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The WDN Symbian DevZone... Terraplay & Mobile Game Development

by Richard Bloor, August 19, 2002

Gaming is expected to be one of the most significant growth areas in mobile services over the next few years. However games and particularly multi-player games present operators with a potentially burdensome infrastructure. Terraplay, a Symbian Technology Partner, believe they have a solution to this issue.


Gaming is set to become one of the major applications of mobile technology. One estimate from Frost & Sullivan suggests the industry was worth US$436.4 million in revenue last year and will reach US$9.34 billion by 2008. While other are less optimistic, for example Ovum are predicting a global market worth US$4.4 billion by 2006 and In-Stat/MDR suggest US$2.8 billion. One thing is clear it will be a significant market and Network operators are embracing it as a major revenue earner.




While single user games resident on a device will have a role the major focus will be on multi-user games. There is perceived to be a significant appeal to the public for games were they are playing against other people and not just a computer. Multi-user games also have an obvious advantage to the operators of providing an ongoing network utilization and consequential revenue stream. However on-line multi-user games present the operators with a potentially large infrastructure overhead if each game requires its own server, network architecture and is delivered with its own unique management tools. It is possible that without standardization vendors will be unable to realize the potential of on-line gaming. Terraplay overcomes these issues by providing a single core infrastructure to manage multi-user games in the network environment.

Terraplay started life as the MUGA, Multi-User Real-Time Game Access Service, under the guidance of Magnus Jändel at the Ericsson Compression Lab during the late 1990’s. The original concept was prototyped in 1999 by interfacing an existing racing game, STCC, with the system. Around this time Ericsson approved a business plan to commercially implement MUGA and Terraplay was born.

The Terraplay system sits within the carrier's infrastructure and provides the transport between the games server and client devices. It consists of four main components illustrated in the following schematic:



The Terraplay Games Access Server (GAS) intelligently routes and prioritizes games data between players (peer to peer) or players and the games content server (client-server). It is designed to ensure that the critical game data is exchanged between players regardless of the network connection they have. This data communications model is however particularly relevant to the wireless environment where bandwidth is limited and can be subject to significant temporary constraints, such as network congestion. This intelligent data distribution model uses two mechanisms, DSM (Dynamic Subscription Model) which prioritizes data on its relevance to each player and ARC (Adaptive Rate Control) which varies the frequency of data updates depending on the games needs. Take the example of a racing game where a player is following one car closely while another player is half a lap ahead. Information on the car directly ahead is critical and needed frequently for play, while little information is needed on the car half a lap ahead. The GAS uses this information to transmit the most important data on the car immediately ahead frequently and in detail, while updating information on the other car infrequently and in less detail. The GAS uses three data object types to transmit game information:
  • Stream Objects which are fast and efficiently multicasted data objects delivered directly to the game clients
  • Basic Objects that are reasonably fast. They are distributed and stored on each GAS in the system and made available to the client based on their subscription profile
  • Messages, which can be fast but unreliable or slow and reliable, which are delivered to specific clients. Messages can also be secured and because of this are commonly used for activities such as initialization. The Terraplay Management System provides all the management to the service provider through five basic functions:
  • It records information for billing and usage statistics
  • Sets up game sessions and assigns authenticated users to appropriate sessions. Authentication itself will usually have been undertaken through interaction between the lobby and the operator’s user data base
  • Allows for the administration of the game service
  • Balances network load between GASes, and
  • Provides telecom-grade alarm functionality for service level issues. The billing functionality supports various charging models for each game, including pay-to-play, time-based, and subscription models.

The Terraplay Lobby Server Interface (LSI) is the interface between the lobby server, which is the usual access point for players when they start playing a game, and the Terraplay System. The LSI provides the basic information to allow a user to connect to the game through a GAS and utilize Terraplay resources. The Terraplay Common Network Interface (CNI) is the interface that a developer utilizes in building a game client. It provides a set of commands (over 100 in total) for exchanging information about the game with the GAS.

The CNI currently has implementations for Microsoft Windows, Symbian OS, Pocket PC, Sony PlayStation®2 and Java. While at present the Symbian C++ SDK only supports v6, e.g. the Nokia 9200 series and 7650, Stefan Vlachos Terraplay's Business Development Director suggested that Terraplay are very likely to be supporting other Symbian based phones. He noted that “we do believe that Symbian is a very important operating system in the mobile world and we will be going forward with Symbian but detailed plans will depend on the handset rollout”.

Interestingly Terraplay does not support Palm, which Stefan explained was due to the fact that “we have not seen Palm taking off in the mobile space and certainly we consider J2ME more appropriate to give us coverage.”

The CNI APIs release the developer from building a radio network interface for their game. The CNI does not impose any standards on the games data itself. This means that adaptation of an existing game to enable it to run using Terraplay is a relatively straightforward exercise using the CNI API to wrap existing data. Also when a game has been develop for one platform the standard API's mean that the network interface portion of the code can be easily transferred to another platform.

The Windows SDK is available from Terraplay’s Web site for download and evaluation. For commercial use each platform SDK is available on a per title basis, although there is currently no charge for the licenses. Stefan explained that part of the reason for not distributing the SDKs freely on the Web is so that Terraplay can "engage developers in joint projects to ensure the applications are a commercial success".

There is however one issue which Terraplay can not address and that is latency within wireless IP networks. Typically wireless latency is between 1 and 2 seconds and as a result Stefan noted that "you definitely won’t see Quake on a mobile device in the near future". While action games may not be right for current wireless environments there are still significant opportunities in strategy and role playing games. Stefan also sees a burgeoning market for interactive entertainment noting that "these applications can be relatively simple to develop but have the potential to reach a really massive audience". Importantly Terraplay sees mobile entertainment applications as more mainstream than hard-core gaming which in their view just does not have the same mass market. These types of applications would build on the momentum created by the current SMS based voting linked to sports events, quiz shows and other competitions but allow the feedback to be indistinguishable from real-time interaction. One of the features of this type of system is the massive peaks in traffic over short time periods, something that Terraplay is architected to handle.

Terraplay was first launched at the ECTS Expo in London in September 2000. Since then implementations for technical evaluation have been made in UK, Spain, France and Sweden.

The public roll out of Terraplay is expected to occur within the next six months with network operators in Western Europe. There has also been interest from Asia and the US but these markets are not Terraplay's focus in the short term. Stefan is optimistic about the likely penetration as “Terraplay works at the infrastructure level, we believe we are unique in that respect and will be creating a new de-facto standard”.

If you want to know more about the Terraplay system their web site (wwww.terraplay.com) provides extensive information with in depth and comprehensive white papers covering all aspects of the architecture and games development.

About the “WDN Symbian Guy" Richard Bloor:
Richard Bloor has 16 years experience in the IT industry. His earlier work was largely in design and development of commercial and manufacturing systems but more recently has focused on development and test management of government systems.

Richard Bloor is the Mobile Applications champion at System Architecture consultancy Equinox of Wellington, New Zealand.

Richard can be reached at rbloor@wirelessdevnet.com.

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