Archive for March, 2012

Adobe Introduces Premium Features for Gaming with Flash Player 11.2; Announces Collaboration with Unity Technologies

Gaming is experiencing an unprecedented period of innovation and growth, with online and mobile gaming attracting new users, enabling innovative game play and driving new business and distribution models. Social and casual games on the Web are fueling global growth in gaming, with worldwide social gaming projected to grow from $4.94B in 2011 to $8.64B in 2014 according to the Casual Games Association. With unparalleled reach to over 1.3 billion PCs, Adobe Flash Player is a catalyst for this growth by providing a consistent, powerful, and innovative gaming platform – the game console for the Web. Adobe is investing in Flash technologies for gaming, allowing developers to deliver console quality games across browsers and devices. We are investing not only in improving game development, but also in new features and services for game developers to help them reach new markets and build successful gaming businesses.

Today we’re announcing premium features for gaming with Flash Player 11.2. These will allow game developers to publish advanced games with console quality experiences to Flash Player. We’re also excited to announce that we are collaborating with Unity Technologies to enable Unity customers to publish web-based 3D games, like Madfinger’s Shadowgun, to Flash Player using the premium features from directly within Unity’s tools.

Rich online and social gaming experiences are attracting consumers from traditional consoles to the Web, creating opportunities for developers to introduce new genres and types of game play. Game developers are also committed to increasing production values for their online games by tapping into a broad ecosystem of game development tools. Adobe is enabling third party tools and gaming middleware partners, like Unity, to target Flash Player by taking advantage of premium gaming features designed to enable console quality playback of the most advanced games. In addition to premium features, we’ll also be working closely with Unity to integrate future Adobe Digital Marketing services for game developers into the Unity tools to help them more easily build successful gaming businesses.

Premium feature APIs in Flash Player 11.2 will benefit graphically demanding games by giving developers access to hardware accelerated graphics rendering in combination with domain memory, which is used by C/C++ cross compilers such as Codename “Alchemy“. Developers can use the premium features to publish games for Flash Player across PC browsers and as natively packaged mobile apps using Adobe AIR for distribution through the Apple iTunes App Store, Google Play Store, Amazon Appstore for Android and other mobile app markets. Many great games are not expected to require these premium features, and will rely only on the rich core platform capabilities of Flash Player. We will continue to advance the core platform as well as introduce new and exciting premium features and services to provide a foundation that allows any game developer to deliver rich games and experiences more easily to more people than any other platform.

With today’s release of Flash Player 11.2, we are making premium features available free of charge for content published prior to August 1. Starting August 1, these features will be licensed for commercial use, and there is no charge for the first $50K in application revenues. The use of premium features within Adobe AIR, including for mobile applications for iOS and Android, will be royalty free.

We’ve designed this pricing to encourage the kind of innovation and experimentation that often helps to spark inspired and inventive games. This also enables us to invest in and support innovation in Flash technologies that will benefit the ecosystem of popular game middleware and development tools, beyond Adobe’s first party tools. For more details about Adobe’s licensing program and premium features, visit www.adobe.com/go/fpl.

Every day millions of users enjoy popular online games through Flash Player, such as Rovio’s Angry Birds, Zynga’s Farmville and EA’s Sims Social on Facebook, along with Gamegoo’s Qi-Xiong Hegemony, one of China’s top ten online games. And we’re already seeing some great AIR games that use the new Stage3D capabilities of AIR 3.2 appearing in markets, such as Winter on Whale Island, Rivers of Olympus, Spaced Away and ApexVJ. Games continuously push technology boundaries, and Flash technologies allow Adobe to deliver new capabilities faster and make innovative features instantly accessible to more users than any other technology. Today we’re also detailing how developers can realize these benefits with the releases of Flash Player 11.2 and AIR 3.2. We expect to see games continue to push the boundaries of the Web and mobile and Adobe will be there to innovate and deliver technologies and services that enable developers, publishers and our partners to create and distribute amazing experiences to their users, regardless of genre, platform or location.

Visit gaming.adobe.com to get the latest gaming information and to see a showcase of the latest games built using Adobe technologies.

