced an agreement with IBM to deliver the first computing grid for the video game industry.

 

Grids are 24/7 environments that enable software applications to be shared across institutional boundaries.

 

Grid networking is analogous to parallel processing. With mainframe computers, parallel processing speeds computation by dividing a large operation among several processors. With the Internet, grid networking accelerates processing by distributing functions over multiple servers.

 

Grid networks are built with clusters of servers joined together over the Internet, using protocols developed by the Globus Open Source Community, a project founded by the University of Chicago and now based at Argonne National Laboratory and the University of Southern California's Information Sciences Institute.

 

IBM is the industry's leading supplier of grid systems and services to the scientific and technical community, largely using its line of p690 eServers running Linux. It is working with the Globus group to extend grid computing into the commercial sphere. Despite several requests, IBM declined to be interviewed for this article.

 

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The technical end

Online video games have historically segmented players onto separate servers, limiting the number that could interact and creating reliability and support obstacles. Butterfly.net's grid technology assembles single gaming environments across numerous servers, letting video game providers deliver fast-paced games to millions of users at the same time (see diagram). Butterfly.net's gaming grid will support:

 

Massive numbers of players within one persistent-state world. Before the Butterfly grid, online video games have been divided into "shards" that provide copies of the complete game environment on separate servers, limiting the number of players that can interact. The Butterfly grid provides "cross-server sentinels" that could potentially support the interaction of millions of players in one true world, with server boundaries invisible to players. A portion of the game environment and its associated processing can be hosted on a server owned and controlled by one service provider, yet can be seamlessly linked to another portion of the environment managed by another server and another service provider. Both share in revenues generated by gamers.

 

  Source: Butterfly.net

Distributed Artificial Intelligence. Butterfly.net provides a "daemon controller" for advanced interactions between players and non-player characters through a simple, standard interface.

 

Connected devices.  Butterfly.net connects PCs, PocketPCs, Palm-compatible handhelds, and dedicated video-game consoles in massively-multiplayer online games. An innovative packet-transport protocol provides fast, balanced game-play over broadband, dial-up and mobile.

 

Hot-swappable components. Once an online video game is launched, it doesn't need to be constantly taken off line for patches or maintenance. When grid components are unavailable, connections are redirected to available resources for continuous game play.

 

3D engine support. Game developers working on the Butterfly grid can exploit fully integrated, industry-standard 3D engines out of the box.

 

Shared-source developer sandbox. A licensing program allows for real-time prototyping on a live server grid with full bandwidth and simulation/load testing.

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Butterfly.net's deal with IBM moved the small, privately-held West Virginia company to the forefront of a number of small companies developing massive multiplayer gaming systems. Others include Micro Forté, Chippendale, Australia, and Zona Inc., Redwood City, CA, which last week said it received a new round of $2 million in venture capital funding.

 

The Butterfly.net-IBM agreement and the concept of grid networking illustrate the next round of opportunities that exist in Internet infrastructure development. Grid networking increases the scale of Internet applications to previously unimaginable dimensions. Gaming is just one application, but because it is highly interactive, requires speedy processing and derives greater value as more users participate in real time, it is well-suited to illustrate the way service providers can draw on the resources of a global network infrastructure and use them to distribute the same personal information technology application to an individual using any type of device anywhere in the world.

 

The online gaming value chain

 

IDC expects on-line gaming to be a $2.3 billion market by 2005. In a similar study, Frost & Sullivan forecasts that revenues will be as high as $12.8 billion by 2008. By then, Frost & Sullivan predicts, there will be close to 180 million mobile players.

 

Service providers can be an important link in the online gaming value chain along with developers and publishers, says David Levine, CEO of Butterfly.net.

 

Developers license or create entertainment properties and develop interactive game products, Levine explains. This includes designing game play, producing the art and environment and programming the game logic. Examples would be Lucas Arts, Maxis, Squaresoft and Blizzard.

 

Publishers manufacture, distribute and market the packaged game product, support consumers of the packaged product, manage intellectual property rights and develop business opportunities by funding completion, collecting revenue and distributing royalty payments to developers and license holders. Examples would be Electronic Arts, Sony, Vivendi Universal, Microsoft and Activision.

 

Service providers host game servers, support consumers of subscription products, bill consumers for subscription fees and distribute subscription revenue to developers and publishers. Examples here, says Levine, include regional Bell companies such as Verizon Communications and BellSouth; long distance service providers such as AT&T and Sprint, wireless companies such as Orange and Vodafone, cable companies such as AOL Time Warner, ISPs such as Earthlink and publisher portals such as Microsoft's Zone and Xbox Live and Electronic Arts' EA.com.

