RICHARD HYNDMAN: Next upwe have Mr. Dan Galpin, developer advocate onthe games team here. He’s the very model ofa modern multi-tasker. And with that he’sgoing to teach you how to find success on Play andplay games at the same time. Dan Galpin. [APPLAUSE] That’s from his Google+ bio. I don’t think he knows that. DAN GALPIN: Thank you, Rich. It is great to behere in London again. So how many of you actuallywere at GDC last week, and saw some ofthese presentations? All right. For some of you thisis going to be review. Don’t worry, there willbe a quiz at the end. It is great to behere in London. I love a chance to wear apea-coat this time of year. It’s been about 75 or80 degrees actually now in the valley in California. So I wanted to start off talkingabout the great momentum we have on Google Play. And it’s pretty exciting,because right now, the last number we released–and this was a long time ago– talked about over onebillion activated Android devices. And the other thing we know isthat three in four, in fact, over three in fourAndroid users play games. So this is just anincredible opportunity to grow an engagedaudience for your game. But here is somethingeven cooler. In the last six monthson Google Play games, we’ve added over 75million new users. So rapidly, rapidlygrowing audience base that’s very, veryengaged with gaming content. So what is Google Play games? All right, so we haveAchievements, Leaderboards, Cloud Save, and Multiplayer. All the basic stuffyou would need. Multiplayer we actuallyhave both real time and turn-based multiplayer. And these are allthings that we’ve proven to be reallyvaluable for gamers. So there’s muchmore to this network though, than just acollection of game services. Ultimately, Play Gamesis a concentrated network of people who enjoy games. In an ecosystem this large, it’sessential to bring the people together and help youconnect them to your content. For those of you whohave adopted Play Games, we review the datathat you’ve given us, and we’ve come up with thesekinds of basic statistics. We’re talking abouthigh quality players. We’re talking about people whoare playing longer, more often, and are more likely to monetize. So again, Google Playusers fit this profile. That’s what we seetime and time again. Now whether this is correlationor causation is unclear, but people who sign into Gamesfit these characteristics. They are your best game players.
They are your best game players. But the question is, how doyou engage these players? With such a diverseaudience, it’s important to think aboutthe thematics of your title and who it resonates with, andwhat type of engagement appeals to them. So one way to think aboutengaging your audience is, how open they areto social interaction. And which techniques are usefulfor different gaming personas. Here at Android labs, we’vedone extensive research. Which leads us to theconclusion that there are three fundamentalgamer archetypes. We actually did this. This is seriouslyresearch that we did, and we actually had a study. And we’ve named thesethings multiple things, but I like to refer to them asthe competitor, the achiever, and the stealth gamer. And you can plot theseon a graph– again, this is a highly scientificstudy– based upon openness. So we have our least opengamer to our most open gamer, in terms of being opento social interaction. At the open end of our scale,the competitor archetype engages in everything. Achievements, Leaderboards,and Multiplayer. They thrive in competitive anddeep cooperative experiences. They own every console,their personal home page lists their achievements. They play games on mobilefor the same reason that Captain Kirk climbedmountains in Star Trek four, because they are there. Achiever is on the other sideof the openness spectrum. They thrive in progression,solving problems, revealing story. But they don’t really wantto play in social situations. They’re like OK, hold on. This is the mobileequivalent of the people that work to earn a millionpoints in geometry wars without dying, just toget the final achievement. The people whoplayed Final Fantasy VIII to get the two-minutelong Eden animation. Yes, like thecompetitor, these guys are also looking for deeperphone and tablet experiences. And this is our third one. This is kind of a funny persona. We actually refer to itas the wolf, the stealth. They’re like, I’m not a gamer! But they actually playgames every single day. And while they’reless likely to engage in direct socialinteraction, they welcome passive interaction. This means they can beengaged to help a friend, or compare themselvesto another player, so long as the socialinteraction is fast, and the impact is immediate. So with these threepersonas in mind, let’s cover howPlay Games Services can help you reach each of them. So this guy’s kindof obvious, OK?