What our partners are saying:

“We’re thrilled to offer the 260,000 active developers making great games and applications with Unity the opportunity to take advantage of the unprecedented reach of Adobe Flash Player across all major desktop browsers on more than a billion PCs,” said David Helgason, CEO, Unity Technologies. “Unity developers will be able to take advantage of the stunning performance offered by the addition of hardware accelerated graphics rendering through Stage3D in Flash Player.”

“Kabam pioneered and continues to lead the way in the development of free-to-play, MMO-style social strategy and RPG games for the core audience, so we’re very excited with the tools Adobe is bringing to browser-based games,” said Kevin Chou, CEO and Co-founder of Kabam. “We rely on Flash Player’s enormous installed consumer base to reach legions of core gamers, and the outstanding fidelity levels achievable with Stage 3D acceleration means we can deliver the kind of immersive game experience our gamers want and deserve. That’s what we live for as a company. You’ll see this technology and enhanced game quality this year in our upcoming slate of high performance, next gen games.”

“As the leader in competitive online strategy and combat games, KIXEYE is always on the hunt for new tools that will allow us to continue to deliver the most fun and mind-blowing browser-based game experiences on the planet,” said Will Harbin, CEO of KIXEYE.  “Flash Player and Alchemy 2 will help us ensure that our highly performant, hyper-accessible games operate flawlessly in stunning 3D. We plan to utilize the technology’s full capabilities in our line-up of next generation RPG titles scheduled to launch this fall.”

“As a multiplatform and leading Flash developer, we’ve never seen a greater opportunity to produce high-caliber games – on the Web and on Facebook – that are artistically and technically outstanding,” said Steve Couture, CEO of Frima Studio. “With more than a billion installs, no other technology comes close to Flash’s reach and performance capabilities. We look forward to utilizing this technology to bring gamers a level of quality and performance that they have never seen before in browser based games.”

Learn more about the exciting new features and capabilities introduced today in Adobe AIR 3.2 and Flash Player 11.2.


Game on: The new Adobe AIR 3.2 + Flash Player 11.2

Launching AIR 3.2, Flash Player 11.2, and
Premium Features for Gaming

Wonderputt

Wonderputt, Independent Games Festival 2012 Finalist / Flash Player

Exactly 60 years ago, the first graphical digital video game — tic-tac-toe — was played on one of the world’s earliest computers, the EDSAC. It was a breakthrough, but it wasn’t played: only a handful of people could play because there was only one box like EDSAC in the entire world.

Today, Flash Player powers popular social and casual games on the web that are each played by hundreds of millions of people and generate billions in revenue each year. It powers 9 in 10 of the top games on Facebook, many of the most popular web games in China and Japan, and inspired and acclaimed indie gamesFlash Player is the game console for the web — the only technology that ensures a beautiful game can run consistently — without friction or fragmentation — on over a billion boxes around the world.

Gaming has come a long way. And today we’re taking two leaps forward:

Lume, Independent Games Festival 2012 Finalist / AIR

First, we’re launching Adobe AIR 3.2 with Stage3D hardware accelerated rendering for iOS and Android platforms, which allows you craft cinematic, stunning games for 500 million mobile devices and over 1 billion computers with one codebase that lets you leverage native capabilities and blazing fast, native GPU performance.

Second, we’re launching Flash Player 11.2 with premium features for gaming. These allow AAA game developers to publish premiere console-quality, next-generation games with frictionless reach to the most people – an audience 11 times larger than that of the best-selling hardware game console. These capabilities also allow us to support a broad ecosystem of popular game middleware and development tools.

Plays well. Plays everywhere. AIR 3.2

Mobile games are fun — and they make up over half of the most popular apps in app stores for iOS, Android phones and tablets, Kindle Fire, and Nook tablet. But developing them hasn’t been. It’s meant fighting fragmented mobile platforms, settling for lowest-common denominator experiences, and choosing between missing out on the growth of mobile apps or missing out on the growth of web games because nothing does both well. That game is over.

Spaced Away for iPad / AIR 3.2 + Stage3D

Adobe AIR 3.2 is a milestone release that brings the most advanced Flash technology to iPhone/iPad (iOS) and Android phones and tablets. AIR 3.2 introduces Stage3D graphics technology for iOS and Android, enabling efficient, 1000x faster native GPU rendering performance in your pocket.

Use the same code and Stage3D APIs as you can use to build desktop browser games with Flash Player. Create tailored, optimized experiences with native support for mobile capabilities like multitouch, camera/mic, and accelerometers. Add support for anything from NFC to in-app payments to iOS Game Center with native extensions.

