New system bypasses need for software code
by Marian Green
July 1, 2008
A UK
startup Meta Games Universal has come up with a system for putting game
development into the hands of game designers, speeding up the development
process and getting new games to market faster
Not so very many years ago, casino operators would invest in
a slot machine and spread its cost over several years. As gaming has spread and
competition has heated up, that’s clearly no longer the case. Players are more
sophisticated and fickle. They tire of game content more quickly and demand new
games all the time. Add to that the march toward server-based and networked
gaming and it’s clear the content crunch is likely to become even more
acute.
That’s where UK-based Meta Games
Universal hopes to make a difference for operators and manufacturers.
“You need to refresh your content faster, and the way in
which content is developed is the issue,” said Owen Cullum, chief executive of
Meta Games Universal, or MetaGU. “There are customers screaming for content.
And how is it being produced? In the same old-fashioned way.”
Meta Games has come up with a system for
producing tailored game generators which puts game development into the hands
of game designers by providing a friendly Graphical User Interface in which
virtually any type of casino or VLT game can be generated without the need to
write software code because the game executables are automatically generated.
“They do their design, and the design file doesn’t actually
have any software code in it,” Cullum explained. “Cargo can enable them to run
and test games, but it can also protect the manufacturer's intellectual
property because, optionally, it can be prevented from generating actual
platform code. The manufacturer hits a different switch to deliver the real
source code.”
Cullum and MetaGU co-founder Tobias
Selwood are alumni of Cyberview Technology and were actively involved in that
company’s pioneering initiatives in server-based gaming. The inspiration is
obvious. As Cullum put it, “What we’re really about at Meta Games is producing
tools to enable the manufacturer to have a much more streamlined pipeline.”
Cargo also brings significant benefits
to the testing and approvals stages of development. It uses “model-based,”
patent-pending code generation technology that is applicable to existing and
new platforms, such as SBG. By separating design from implementation, Cargo
enables the same game to be generated for multiple platforms. Software
developers can extend Cargo to develop new types of games and interface Cargo
with new platforms. And this enables game production to be safely opened up to
third parties without exposing a manufacturer’s software IP.
There is also a need for manufacturers
to respond quickly to changes in regulations, technology and customer
requirements. Cargo can bring about “an order of magnitude improvement,” Cullum
said, to the speed of the game development process and much-needed flexibility.
Cargo is now being interfaced with a
number of regulated gaming platforms, but it is at heart an enabling
technology, as Cullum put it.
“It will enable content to be created
around four times faster and at probably a quarter to a third of the cost.”
This opens the door for game developers to focus their creativity to reach out
to new audiences and new platforms.
“It will enable lots of experiences in
new forms,” he said. “Let’s face it. One of the issues in the industry is how
to attract younger players. Server-based technology is the enabler of that. You
can have all sorts of interfaces that previously were not possible.”
Some gaming manufacturers might think
of Cargo as a threat, but it’s really not, Cullum said. “It enables the
software developers to focus on actually doing new creative development work
rather than churning out the same thing again and again. If they want to turn
out variants of games, features that they already know how to produce, Cargo
can handle that. It isn’t making them redundant. It revises their role.”
Pointing to WMS’ Top Gun
sensory-immersion game as an example, he added, “I don’t think it takes a
rocket scientist to realize that the new generation of games are going to need
to have some features that the younger players are familiar with. Cargo is
going to help in that once you’ve got a formula that seems to work it’s going to
be much faster generating variations.”
And game designers, instead of
constantly being crunched for time, are happier, “Because if they want to play
around with a new game, they can do that,” he said.
Cargo, for example could enable a
manufacturer to produce tailored games branded exclusively for one operator or
a single property, as a point of differentiation from the competition.
“We think that’s a very, very
significant selling point,” Cullum said.
Meta Games is in discussions with a couple of large
manufacturers about the system and has already been asked by some to develop
content.
“They feel it’s more efficient for an
outside body to develop content for them,” he said. “Basically, they’re already
recognizing that they can’t produce content fast enough. …
Even if server-based stuff died tomorrow, you’ve still got the problem of the
shortening replacement cycle. You’ve still got the problem of games having a
life cycle of six months or less.” igwb
Marian Green is editor of SLOT MANAGER magazine and IGWB’s
senior editor, specializing in games, systems and technology. She can be
contacted at +1 702 794 0718, ext. 8703; or by e-mail at greenm@bnpmedia.com.
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