So this guy’s kindof obvious, OK? Social Leaderboards. He wants to compete withhis friends, real-time and turn-based multiplayer. This guy’s the competitor. So this is a game I’vebeen playing a lot, and these scores areactually out of date. And I’ve been playing SmashHit not just because it’s an awesome game, but because myfriends are playing the game. And I can’t tell youthe countless hours I’ve put in, tryingto beat these scores. And even with allof that, I’m still actually kind of suffering. And this is great. Because this is how thisengage player actually uses their social graph to bothcompete within the game, but also to reach outto friends and say, this is an awesome game. And by the way, I love theway this game monetizes. It actually monetizesbased upon checkpoints, which is kind of brilliant. So you can play thegame from the start, but if you actually wantto progress in the game, you actually have to buy it. So real-time multiplayer isalso great for the competitor. All right, thereare how many games that are calling the same basicgame, sitting on Play Games right now. But this game was set apart,because Clumsy Bird actually uses real-time auto-matchingto drive a tournament system between players. And this encouragesand rewards them to play together,and more often. Auto-matching providesinstant access to both their ownsocial graph, as well as the entire set ofplayers that are actually playing the game now. So people get matched upreally, really quickly. But of course they also havea way of inviting friends directly, which allowsthem to not only grow the players in thegame, but it also allows people to actuallygrow their graph of players. And in this game, theyactually further encourage me to compare myself to others. So how did my friendbeat my score? And where did they get thatawesome hat for their bird? And turn-basedmultiplayer is another way to accomplish this kindof social interaction, especially forgameplay sessioms that can be completed incrementallyover a course of days. So in a similar way toreal-time multiplayer, matches can be playedby inviting friends, or auto-picking peoplewho are playing right now. And what makes the invite systemeffective in encouraging repeat gameplay is showing players whoyou’ve played with recently, or who are activelyplaying the game. So for example, thisperson, who is not me, is reminded that Iam playing the game. And yes, that isme with long hair.
google play games download And yes, that isme with long hair.
And yes, that isme with long hair. And this is FrozenFront, by the way. I just want to callout to our friends at Handy Games for puttingtogether an awesome [INAUDIBLE] for us. Thank you. So when you receive anotification to play a game, it’s an opportunityto install a game you weren’t playing previously. In the next update withPlay Games Services, which is rolling out in thenext couple of weeks, we’re introducing expandednotifications for Play Games. And the goal ofthese changes are to deliver multiplayerand other requested game actions between users acrossGoogle’s social graph. The main change that usersare notified differently, based upon the prioritysettings on their device. So what is actuallylook like in real life? Once again, using FrozenFront as an example, we’ve got a newgame action here. And so this firstexample is a game action that came in from someone whois actually in my circles. So it pops up, I cansee their picture, I see everything about them. The second one we’ve actuallyaggregated a game action from someone whowasn’t in my circles. These show up silently. They show up along withthe rest of notifications, you see I’ve got one more. And then we actuallygo into the screen, we now have theability to go and add this person to my circles. So one, you can directlygrow your game graph through these invitations,your social gaming graph through these invitations. And two, we actuallyaggregate these in a way that’s very, verylow bandwidth for the user to deal with. I think both of those arereally critical to making people engage with, andlove, the service. So here’s something that’svery near and dear to my heart. And these are actuallytwo of my friends. She has an Android device,and he has an iPhone. And they do all sortsof things together. They send eachother text messages, they send eachother emails, they can send each other snapchats. They can even make phonecalls with each other. But if they actually want toplay a game together, you know, it just doesn’t happen. And the reason why isthat these games often use services that arenot cross-platform. So I wanted to reallyemphasize this. From the very startof Google Play Games, we have thought about thisas a cross-platform service. We support Android,iOS, and the web for the vast majorityof our services. And we support Android and iOSfor things like multi-player. Because the truth is,both of these platforms
Because the truth is,both of these platforms are really, reallyimportant to our audience. And what’s most importantto us is making sure that our audiencegets what they want. That our users are happy. So let’s talk alittle bit about this. So for a long timeon Android we’ve had, and iOS, from day one we’vesupported achievements, Cloud Save, and Leaderboards. And Cloud Save isreally, really awesome. Because there arepeople that have, for example, an Android phone,an iOS tablet, and vice versa. And it’s really, really great. It’s almost magical tobring that experience from one device to the other,and just have it carry over. And but for a longtime, multiplayer has been anAndroid-only feature. So last week weactually announced that full-blown both turn-basedand real-time multiplayer is coming to iOS. And let’s start withwhy you should care. Because in