Wednesday Dec 01, 2004

According to this site, there are 2 100% Java MMORPGs that have a big enough playership to warrant measurement. These 2 games are Puzzle Pirates and Runescape. Here is the best part....the rankings. Runescape has a bigger share of the online game market than the following titles:

  • Everquest II

  • The Realm Online

  • Asheron's Call

  • Arnarchy Online

  • WWII Online

  • Asheron's Call 2

  • The Sims Online

  • Everquest OA

  • Shadowbane

  • Mankind

  • Eve Online

  • PlanetSide

  • Second Life

  • Horizons

W00T! Notice that Runescape has more players than any single Sony MMORPG, save their top 2 games (StarWars Galaxies and the original Everquest). That wave I spoke of......

A lot of the time, we in Sun's Game Technologies Group, talk about the advent of Java technology in the mainstream of “high performance” game development. While we believe that we have it correct, and that the move to Java from C++ is an inevitability, we are often faced with the “Well, where are the games?” question.

Typically in the games industry the move to a new technology is almost always accompanied by an explosive title that forces developers to move off the bubble. Case in point: Renderware. Renderware has been around for several years and was touted as THE cross platform middleware in the console world. However, whenever you mentioned middleware to a game dev., chances are they smiled then laughed when you went away. Of course, any programmer worth his salt would write all of his own code, own engine, own scripting language, etc.

Then Tony Hawk happened. Then Grand Theft Auto. Now Criterion, creators of Renderware, have been purchased by Electronic Arts. Renderware is now used at several major development houses like Sega and Nintendo. Is it because the technology is SO good that developers can't live without it? No. It's just good enough that is makes developers lives a bit easier. Take a look at GTA: San Andreas and tell me it looks better than Prince of Persia: Sands of Time (or the original GTA for that matter). Nope. Not by a long shot. Oh yeah, and for those of you who look at Burnout3 and say, “Well, that's using Renderware and it looks awesome!” understand that while Renderware may have been used in creating that title, getting the game to look that good required a bunch of hand cranked code. So much so that it is not really “Renderware” at that point and that means less portability (no BO3 on GameCube. Why?).

So why bring up the Renderware example? Because we believe that Java technologies can give you the best of BOTH worlds. You can hand crank the code all you want and still maintain a high degree of portability. Or, you can use existing components and a nice IDE for the bulk, still hand code stuff and not sacrifice the portability. What this means for developers is that eventually there will be a greater amount of tools, code reuse, engine reuse, etc. that work on a greater degree of platforms than ever before. Using Java technologies will not require that you sacrifice quality or customization for the sake of more platforms.

There are several games in development that could force the breakout. Games like Wurm Online and Tribal Trouble prove that Java technology is more than up to the task. Are either of these the “Tony Hawk” of the Java world? Maybe, maybe not. However, one thing is for certain. The tide is changing. Just make sure when the Java wave comes you are facing the ocean, not the beach :)

Wurm Online









Tribal Trouble













This blog copyright 2009 by ChrisM