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DAILY NEWS AND INFORMATION FOR THE GLOBAL GRID COMMUNITY / MARCH 17, 2003: VOL. 2 NO. 11

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Special Features:

VIDEO GAME EXPERIENCES TO BE EXPANDED BY GRIDS

When we think about the possible use of grid computing, we may often think of a supercomputer, being used by scientists and researchers, to seek cures for diseases or for chunching data about the human genome.

But now, Butterfly.net and IBM Corp. have showed off a smaller, yet potentially lucrative, use for grids: video games. In doing so, these companies set the stage for millions of players on different platforms -- personal computers, mobile devices, or Sony's PlayStation 2 console -- to compete against each other in virtual worlds larger than any before.

"It's really treating gaming as an extreme sport of computing," said Scott Penberthy, a vice president with IBM's Global Services division.

The Butterfly grid network, running on the freely distributed Linux operating system, also highlighted the competing approaches of two industry titans, Microsoft Corp. and Sony, in migrating the multibillion-dollar video game market to the Internet.

On a computer screen in a tiny booth at the Game Developers Conference, the annual geek-fest for engineers who make video games, dozens of hunched creatures waddled through the vast deserts. In a typical online game, the virtual world would be broken into different segments, each controlled by one server computer. Several thousand other Internet-connected players could compete in that world. But in "Burned," the game created to demonstrate the Butterfly.net grid, the invisible walls between each of those server- controlled segments dissolved. Each piece of the world was controlled by one of the 14 IBM blade servers filling a rack on the floor, then linked together through IBM and Butterfly.net software.

The achievement allows much larger worlds with many more players. Game developers who host their games on the Butterfly.net grid can use the system like a utility, using more or less of the grid's power based on the number of players online.

In another change for the industry, the distinction between PC games and console games was blurred. Several PlayStation 2 consoles in a back room inserted into the game characters who could interact with characters from the personal computers in the booth.

Sony, which has sold more than 50 million PlayStation 2 consoles, granted Butterfly.net a license to run PlayStation 2 games on its grid. Now the start- up is seeking developers to create games for it. David Levine, chief executive of West Virginia-based Butterfly.net, said 10 developers are working on games for the grid, with the first expected to reach the market in the first half of 2004.

"By joining with Butterfly.net, we're going to be on the ground floor of the standardization of online game play," said Curt Benefield, the chief executive of Sherman3D, the Atlanta developer of a multiplayer online game called "VibeForce."

Sony and Microsoft, which is a distant second in the industry, are taking very different approaches to connecting their video game systems to the Internet. Nintendo, the third-largest console maker, has been largely ignoring online games for its GameCube console.

Sony has created an open system, giving game publishers their choice of hosting PlayStation 2 games on their own networks or through Sony. Sony, which did not include an Internet connection in the PlayStation 2, has sold about 500,000 adapters that allow players to go online through broadband or dial-up connections.

In sharp contrast, Microsoft bet heavily on online games by building an Ethernet port into its inaugural console, the Xbox. Microsoft tightly controls its proprietary network, called Xbox Live, and charges users $10 a month for access. Microsoft said this week it has signed up 350,000 subscribers for the service, which has received critical praise for its ease in connecting players over the Internet.

Microsoft's relative success with Xbox Live has surprised analysts. P.J. McNealy, an analyst with the research firm Gartner Dataquest, said the grid computing initiative should help Sony better compete with Xbox Live until the introduction of the PlayStation 3, expected in 2005.

"Sony has been looking for a way to catch up in online gaming, in the most economical fashion," McNealy said. "They'll be fast followers, not leaders, in this generation of boxes."

Sony is working with Toshiba and IBM to develop a chip, codenamed "the Cell," to power the PlayStation 3. The company has been tight-lipped about its plans, but many analysts believe the new console will use grid computing not only to connect players, but to power the consoles themselves. By harnessing the processors in other consoles sitting idle on the network, as other grid computing initiatives do with PCs, some analysts expect the new console to run up to 1,000 times as fast as the PlayStation 2.

"All that computing power now is accessed out the back of the PlayStation 2," Penberthy said. "Now it's just a matter of creative minds figuring out how to leverage that."

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