John Carmack Not Enthused About Android Marketplace
An anonymous reader writes "During an in-depth and informative interview, Doom creator and id Software co-founder John Carmack opines on iOS game development, the economics of mobile development vs. console development, why mobile games lend themselves to more risk-taking and greater creativity, and finally, why he's not too keen on the Android Marketplace as a money-making machine. '...I'm honestly still a little scared of the support burden and the effort that it's going to take for our products, which are very graphics-intensive.'"
Carmack's Rage for iOS has been done alright, now I am eager to see whether it is even possible to port such a demanding 3D game to Android. There are lots of obstacles like the crippled NDK, hardware fragmentation, poor native audio support and boatload of other issues. If Carmack is taking a stab at it then I am really excited see the results. Also, pity the WP7 devices' capable hardware is DOA for such a development due to lack of native code support.
Google, are you listening? .. DO SOMETHING ABOUT THIS !!!!
There should be no reason for to be grumbling about things like this - I would at least hope Google should be listening to when people like John Carmack have something to say. Particularly when there is so much of an opportunity here when other Android devices start hitting the shelves eg: GoogleTV may be a much more viable gaming platform. I say Fix this Meme - as soon as possible - a little brown nosing might be in order.
N.
Electronic Music Made Using Linux http://soundcloud.com/polyp
That which apply to both Android and iPhone.
In that touch screen interfaces are a burden to game design.
"You're somewhat hampered by the touch interface—there's a lot of places where tactile controls really are better—but you can definitely do a lot."
Its possible to get creative - but it doesnt matter how many polygons NG smartphones can push - a touch screen is not a good interface for Doom 3 for example.
Electronic Music Made Using Linux http://soundcloud.com/polyp
For games that need more performance than a Java-like environment can offer ...
iOS has two advantages. A single native binary can target all iPhone, iPod touch and iPad devices. There is a single digital distribution channel, the App Store.
With Android handset/tablet manufacturers are free to use different CPUs, GPU, etc. They may also be using different versions of Android. Different versions of the game may be necessary for the different permutations. This complicates the coding and testing. Having to deal with manufacturer specific stores might add to the overhead. These sort of problems are the "cost" of having an open platform like Android and there is not really anything Google can do about it.
High level languages need not be slower than low level languages?
Not that I believe that myself.
Although in theory low level languages can always be faster, the real-world situation is that a high level language with good optimisation is likely to be faster than the low level language because tweaking of the low-level code is limited by cost and timescale constraints.
Quidnam Latine loqui modo coepi?
In my experience it's the other way around. In theory managed languages (stuff like C# and Java) can be better optimized since you have more information at runtime but in practice I've never seen any useful code written in those languages outperform similar stuff in C or C++.
Mada mada dane.
It's the Computer vs Console battle all over again. In the end, someone came out with an API for games (Direct3d), and therefore the problem was minimized quite a lot. As handheld devices become more powerful, someone will introduce an API that makes game programming much easier for Android devices.
Why do you assume Google cares? You are not their customer (unlike Apple). The carrier is Google's customer. You are just eyeballs for advertising.
Google wins when every crappy phone has Android on it, regardless of the end user's experience. They don't need quality, they need quantity. Being able to use different GPUs and CPUs is critical because that is why you can find Android phones for 1/4 the cost of the high end smart phones.
.. and an ugly game.
"I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)
Uh, he specifically mentions fragmentation:
"Even in the old days of the feature phone world, we always had EA Mobile or JAMDAT to build the 300 or 400 SKUs that they had for all the worldwide feature phone splits that we had from our four base versions."
Steam for Android wouldn't magically solve that.
I own an Android phone and I love it but I'm not sure I could be bothered to develop for it. You can't guarantee what the user will have and you can't even rely on the store to show your product in the best light.
For instance, there was some fuss being made over Angry Birds. I decide to check it out. It shows up in my app market, there are no limits listed so I download it. It fails. No error message than it's not gonna happen. Was it a bad net connection or was my phone not up to it? Fuck if I know.
Google maps was updated and crashing constantly (like upon boot up) and as long as it went on I suspect it was only happening to older versions like mine (1.6). Another app bricked my Android and considering I mainly only use Google made apps and connect bot it's not like I'm downloading shit.
The hardware guys aren't willing to update my software and Google isn't doing enough to guarantee I only see apps I can run. That's shit and something like Rage would cause such a hassle for ID, imo, so I wouldn't bother if I were them.