some ways, we knowthis is going to be more work. You have to care aboutdifferent clients being in sync. But for starters, it’sa really cool trick. And we’ve been sayingforever that games are the original social. I mean, this is theright thing to do. People want to playwith their friends, no matter whatdevices they have. And frankly, you’re goingto get a better matchmaking experience. I mean think about it this way,a typical mobile multiplayer set up is a peer-to-peer networkthat looks kind of like this. Well, I mean, with people. And basically all thesepeople are interconnected as you’re playinga real-time game. But if you have fewerplayers– look around– you’ve got fewer options. So for example,our system might be matching some playersin San Francisco with a third playerin London, which has a slow connection tothose other two players in San Francisco. Not that London has slowconnections in general. And this may take longer to geta fourth player into the match, so they might drop out. But the more devices you haverunning your real-time game, the better chanceyou have of actually getting fast, real-timeconnections, which means more engaged players. Because if we takeour pool of players and we double it– waitfor it– double it! Oh wait, I clickedthe wrong button. There we are. We have not only that, notonly can we find more players, we can get them intosessions faster. But they also havebetter ping times, so they have abetter experience. I mean, don’t they look happy? So that’s what weannounced last week. This is a demo of agame that’s actually running on two separate devices. This is Battle Pillars, whichI think is really funny. And this is a real-timegame play session going between an iOS deviceand an Android device. So this is pretty cool. You start it on one, and youplay it on both, together. And the experience isactually really great. And it’s really, really fun. And we want to seemore games like this. So the worked with us duringour early access program to actually makethis happen, so we could show there was one realgame that actually did this. But we want to see a lot more. OK, so that’s whatwe’re announcing. Again, we attack this gamerwith cross-platform social discovery, with real-timeand turn-based multiplayer. We’re going back toour archetype here, this is our competitor. We spend a lot of timewith the competitor, because it’s a lot like me. But I’m also alot like this guy. And this is ourachievement-based guy. He likes to go intodeep gaming experiences. And so socialleaderboards actually work really, reallywell for him, because he’s alwayslooking for the next thing. But he also is reallyinto games that are deep. And so we wantquality achievements. And what do I meanwhen I say this? Well I mean reallydesigning good achievements. And this is not somethingthat’s specific to mobile. This is something thatactually works everywhere. So this is a great game, OK? I don’t know who herehas played Plague, Inc. But when you finish thegame, you’re not done. Because it turns outthere’s a whole bunch more to do once you’ve destroyedthe world with plague. For example, hereare the acheivements, and it’s a guidelineof what I can do. I can cause World War III. I can infect astronautswith a plague in space. And this is awesome. And that’s whatachievements are all about. They’re all about, hey, Ifinished the core experience, but there’s so muchmore that I could have done during the game thatwill take so much more time. And it gives you a guideline,it gives your users a guideline to knowexactly how to do this. How am I going to waste thenext 40 hours of my life? OK? That’s it, right there. And it’s going to be fun. OK, so the point is thatachievements actually matter. And I love this slide,just because it’s so incredibly goofy. The guy’s like, gameficiation! And she’s like, well, havesome Series A funding. But this is actuallya great presentation that Todd put together. You can see it here,at this short link, which I’ll keep up for a while. But you can also hunt it. So this is our PlayGames best practices. This is a slide wedid at GDC Next, down in Los Angeles last year. And it’s great. It goes through not justtalking about achievements, but it actually talksabout all the things we’ve learned aboutthe services, why we’ve changed some ofthe things we do. For example, thistalk actually goes into great detail aboutwhy it actually turned out to be better to immediatelypop up a dialogue saying, hey, would you like toplay with your friends when the game firstlaunched, rather than just using the sign-in button. And this is again,this explains all of our logic behindthe changes we’ve made. It’s a really, really good deck. So you shoulddefinitely check it out. All right, let’stalk about how we find this guy, this notparticularly social gamer, how we help them find games. So let’s talk about all thethings we do to help people find games. So first of all, everyoneknows about reviews. And what’s cool about thisis, you can see first of all, this is actually from my device. And you can see I see thereviews by my friends, OK? And you see they allreally like this game, which made me goand download it. Then of course wealso have the badges that appear in the Play store. So when you integratePlay Games Services, you get multiplayer,achievement, leaderboard