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Flash Lite illuminating alternative porting options

North American game developers are looking to Adobe Systems Inc. to help Lite-n the load.
Flash Lite-essentially a stripped-down, mobile version of the company’s ubiquitous Flash Player for computers-has gained substantial traction in Japan and North Korea, where it has won accolades from developers for its flexibility. And the number of Flash-enabled devices around the world has tripled since January 2006, with more than 200 million handsets now supporting the software.
Like its PC-based counterpart, Flash Lite has drawn raves for its ability to deliver a compelling user interface as well as audio and video content. But analysts and software developers say the most promising aspect of the platform is far less visible: Flash Lite is far simpler than other mobile platforms for developers to write to, many say, allowing them to cut porting costs and cut time-to-market for new applications.
“When we started working with mobile, we were pretty freaked out” by the fragmented device market, Brian Burke of the Seattle-based publisher Smashing Ideas Inc. told developers at GDC Mobile in San Francisco last month. But Flash Lite pared development time to “weeks and not months,” Burke said, allowing the startup to throw more resources behind building games than customizing them to hundreds of handsets.
“With Flash Lite,” Burke said, “you’re really able to invest in the creative” features.

VZW first to see the lite
Adobe Systems Inc. acquired Flash two years ago with the $3.4 billion acquisition of Macromedia, and the company is working aggressively to tap markets in Europe and North America. Verizon Wireless last fall became the first U.S. operator to offer the platform, introducing embedded and downloadable versions, and other tier-one carriers are said to be eyeing the technology.
Other wireless players are interested in the technology as well. Wireless Web site developers say Flash Lite can help build mobile Internet pages that are, well, flashier, and mobile advertising companies are hoping to use the platform to deliver eye-catching marketing messages. The technology also enables over-the-air content management, allowing carriers to modify content on devices in the field, and version 3.0, which is expected this summer, will support Flash Video.

Broad support despite limitations
Perhaps most importantly, though, Flash has the benefit of a community of more than 1.3 million developers, many of them game-makers. Expanding the platform to wireless phones could result in a flood of applications that have been “mobilized” from the desktop to the third screen.
That’s not to say that Flash Lite doesn’t have its limitations, of course. While developers agree that it is easier to build to than Java, for instance, it can’t deliver gameplay as graphically rich as its more popular counterpart, which is one reason why many of the world’s largest mobile game-makers have eschewed the platform in favor of Java and BREW.
“I have yet to see any real evidence that (Flash Lite) is going to grow the market,” said Lou Fasulo, senior director of distribution in the Americas for Vivendi Games Mobile. “I think it’s a way to get products to market faster. And I think whether we need more products is up for debate.”
But as casual games continue to dominate the mobile space at the expense of sophisticated, console-style titles, many believe Flash Lite may be an ideal platform for mass-market titles that appeal to a broad swath of mobile users.
“It’s not a high-end, 3-D gaming environment,” Perry conceded. “(But) I think there is enough opportunity . that Flash can participate in that ecosystem.”
Indeed, Flash Lite isn’t just participating, it may be closing fast on Java. The two platforms aren’t mutually exclusive, of course, but if Adobe continues to gain attention with the upgraded version of Flash Lite expected in a few months, the offering could be a substantial threat to Sun Microsystem’s popular offering.
Not that Perry sounded very threatening at GDC Mobile, though.
“The story is, we do some really good stuff today. Try it out,” he urged developers. “If you like it, great. If not, OK. We want to coexist.”

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