Build a Flash-based game that runs beautifully across iOS, Android, Windows, and Mac faster than you could build one Android application that might work on different versions of Android. Enjoy the best of all worlds with AIR 3.2, so you can spend your time and energy on crafting even better game worlds.

State-of-the-art is the state of the web: Flash Player 11.2

Angry Birds: One of the fastest growing games on Facebook is built with Stage3D

Angry Birds on Facebook, Rovio / Flash Player 11 + Stage3D

Six months ago, Flash Player 11 introduced Stage3D on the desktop. It now brings breathtaking, cinematic 2D and 3D graphics to more people than any other web technology whether they’re using Chrome, Firefox, Internet Explorer, or Safari.

Today, Flash Player 11 is installed on over 80% of connected computers, and Stage3D powers wildly popular games like Angry Birds for Facebook. It’s played by nearly 20 million active users after just six weeks, one of the fastest growing games on the web.

Flash Player 11.2, released today, adds key core features for gaming, including mouse lock, relative coordinates, and right and middle -click support. Combined with Stage3D, you can now build fully immersive games in the browser, whether a first-person shooter or a real-time strategy game using infinite map scrolling. It also extends hardware driver support back to 2008, enabling full hardware acceleration on more computers than ever.

To make life on the web easier and safer, Flash Player 11.2 adds automatic background updates for Windows, so that hundreds of millions of people can benefit from having most advanced capabilities and security updates in new versions of Flash Player, hassle free. And we’ll continue to provide update notifications for major new releases to highlight advanced new capabilities. Finally, this release includes a new multithreaded video decoding architecture, enabling even more seamless, smooth playback of full HD video.

Level Up: Premium Features for Gaming

In addition to new core features in Flash Player 11.2, we announced a new tier of Flash Player premium features for gaming. These premium features will allow console developers to deliver unprecedented, AAA console quality games to over a billion computers – enabling a whole new class of social gaming experiences — and allow us to support a third party ecosystem of gaming middleware, bringing together best-in-class specialized game development tools with the unmatched reach and richness of Flash Player.

This premium features tier will allow you to publish premiere console quality titles by taking advantage of two features in combination:

  • Stage3D hardware acceleration (Stage3D.request3DContext)
  • Domain memory (ApplicationDomain.domainMemory)

Domain memory helps advanced compilers such as the upcoming new Adobe compiler code-named “Alchemy” enable high-performance, sandboxed execution of cross-compiled C/C++ code in Flash Player. If you’re an ActionScript developer, take advantage of hundreds of millions of lines of existing optimized C/C++ code libraries in your games. If you’re a C/C++ game developer, easily bring your entire native game or game engine to the Flash Platform so that a billion people can play what you’ve made directly in their favorite browser. Starting today, you can apply to join the new Alchemy prerelease program.

Flash Player Premium Features for Gaming

Using premium features – Stage3D hardware acceleration in combination with domain memory – allows AAA console-quality game engines to run across browsers with high performance in Flash Player and use specialized game tools to build games for Flash Player. For example, Unity customers will be able to license premium features to publish web-based 3D games with the reach and power of Flash Player and Stage3D.

With today’s release of Flash Player 11.2, we are making premium features available free of charge for content published prior to August 1. Starting August 1, these features will be available for published content with a license, and there will be no charge for the first $50K in application revenues. The use of premium features within Adobe AIR, including for mobile applications for iOS and Android, will be royalty free.

APEXvj for iOS and Android / AIR 3.2 + Stage3D

We’ve designed this pricing to encourage the creative experimentation that sparks great ideas and great games. This also allows us to invest in and support innovation in Flash technologies that benefit an ecosystem of game middleware and development tools, beyond Adobe’s own first party tools. You can learn more about premium features by visiting adobe.com/go/fpl.

We expect many amazing games won’t need premium features. Games and applications using either Stage3D hardware acceleration or domain memory individually do NOT require a premium features license. For example, you can independently leverage Stage3D hardware acceleration in Flash Player to bring your breathtaking, high-performance game to the most people on the web – at no charge. The rich core platform capabilities of Flash Player will continue to power remarkable games, and we’ll continue to innovate rapidly on our core platform.