badges showing up for your game, OK? And what we findout is that people who don’t integrate Play GamesServices get lower reviews. You’ll get reviews saying,one star, I want Cloud Save. One star, where aremy achievements? So it actually isreally, really cool. People like havingaccess to this. In addition, of courseyou have recently played. So you can look at anyone of your friends and see what they’reactually playing. So I know, for example, Richis always playing a good game. In this case I know that Gregis always playing cool games. Well, I mean, well, OK,he’s playing Clumsy Bird. But other than that. Not to bag on theClumsy Bird guys, they’ve actuallydone a great job. I’m just not a huge fan ofthat particular game play. And as well asrecommended games. Here are your popularmultiplayer games, for example. So I can find out all theother cool multiplayer games that aregoing on that people are playing in PlayGames Services. As well as actual search. So this is pretty cool. When I search, onceagain, I can find these titles are integratingPlay Game Services. And then of coursewithin Google Play we have revamped all ofour gaming categories, so they make sense. So that wassomething we’ve done. We finally arerolling it out now. So you’re seeing that now. You’re seeing theimpact of that now. People are ableto find the games that they want, in thecategories they want, much more easily than before. 18 new categories. So we’ve got this guy. And the question is,how do we approach him? And yes, we know thatsign in with Cloud Save is really important to this guy. It’s important to everyone. And I can’t stress this, westressed it in the first talk as well. But sign in with Cloud Saveis really, really important. Because people are oftenbuying things within your game. And if they feel liketheir purchases are going to be lost becausethey lost their phone, or because they upgradeto a new device, that makes them lesslikely to want to purchase. And we actually havethis anecdotally. So one of our goodfriends actually kept getting requestafter request after request from gamers,please, please, please put in Cloud Save. They integrated it, and boom. The next day they sawmassive increases in sales. People were literallywaiting for that. So again, Cloud Save isreally, really important. But for these guys,we really have anything for socialdiscovery, until last week. So this is cool. We’ve actually added anew feature to play games. Which is game gifts. Which is exciting. A lot of people have askedus, how do I do this? In fact there arepeople who are using multiplayer that try to do this. This is really, if youwant to actually get people into the socialgraph of your game, this is actually agreat way of doing it. I’m going to talk about it. So here’s how it actually looks. And I’m actually going to putsome code up on the screen, since I know a bunch of youare actually developers. So don’t be scared. And of course an extralife looks like a mushroom. It’s the universalsymbol for an extra life. So here’s what theflow looks like. OK, first of all,someone in the game says, I want to send an extralife to one of my friends. And this is the codethat you use to do that. And it’s really,really straightforward. You say, give me anintent, start an activity. And that Intent contains apayload of whatever you want, how long you want tolive, in days, an icon, and a description. And that’s it. That’s all you haveto do to actually send a gift, one line of code,two lines of code, actually. I lied. And then, fromthere, we actually pop up this screensaying, hey, who do you want to send a gift to? In this screen it’s me. Everyone send gifts to me. That’s a subtle hint. Finally it goes into our cloud. And then from there weactually send a notification. In this case from me to me. And then, aha! I get an aggregate list ofall the gifts and requests that people have made. So this is not just gifts. This actually shows othersocial interactions as well. And then finally Ican accept the gift. And then, if thegame’s installed, I just go to the gameand I accept the gift. Otherwise I go toGoogle Play Store, and then I can install the game. So I can then accept the gift. And then this is whatactually happens. So after I sign in, whatI’m going to want to do is actually get anyrequests that are pending. And that’s how I actuallygo to accept the gift. Again, not a lot of code here. If you’re already usingPlay Game Services this is just likeone extra line. And then I actuallyhandle the requests. And then finally, it comes back. It calls me back and says,yes indeed, these gifts have been accepted. And I can put whatever codeI have right here in order to accept. And I can do justmore than gifts, I can actually do wishes. So you can see this littleguy here is going help! So I can also ask forextra life, for example. Or ask for help. So I can actually senda gift to someone, or I can do arequest for a gift. So once again,one up successful. All right. Now the other thing, this iskind of a complicated flow. So you can actuallyregister for a note to be notified that giftshave come to your app. So you’ll just get anotification when they come in. And you can show the requestinbox from within your game. But you can actuallyuse the gifting system for much more than