 

Notice that service providers and publishers are on two sides of the same coin. Both collect revenues, provide customer support and distribute revenue. In this respect, service providers will be called on to learn more about the way the publishing business works with content creators (e.g., content isn't free). The service provider revenue stream, however, doesn't come from retail sales as it would for a publisher; instead it comes from subscription services that leverage the service providers' ability to use their network to both support the grid and provide access to it. This is what makes the service provider channel unique and what justifies greater investment in up-to-date network platforms.

 

Notice, too, that Electronic Arts and Microsoft, along with Vivendi and Sony, are carving out on-line mechanisms through their game portals. Service providers need to respond with their own portals or structure partnerships with portal providers, or else miss a substantial opportunity to get a piece of this emerging revenue stream. Again, service providers' ability to configure complex data networks is their key asset. The investment and partnership window is open now.   

_________________________________________________________

 

The Globus Toolkit

 

Butterfly.net is working with the Globus Project to ensure that any video game developed according to publicly available specifications and Internet open standards can draw resources-on-demand from the Butterfly.net grid.

 

The Globus Project provides software tools that make it easier to build computational grids and grid-based applications. Collectively called the Globus Toolkit, the tools provide authorization and accounting functions, allocate hardware resources, and configure game-specific logic and monitors performance on the grid.

 

The Globus Toolkit is an open architecture, open source software toolkit. A number of companies have committed to supporting this open source activity by porting the software to their platforms or by other means.

 

The Globus Toolkit continues to evolve as a result of user feedback and ongoing research and development. For more information about the toolkit, toolkit downloads and general information about grid computing, visit www.globus.org.

_________________________________________________________

 

"It's a big opportunity for revenue," says Levine, who believes gaming can be an added selling point for broadband connectivity services like cable modems and DSL.

 

Also, grid networking promises to have many more commercial applications, particularly in collaboration, manufacturing and e-commerce. Most other initiatives right now are experimental. Toyota reportedly is using grid networking in an assembly line application. Grid networking's ongoing development is part of the overall evolution of the phone network from point-to-point voice to a meshed processing environment supporting personal information technology.

 

It's now understood that neither broadband nor wireless data sells itself. Building the infrastructure doesn't automatically mean subscribers will come. Consumers need reasons for using broadband. Online gaming is one of the best applications for both landline and wireless ends of the business. Because it's a proven commodity, gaming technology continues to attract talent and investment dollars. Now it's fueling some of the most exciting developments in large-scale networking.

 

For public network service providers, the combination of online gaming with grid networking is a lucrative opportunity with near-term payback. At the same time providers can gain immediate experience with a brand-new technology that stands to have profound influence on the evolution of network technology and services just as it's emerging from the lab.                        

 

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Sprint's voice strategy speaks volumes

 

The Story in Brief: Sprint and Sprint PCS hope to lead in the integration of voice into data applications, specifically in enterprise networks. Beyond plans to explore the potential of VoIP and voice interfaces, Sprint is also defining a new value chain in which it is the critical link between systems integrators and applications developers, using its extensive network to ensure applications functionality across multiple transport platforms.

 

Sprint quietly has been taking the lead in integrating Internet protocol (IP) -based voice applications into the network platforms it offers large enterprises. From a broader perspective, it is creating a role for itself in another new service provider value chain.

 

This value chain places system integrators on the customer side, applications developers on the supply side, and Sprint's national long distance, local and wireless networks in the middle, hosting applications and providing the functional glue to tie locations and individuals to the corporate wide area network (WAN).

 

More information about Sprint's strategy will come at Sprint PCS's applications developers' conference later this month in Las Vegas. Last month, in a keynote address at the VOX2002 Conference, Rob Hammond, senior director, integrated product and market planning for Sprint Business, outlined the vision of how Sprint would integrate business networking applications so they incorporate the ease of voice telephony functionality, yet do so all within an IP environment (see Reality Check for week ending July 26, 2002).

 

Sprint would integrate applications within its network, but would seek partnerships with systems integrators who would package these integrated applications for their own customers, Hammond told TitchOnline.com. Meanwhile, at the back end, Sprint would partner with applications developers to tailor new network applications that would exploit voice over IP platforms. Sprint calls its approach the Voice Applications Preferred Partner Program, or VAP3.

