3. METHODS USED
1. Game comparison – HTML5 game compared
to Flash game.
2. Interview – Game developer interview
3. Game development – Fundamentals to
building a HTML5 game. Narrative
development and game play improvements.
4. Questionnaire – Where and how are people
playing games.
4. GAME COMPARISON (artefact one)
Building upon secondary research and development to find out the
underlying elements of the development of games. Exactly the same game
in both Flash and HTML5.
Comparison findings:
- Multiple HTML5 files necessary files to deploy game (.html file, .css file, .js
file). One Flash file required (.swf)
- HTML5, CSS3, (3.7kb), Flash file sizes (46kb)
- Flash file can’t be edited without Flash programme. HTML5 editable in
browser.
5. “Flash was created during the PC era – for PCs
and mice. But the mobile era is about low
power devices, touch interfaces and open web
standards – all areas where Flash falls short.”
(Steve Jobs 2010)
6. INTERVIEW (artefact two)
The thought process behind this method was to get an industry professionals perspective and
from a primary source. Important that they had experience in both HTML5 and Flash.
Interviews key points:
- HTML5 not necessarily easier to make games in than Flash but “html is easier in
that it is very accessible, open and flexible”
- HTML5 drawbacks include needing; better 3d support (desktop and mobile) and
audio.
- “Absolutely. I worked ten years with flash and can now do most of the things I
used to do with flash in html5 AND it runs on more platforms and is not
proprietary and close like flash is ” (commercial)
7. GAME DEVELOPMENT (artefact three and four)
Getting industry opinions was valuable but putting this into practice was
equally as valuable.
This enabled me to:
- Gain first hand experience in building games with HTML5. Having a
newcomers perspective on topic.
- Test HTML5 features such as Canvas
Support in all latest browsers; Chrome, Firefox, IE 9-11, Safari & Opera.
- Test HTML5 audio tag
Multiple file types needed for different browsers. JavaScript fallback for older
browsers
10. QUESTIONNAIRE
The questionnaire was to back up what I had previously found during the
artefacts. To find how and where people are currently playing their games
and does this show the way HTML5 developers should be taking their
games.
Findings Q2
PC gamers: 1-5 games (two people)
Mobile/Tablet: 1-5 games (two people)
6-10 games (four people)
11-15 games (two people)
16+ (two people)
Both: 1-5 people (two people)
6-10 (one person)
11-15(one person)
11. FINDINGS
HTML5 strong points:
• Strong mobile support
• Editable in any text editor
• De-bugging tools within the
browser
• No plug-ins or add-ons
to play media
• Social integration
(twitter, WeChat & Kik)
HTML5 needs to improve:
• Standard audio format for all
browsers
• 3D support is limited
• Older browsers
• Security issues
13. HOW THE RESEARCH HELPED ME
• HTML5 focused research will help me in my
future career where I will have the advantage
of working with HTML5’s latest features
• Improve JavaScript skills significantly
• I am confident with what I have learnt and will
be able to put this in to practice through
websites interactivity or further game
development
14. References
Kolber, 2010. Audio.js is a drop-in JavaScript library that allows HTML5’s audio
tag to be used anywhere [online]. Available at:
http://kolber.github.io/audiojs/[Accessed 28 March 2014]
W3Schools, no date. HTML5 audio tag.[online]. Available at:
http://www.w3schools.com/tags/tag_audio.asp [Accessed 28 March 2014]
Jobs, S., 2010. Thoughts on Flash [online]. Available at:
http://www.apple.com/hotnews/thoughts-on-flash/ [Accessed 16 March 2014]
Gerhard, M., 2012. Interviewed by Mike Rose [online], Gamasutra.com, 03 May 2013.
Available at:
http://www.gamasutra.com/view/news/191663/Jagex_thinks_it_has_cracked_HTML5_
with_RuneScape_3.php [Accessed 15 April 2014]