just that. You can also use it totrade items between players. Because I didn’tactually show you everything when I showedyou this first graph. There’s somethingmissing, which is that after you’veaccepted the gift, you actually get anotification back saying, yes, this personaccepted the gift. Which means you canuse the same gifting system to actuallydo things like trade. So instead of accepting the gifthere, I could have said hey, do you want to make this trade? And then it actually sayssure, and now it trades it. You can even have it gothrough multiple rounds. You could actuallyhave hey, no I don’t want to acceptthat gift, so I say no. But then I actually want tosay but I’ll do this instead. And you can actuallyhave these really complex social interactions goingin loops, between people negotiating for gifts that theymight want to have or trade. So again, this is pretty cool. And again, it allows youto grow your social graph. If they don’t have thegame, they can get the game. If they’re not inyour circles, they can become part of your circles. So that’s both very important. You can actually do thisjust by an email address. If you’ve got a emailaddress of someone, you can actually startthis whole process off. All right, so those areour three archetypes. And the question is, how do youknow whether you’re actually being successfulin targeting them? We talked aboutanalytics, and everyone should be integratingGoogle Analytics, and we’re going to talk moreabout that later on today. But what I’m talking about issomething slightly different. Just by using PlayGames you actually get free statisticsand analytics of how your game is performing. And this is pretty cool. So we actually give youthese zero effort statistics as part of the daily dashboard. So let’s take acloser look at that. All right, that’sa little too close. But in all seriousness,we give you key metrics forsigned-in games players. So including recent metricsaround new and active players, and how well you’reretaining them. So this is reallycool, check this out. Right in the serviceyou can see whoa, those are my retention numbers. That’s really, really awesome. Like, makes me super happy. You can also see, whatare my top achievements? And to see if your playersare actually staying engaged. So once again, all this stuffI wish we had from day one, we have now. So not only do you get,with Play Games Services, do you get actual people, morepeople in your social graph, you get more people playingthe game and engaging, and you can actually seewhether it’s working. Which is really cool. And there’s morethan this, of course. You can also seehow many new users started playing your game. Which ones remainactive, and how well you’re retainingthem days later. So imagine you releasedan update to your game with brand new levels andcharacters, in an effort to attract anexisting player back. This active player reportand these trend lines will actually show you ifyou accomplished that goal. And how that comparedto the game update you released a month ago. This is also another criticaltool, the retention dashboard. So this helps you understandyour ever-critical new player return rate. So this will show yournew player return rates after 1, 2, 7, and 30 days. So let’s say you updatedyour game on March 8th, with a new game tutorial flow. You can easily see thatyour game increased day two conversion, by more than10% after that update. Validating that you’ve improvedyour game for early players. Now come on, is this not cool? Does anyone think this isnot cool in the audience? I mean this is really cool. You can see someone whostarted playing here, and what percentageof them is still playing day 2 andday 7 and day 30. And our engagement dashboardrounds out the new updates. So now you gettrend line reports across all of your achievements,and the scores post across your leaderboards. This comes inhandy to understand how you’re appealing tothe achievers of the world. Now you’ll see that achievementyou added last week is really getting players to finish thefinal dungeon of your game. Or that new tournamentmode is actually succeeding, by lookingat the increased activity on a new leaderboard. So enhanced Play GamesStatistics is just rolled out. You should all seeit in your dashboards now if you’re alreadyusing Play Games. And again, we think this isgoing to be really, really useful to help you not onlyunderstand your players, but also understand howthese services are actually being valuable. All right, so let’sdo a quick recap. We learned today thatGoogle Play games can help your gameperform better. And it does this by connectingyour game to higher quality users who play more often,play longer, and are more likely to monetize. You can gauge the mostcompetitive of our users through social capabilities. And we announced game giftsto help reach players who enjoy passivesocial experiences. You can improve thediscoverability of your game with Play Gamesthrough notifications, and through additionalexposure in the Play Games App. And with enhanced playgames statistics– oh sorry, I forget about this,guys– and of course, you guys should always considercross-platform multiplayer to help engage yourmost important players. Help! And then finally, we introducePlay Games Statistics. So it’s now easier