 

To be sure, using VoIP to integrate voice and data applications is not a new concept. But what's key is that Sprint is the only major telephone company to have articulated a strategic approach to using VoIP as a way to add value and utility to enterprise networks. Its public network competitors, including AT&T, WorldCom and the Baby Bells, have tended to focus on providing bandwidth, a commodity that is difficult to differentiate. And while AT&T and WorldCom have experimented with VoIP, the Bells, ever concerned about protecting their dial-tone revenues, consider VoIP radioactive.

 

Perhaps sensing its advantage, Sprint's been stealthy, letting signs of this strategy slip only at venues designed for enterprise users, such as VOX2002 and, earlier this year, Comdex Chicago. That's when Sprint PCS disclosed an agreement with Computer Associates International and CompuCom Systems. That deal involved extending corporate LAN applications to function over 802.11b (Wi-Fi) networks, but it reflected the same value chain described above (See Sprint Stoops to Conquer). CA builds the software; CompuCom, as a systems integrator, packages the complete solution. Sprint PCS provides the cross-network functionality so all of the applications would port across public and private networks.

 

'Triple A'

As applications call for more data transactions between servers and databases within the network, Sprint sees itself as pivotal in providing authentication, authorization and administration (increasingly being referred to in IT circles as "Triple A") for these transactions.

 

By emphasizing Triple A, Sprint is pointing out a strategic direction to an industry that continues to bang its collective head against the wall believing that all its problems would be solved if it could only make the dial-tone model work for broadband.

 

Sprint has realized that the future growth of its business lies in managing diverse LAN/WAN applications as they expand beyond the stationary desktops within geographic confines of the office park. This will be far more important than merely providing a simple connection to a network "core" where those applications reside.

 

Sprint isn't trying to create every new application or take on the difficult task of configuring them from segment to vertical segment. What it won't concede is its position to use its network to manage, direct and administer hundreds, if not thousands of different servers that will be called on to support all those new applications.

 

This isn't easy, for it means taking responsibility for millions of mission-critical network transactions that occur daily in support of corporate and individual Web and Internet applications. It also means tackling complex issues of mesh network signaling, real-time transaction processing and next generation operations support systems. It means less linemen and more line coders. But thanks to IP, the building blocks are there.

 

Still, because their networks already scale beyond what exists in any enterprise WAN, Triple A is where telephone companies are best positioned to provide unique value. That's why Sprint can leave specific applications configuration to systems integrators. With IP as the common denominator, Sprint sees its job is to provide universal support for all applications across different management, administrative and device platforms. And voice is as important as all others.

__________________________________________________  

Sprint PCS's Application Developer's Program is dedicated to cultivating a strong wireless developer community that will enrich the wireless Internet experience and drive adoption of Sprint PCS Wireless Web through innovative application design and development of wireless applications.

The company's second annual ADP conference is scheduled for August 25 - 28 at the MGM Grand in Las Vegas. For more information, follow the link above or visit www.sprint.com.  

__________________________________________________

 

"Voice does certain things well," says Hammond. "You can go to a web site and see a weather map, but sometimes it's easier just to hear what the weather forecast is. We see it as just another choice users can have when accessing their data."

 

By allowing a user to receive information from a server by voice over the phone, or execute a command in any given application by voice response, rather rely on a keyboard or mouse, Sprint takes a direct hand in making that application easier to use, thereby increasing its utility and appeal.

 

"We are providing the customer with an interface they can use on their own terms," says Jeff Adelmann, director, emerging and integrated solutions, Sprint Business.

 

This simplicity is especially valuable in wireless situations, where the user's device might be small and a keyboard impractical. At the same time, interest in wireless data functionality has sharpened with the sudden popularity of Wi-Fi networks. It's no surprise then to see Sprint PCS with a leading part in the company's overall VoIP effort.

 

The paradox of letting go

If there's a paradox in the current services market, it's this: Yield control of the end customer -- as Sprint has by partnering with systems integrators -- and greater customer revenues will follow. It makes sense when one realizes that today, delivery of network services relies less on a large turnkey platform and more on the skill of a provider who can mix and match standard IP building blocks to support distinct applications.

 

For years, service providers have tried to design enterprise networks for various vertical markets including manufacturing, banking, health care, etc., always falling short because they invariably began with one large platform that needed to be shoehorned to fit different requirements of each vertical segment.

 

Meanwhile, more systems integrators sprung up, some specializing in specific vertical markets, all of which could do a better job in formulating network systems. But as modern commerce demands greater network integration across industries, it creates an opportunity for anyone in a position to provide that network glue that brings together voice, data, wireline and wireless. That's what makes Triple A so important. The public network service provider who can excel at it will thrive. So far, Sprint is the fastest out of the gate.

-- Steven Titch  

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