You can install Flash Player 11.2 today to see the amazing content the community is creating and start your own development. You can also immediately publish apps to app stores using Adobe AIR 3.2, joining other gorgeous Stage3D –based iOS and Android apps that have already launched. We’re excited to see what you create. And we’re thrilled to help games continue to push the boundaries of imaginative, breathtaking play.

Visit gaming.adobe.com to see more of what’s possible when you can bring delightful, remarkable experiences to the most people on the planet.

Let’s play.

Tom Nguyen
Sr. Product Manager, Gaming / @tomng

Learn more about the launch of Flash Player Premium Features for Gaming and Adobe’s collaboration with Unity Technologies.

Q&A With Idle Worship Creator

We sat down with Idle Games’ CEO and CCO Jeffrey Hyman who answered a few questions about the San Francisco company’s breakout hit Idle Worship. And from personal experience, I can tell you the game is addicting – after all, who wouldn’t want to be a god? :) The game incorporates cheeky, irreverent game play and real time interactions with fellow mere mortals, gods, and island-dwelling Mudlings as players try to build the biggest following on Facebook. One of my favorite aspects of this game is that you can play with strangers or friends, and the game design is not only entertaining, but often laugh out loud funny. Whether you choose to cast blessings or curses, check it out for yourself here.

How long has Idle Worship been in development?

How long did it take God to create the Heaven and the Earth? It took us longer ;) We began development in November 2009 and just wrapped it up before our release on March 14th 2012.

What do you want people to know about how cool it is?

If they look directly at the game their eyes will melt and their brains will explode due to the sheer unfiltered awesomeness radiated by our pixels.

On a more serious note, Idle Worship has redefined what is technically and artistically possible in a Flash based game. First I want people to know it’s an original game and I think the users will respect that. Adobe’s audience knows how daunting it is to try to come up with and then execute a wholly original concept. Additionally our team implemented a completely novel art and animation tool chain combining hand drawn and painted 2D animations, with Flash…all set within a richly painted universe. As proud as we are of the artistic innovations, the team also created quite a few novel technological improvements for the social gaming industry. First, Idle Worship allows you to play synchronously, meaning together with friends & strangers, all in real time. Second, three of our five patents cover social mechanics designed to connect friends and strangers. We believe that creating new connections is the unrealized promise of social games. Idle worship creates connections by leveraging the social graph in unique and awesome ways, and I guess that’s a long winded answer that to say our art and technology are pretty sweet.

Idle Worship seems like a great idea, how did you come up with the game?

The genre of god games has been around since the 80’s and I always enjoyed playing them as a kid. But what always disappointed me about the genre was; it never felt like I was a god when all I could control were non playing characters. It occurred to me that a social network was the perfect place to create the world’s first “polytheistic god game.” In our game you try to create the biggest religion and become the most powerful god by gaining (through kindness or cruelty) the worship and adoration of friends and strangers, in addition to the non-playing characters. Clearly I have issues that will take years of psychotherapy to work through.

Why do you think people will be drawn to the game and how will they relate to the game, the characters, the concept?

I think that in the beginning people will be drawn to the game to check out the art and technology. After that, I hope they discover and become delighted by the story, copywriting, the characters and the complete entertainment experiment we try to provide. As far as people relating to the characters, we purposely made them lovable to both male and female players. Our main character is cute enough to be loved by women and edgy enough to be liked by (or tortured by) even the most jaded, skinny jean wearing, male hipster.  In regards to the consumer’s ability to relate to a god game, I believe god games tap into the fundamental human desire to be liked and adored. Additionally, they cater to today’s fascination with things like “the number of Facebook friends you have” or “how many Twitter followers you have amassed.”

How did you build the game? What tools did you use and what went into the design?

We built Idle Worship using Adobe Flash Builder 4/4.5, Flash CS5.5. Almost all our other tools and libraries were developed from scratch to maximize performance and address the unique requirements of our game. For example, we built an isometric rendering engine designed to handle large maps constructed from thousands of tiles, hundreds of animated game objects and positional sound effects. Our game maps are randomly generated using a tile placement algorithm that provides each player with a unique, visually pleasing environment.

Our development methodology is more akin to the approach of a console company than the typical casual game developer.