thanever to measure your success through player andengagement analytics. OK, there is one morething I wanted to mention. And that is no Java required. We have a completeUnity plug-in, and we are working on aC++-based integration. And these are bothreally, really cool. Because we have heard fromyou that not all of you use Java as your primaryprogramming language. So let’s talk about Unity. So up until last week, youhad Achievements, Cloud Save, and Leaderboards in Unity, andthat’s totally cross-platform. Now we have both turn-based andreal-time multiplayer as well, as part of ourown Unity plug-in. This is an open source plug-inthat’s available on GitHub. So once again, youcan download this. You can modify it, you cando whatever you want with it. It is just a cool way oftalking to our services. Here’s an exampleof a game that we wrote using our Unity plug-in. It takes the excitementout of car racing, and replaces it with math. But what’s really,really cool is that there were no codechanges between this to run cross platform. This is exactly the same code. It’s using real-timemultiplayer. It’s just that easywith our Unity plug-in. How many of you out thereare using Unity, by the way? Show of hands. OK, that’s good. It’s always nice toknow we did something that people might find useful. And it’s really,really easy to do. You just importa custom package. On Android you just putin the application ID. That’s the onlyAndroid-specific work you have to do to useour Unity plug-in. On iOS you have to put in anOAuth client ID and bundle identifier. And that’s it. That is the onlyspecific code that was done to make thatgame run cross-platform, with real-timemultiplayer on Unity. So that’s hugely,hugely powerful. And it’s a single API. Again, so this is actuallyhow you go and invite people. Boom. And that’s what itlooks like on iOS, by the way, for people whohaven’t actually seen it. It looks really good on iOS. They’ve done a nice job. This is the call toinvite my friends. But what about you whodon’t use game engines, or have build your own? How many out here have actuallybuilt your own game engine, or use something otherthan Unity out there? All right. So more people. OK, so we haverecognized that there’s an inordinate number of peoplewho want to do this, too. So before, in the old world,you took your C++ game engine, then you add some #IFDEFs, thenyou had some JNI and you talked to a Java library, whichwould then talk to Play Games Searches underneath. And then under iOSyou would use #IFDEFs and you would talk toour Objective C library. And that was a lotof work, and people complained about it a lot. And it’s easy to get JNI wrongif you haven’t done it before. And it turns out most peoplewho build game engines are not necessarily JNI experts. And then differentversions of Android, we’ve actually made our stuff moreJNI compliant over time. So unless you’re testingagainst the latest version, you might notrealized your JNI code doesn’t work, etcetera, et cetera. And then there’s artVM that’s thrown in, which has added even more fun. Because we’ve ratcheted downour JNI even more for that. So we’ve made this easy. We’ve actually created a C++library that your game engine can talk to that’scompletely cross-platform. So the API is entirelycross-platform, it’s exactly the same oniOS as it is on Android. And the great thingabout that is, again, you don’t have to modify your code. You can talk straightto our C++ library. Now this is stillan early release. And does a lot more than justtalking to our REST endpoints. So our C++ library automaticallydoes all the OAuth 2.0 management for you. If you’re onAndroid, it actually makes calls through JNI toour actual Play Games Services stack. If you’re on iOS it actuallyhas a full-blown interface to do OAuth 2.0 managementthat’s quite nice. It handles thingslike network retries. It has local cachingfor offline play. It has its ownbuilt-in UI widgets. And it has a much, muchbetter threading model than even the standardPlay Games Services. You don’t have toworry about calling it from the mainthread, for example. It actually has its own threads. And of course you’ll haveto worry about calling it from those other threads,but at least it’s not threadbound the way thestandard JNI version is, the standard Java version is. So what else would Iwant to say about that? Yes. So version 1.0 of this,all we’re providing is sign in, leaderboards,and achievements, which was supposed to thethird thing on that slide. So it’s not for everyone. I recognize that thisis a work in progress. We’re putting out there sothat people can start using it. We want to get your feedback. Did we do– are we making theright decisions with our C++ native API for Play Games? So please, please let us know. We’re really, really lookingfor feedback on this product. We’re going to beexpanding it going forward. I expect to see anew version certainly in the Google I/O time framethat does more and more stuff. But we’re very, veryexcited about this. We’ve put a lot of effortin to make it great. And to make it really beseamless and cross-platform. All right, let’s do theactual recap one more time. So once again, if youmissed it the first time, we find great users. We can appeal tohardcore stereotypes for gaming archetypes. We also can