Some highlights of our approach include:

  • Compilation and continuous integration of Flash code via an automated build and deployment system (using Jenkins).
  • An open-ended architecture that supports any number of scripted characters, abilities, virtual goods and user interface components.
  • Scripting hooks built into the Flash client for automated testing and tutorials.
  • Application persistence and content (with localization support) managed via a Django CMS tier.
  • A modular approach that allows application subsystems to be developed independently, and re-used in future games.
  • The Flash client communicates with our proprietary simulation server via Google Protocol Buffers, delivering a synchronous gameplay experience to all concurrently connected clients.

Why did you choose to use Adobe technologies?

The mission of Idle Games is to create products that combine the best in art and technology, creating an experience that is greater than the individual parts. The workflow provided by Flash and other Adobe tools makes it easy to integrate our art and animation into the game; our engineers work closely with artists and designers to make sure their vision comes to fruition. Furthermore, Flash has the install base that allows us to reach a wide audience, and Adobe provides the art and development tools that let us quickly produce a console-quality social game.

Has Idle Games build with Flash/AIR in the past?

This is our first title … but we are working on two more as we speak, so stay tuned.

Were there any challenges facing the company that Flash/AIR helped to alleviate?

Flash supports rapid prototyping and development of online games. It allowed us to iterate on our ambitious feature set, and quickly validate and test the novel social mechanics integrated into the game.

What platforms are you targeting for your games?

We are currently developing Idle Worship and other games for desktop and mobile.

Are you currently monetizing the game? How are you doing this?

Idle Games is in the business of selling entertainment and art. Within Idle Worship, there are a number of ways a user can upgrade their virtual life. First, the user can customize the appearance of their world through virtual goods. We believe that if you are going to sell people “things that don’t exist,” the very least you can do is take the time to make them look as good as possible. We spent the time to create thousands of unique, hand painted elements that users can buy to customize the appearance of their avatars and/or their world. Also, Idle Worship users can elect to spend money to accelerate game play and/or gain power. How we are monetizing the game is not novel and is based on the proven freemium business model. However, what is unique is our approach to monetization. As Forbes magazine said, “Most social games hope to make money by badgering and frustrating the player to the point that they pay a tiny amount of money. Idle Worship hopes to engage and entertain the player to the point where they happily pay ….”

Have you had a chance to evaluate Stage 3D? What do you think?

Not yet, but only because we’ve been busy building our first game in 2D. From what we are seeing we are excited about being able to create a 3D game that doesn’t look like it was created in the 90s.

I know you just launched, but how do you see the game growing over time?

We see Idle Games as an entertainment company. The properties we create are not shallow experiences meant to be quickly consumed and even more quickly discarded.

Before we began building Idle Games, we wrote a 149 page “script” (if you will), that documented the world of Idle Worship and all the features, functionalities and stories we hoped to integrate into the game. I would say at launch, we managed to get about 25% of what we wanted into the game. So we hope to be able to continue richly developing and evolving the world of Idle Worship for quite some time.

What do you see as the next big thing in gaming? What is trending right now?

Ever since 2009, we felt that enabling synchronous game play and fostering play between like-minded strangers was the technological future of social gaming. On the artistic side we felt that people just had to begin raising the bar on the production quality of art, animation and story. I’m glad to see developers and artists actively working (and being allowed) to work on those things.

Do you have anything else up your sleeve?

Of course we do. While we have a large team working on Idle Worship, we’ve also been working on two other games, one of which will launch this summer. Both games incorporate Idle Games’ focus on large scale synchronous game mechanics combined with lush, richly painted and illustrated artwork and animation.

Again, where can people go to play the game?

Just go to http://apps.facebook.com/idleworship/ and start building your religion and acting godly.

For more information about Adobe & Gaming, as well as an amazing showcase of games, check out http://gaming.adobe.com.

Adobe Loves Indie

As a company, Adobe is all about changing the world through digital experiences. In gaming, we know that there’s nothing like a beautifully crafted game to create a digital experience that’s fun, immersive, and in many cases, a great shared moment.

Oftentimes, these games are the result of very individual efforts, manifestations of passionate dedication to a particular vision. Helping indie game developers realize their creative dreams is the Adobe gaming team’s mission. Indie game developers have used Flash and AIR to create gorgeous games like Machinarium, Land of Me and Winter on Whale Island, taking creativity to new heights, and changing the look and feel of casual and mobile gaming.

As we announced a few weeks back, Adobe is also helping producers James Swirsky and Lisanne Pajot, of Indie Game: The Movie, stay “Indie” by funding screenings throughout North America to bring the movie to fans without being locked into exclusive distributions agreements. The movie tour debuted to a sold out audience of about 600 people in Santa Cruz, CA on Friday and had two more amazing showings last night in San Francisco. The film follows the stories of independent video game designers as they create and release their innovative, personal works to the world. It’s a beautifully told story of individual game designers and developers, and the passion and creativity that goes into creating unique games. If you haven’t purchased tickets for a screening yet, tickets are going fast for all shows throughout North America.

In more indie developments, this past weekend several members of the Adobe gaming team attended the Indie Giving event to help independent game developers attend GDC through sponsorship. Adobe was also a premier sponsor of the Flash Gaming Summit, which saw a superstar pantheon of indie dev’s showing off their stuff in Flash and AIR.

As jam-packed as this week is, it also brings the exciting debut of a new Adobe site dedicated to game developers: http://gaming.adobe.com. The site launched yesterday and thousands of visitors have already made their way to it, with lots of great feedback and conversation about it on Twitter. Developers can get their hands on everything from code samples to tutorials, as well as see a rolling showcase of games showing off some of the best examples of what can be created with Flash technology. Check it out, and please send in your comments!

 

A Big Week of News for Adobe’s Gaming Efforts: Conferences, Demos and Screenings Galore

Hot off the heels of the AIR preview at Mobile World Congress, we’re excited about this week’s gaming activities. At the Flash Gaming Summit this weekend, Adobe gaming evangelist Lee Brimelow and Flash runtime product manager Thibault Imbert discussed the direction of gaming at Adobe and the features in AIR 3.2 with hundreds of attendees. Developers can now begin to deliver mobile games with Stage 3D support to more than 500 million smartphones and tablets including Apple iOS, Android, Barnes & Noble’s Color NOOK, Amazon Kindle Fire and BlackBerry platforms without having to rewrite an app from scratch.

Mobile games delivered using AIR 3.2 can take advantage of 1000x faster rendering performance over AIR 2, allowing game developers to animate millions of objects with smooth 60 fps rendering. Developers can use a single workflow to optimize their apps, and take advantage of using native extensions for device-specific capabilities like vibration control, gyroscope, and dual screens as well as integration with in-app payments and Apple Game Center. AIR is enabling more and more developers to easily deliver content to mobile marketplaces; over the course of the last year, the number of AIR apps on mobile marketplaces, including the AppStore and Android Market, has grown more than 7 times!

The Adobe Gaming team will also be at the Game Developers Conference (GDC) in San Francisco this week, where we will be showing all kinds of new browser-based desktop games and mobile gaming apps with key partners including Rovio, Zynga, GameFly, EPIC, SpilGames, and many more. Demos of high-performance, cross platform games like Soundquest, Delta Strike, and Sherwood Dungeon are just a few of the new Flash technology-based games on show in Adobe’s booth. And the showcase of mobile games built using AIR includes Waste Invaders, Spaced Away, and Winter on Whale Island, as well as Machinarium, the hit iPad game. Also, our friends at NVIDIA and AMD will also show demos for games built with Flash as well. So come by and see us in the North Hall, booth 2328.

With the full release of Flash Player 11.2 later this month, Adobe is addressing the needs of game developers by ensuring that Flash technology provides the level of quality that enables it to become the true game console of the web. With Stage3D, Flash Player already brings console-quality hardware accelerated graphics to more of the web than any platform and Flash Player 11.2 includes features like mouse lock and expanded GPU support. Our recently announced roadmap demonstrates the investment we continue to make in delivering new capabilities for our customers with upcoming features directly targeting game developers. As we’ve previously communicated, Adobe will also productize “Alchemy,” an Adobe research project that allows users to securely execute high-performance C and C++ code with the reach of the Flash runtimes. The commercial release of Alchemy will offer significantly better performance and productivity over the Labs prototype, including full debugging support and up to 75% reduction in code size.

And one more thing, we’re pleased to announce the debut of a new site dedicated to game developers: http://gaming.adobe.com. It has a beautiful showcase of games that use Flash and AIR, as well as resources for developers like tutorials and more information on why and how to use Flash technology for gaming. Go check it out, and tell us what you think. Game on!