appeal tomore casual archetypes. We have servicesthat do all of that. We actually help youengage your users through social interactions. Consider doing everythingcross-platform, because it makesyour users happier. It’s the right thing to do. Don’t make my friends sad. And of course we addedthese great statistics that you get for free, justby integrating Play Games Services. All right? Oh yes, and we alsohave Unity and C++. So you have to doeven less work. So that is my presentation. If you want to contact me, youcan contact me at +dangalpin, or Twitter @dagalpin. And I can now take somequestions for a few minutes, if you have any questions onanything I just talked about. And I might even be ableto give you answers. And I’ll repeat your questionsso that everyone else can hear. Oh, we’re gettingyou even a mic! This is so sophisticated. I love it. AUDIENCE: A reallysimple one to start. How do you accessthe statistics? DAN GALPIN: So thestatistics are actually available on the GooglePlay publisher site, under the games tab. So it’s actually underthe Play Games area. AUDIENCE: What are the optionsfor HTML5 game developers? DAN GALPIN: So forHTML5 game developers, currently we supportleaderboards, achievements, sign in, and Cloud Save. And those are all supportedthrough standard REST endpoints. We’re looking tosee what we can do to bring some ofthe other services. Turn-based is kindof partially there. Real-time we need todo a bunch of work, because real-timerelies on a bunch of sophisticated networkingthat we don’t have really yet, in a standard wayacross web browsers. But I think that we’ll seeturn-based next, probably. It’s still all about, howdo we get notifications in the best way to users? And making sure that experienceis really, really good. But we’re very, very closeon turn-based actually. AUDIENCE: Over here now. DAN GALPIN: There’stwo out there, I know. It’s the blue one. AUDIENCE: We are in theprogress of integrating real-time multiplayerin our game, and we have some prettydetailed stuff, where we have some issues howto solve some problems. And we’re not sure whetherthe API supports them. Where would you recommendwe go to find questions to such detailed questions? DAN GALPIN: So there’skind of two things. One is that Stack Overflow isactually our primary support site for Play Games Services. We actually have out own tag. So that’s certainly agreat place to start. Obviously, you knowpeople at Google. You can also ask us. If Stack Overflowdoesn’t have the answer, you can always askanother question. We actually do try to monitorthat on a semi-regular basis as well. But since you know us, you cancertainly ask us as directly. While you’re here, justfind one of us afterwards. AUDIENCE: That would mean,if I make a question on Stack Overflow, and nobodyanswers it, then I could send an email toyou and then you would– DAN GALPIN: You can actuallysend it to both of us at the same time. That works, too. You could say, I justposted this question on Stack Overflow, link. Can you help? And I’ll make sure to sendit to someone on our team who might be able toanswer that question. But I really likeusing Stack Overflow because I likemaking sure that once we give out an answer, asmany people as possible can get access to that answer. So unless it’ssomething proprietary, it’s be great to do that. To go through that route. AUDIENCE: I just wonderedwhat the economics are for using this newcross-platform multiplayer. Like, how muchdoes that cost us? DAN GALPIN: All theseservices are all free. They have generous quotas. If for some reason thosequotas aren’t good enough, just tell us. We’ll give you more quota. We just need to know why ourservices are getting picked on. I didn’t mention that. Yeah, like all thisstuff, we’re providing all this infrastructurefor free. We want to actuallyimprove games. We see a lot of upside to gamesbeing better and more engaging, with a stronger player pool. So that’s why we’re doing this. And we really, really feelthat the cross-platform story is very, very importantto our gamers. To the most importantpeople, the people who are actually playing games. Any other questions? AUDIENCE: How is Appleis reacting to that? DAN GALPIN: You know, I don’thave any friends at Apple that have told me anythingnegative about it. I think that we feelthat this kind of service is the best thing for users. And that’s theway we look at it. It’s kind of a philosophy wehave at Google, in general way, is to put our users first. That’s why we’ve gone tosuch lengths to do this. I actually think we’regoing to go farther in terms of cross-platformsupport in the future. I mean, right now wehave again, REST APIs. That’s pretty platform agnostic. I’d like to see us even doone step better than that. So hopefully you’ll seemore from us in the future. But again, this is all aboutgiving users what they want. Which is the ability toplay with their friends. And for me, the ability toplay on any device I choose. Whether or not it’s an Androiddevice or an iOS device or even some other devicefrom another manufacturer. And there’s no reasonyou can’t actually use these services anywhereyou have REST endpoints. RICHARD HYNDMAN: OK? DAN GALPIN: All right. RICHARD HYNDMAN: Thankyou very much, Dan Galpin. DAN GALPIN: Thank you. [APPLAUSE]