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WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:00:10.316 --> 00:00:10.866 A:middle
>> Hello everyone.
00:00:11.196 --> 00:00:11.866 A:middle
Thank you for coming.
00:00:12.136 --> 00:00:15.046 A:middle
My name is Jacques
Gasselin and I'm the manager
00:00:15.046 --> 00:00:16.406 A:middle
of Game Technologies
Team here at Apple.
00:00:16.996 --> 00:00:19.356 A:middle
Today, I'm talking
about Game Controllers.
00:00:20.516 --> 00:00:28.126 A:middle
[ Applause ]
00:00:28.626 --> 00:00:29.156 A:middle
Thank you.
00:00:29.156 --> 00:00:29.396 A:middle
Thank you.
00:00:29.396 --> 00:00:29.676 A:middle
Thank you.
00:00:29.676 --> 00:00:29.926 A:middle
Thank you.
00:00:29.956 --> 00:00:31.856 A:middle
So, as you heard
yesterday, in the state
00:00:31.856 --> 00:00:35.436 A:middle
of the union just I'll
mention we have a lot
00:00:35.436 --> 00:00:36.366 A:middle
of games in our platform.
00:00:36.526 --> 00:00:37.746 A:middle
It's immensely successful.
00:00:39.006 --> 00:00:42.276 A:middle
We have games that capture
your imagination, we have games
00:00:42.276 --> 00:00:44.406 A:middle
that you play on the go
or at home in the couch
00:00:45.316 --> 00:00:48.926 A:middle
and games interact
with the user.
00:00:50.256 --> 00:00:51.876 A:middle
They give you an experience
00:00:52.366 --> 00:00:54.446 A:middle
and that's what this is
all about, interaction.
00:00:55.936 --> 00:00:58.206 A:middle
Game controllers will allow you
00:00:58.206 --> 00:01:00.886 A:middle
to give the users
another experience,
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:00:58.206 --> 00:01:00.886 A:middle
to give the users
another experience,
00:01:00.976 --> 00:01:03.156 A:middle
another way to interact
with your game content
00:01:03.816 --> 00:01:05.836 A:middle
and that I think
is very important.
00:01:06.426 --> 00:01:12.236 A:middle
But you won't just have game
controllers we still have the
00:01:12.236 --> 00:01:13.396 A:middle
existing mechanics on the phone.
00:01:14.366 --> 00:01:17.456 A:middle
So, touch is fantastic
and a flexible way
00:01:17.456 --> 00:01:21.696 A:middle
for giving the users ways to
provide actions through tapping,
00:01:22.366 --> 00:01:24.666 A:middle
tilting when motion, swiping
00:01:25.056 --> 00:01:27.006 A:middle
or touching direct
locations from the screen.
00:01:28.076 --> 00:01:30.216 A:middle
Game controllers on the
other hand are fantastic
00:01:30.216 --> 00:01:31.366 A:middle
for directional inputs.
00:01:31.896 --> 00:01:35.416 A:middle
And with our precious sensitive
buttons they give you an option
00:01:35.416 --> 00:01:39.396 A:middle
to provide gameplay mechanics
such as picking a ball
00:01:39.396 --> 00:01:42.316 A:middle
or throwing a ball maybe
executing a special maneuver
00:01:42.316 --> 00:01:43.196 A:middle
in a flight simulator
00:01:44.466 --> 00:01:47.706 A:middle
or whatever else you
guys come up with.
00:01:47.976 --> 00:01:52.586 A:middle
So, when we bring this two
together you have an amazing
00:01:52.586 --> 00:01:54.886 A:middle
opportunity to thrill your users
00:01:55.296 --> 00:01:57.666 A:middle
and give them an even
better experience
00:01:58.236 --> 00:02:00.516 A:middle
and perhaps bringing
games to the next level.
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:01:58.236 --> 00:02:00.516 A:middle
and perhaps bringing
games to the next level.
00:02:01.546 --> 00:02:04.976 A:middle
So, we have two parts.
00:02:06.056 --> 00:02:08.566 A:middle
There's a hardware
specification by the MFi program
00:02:09.156 --> 00:02:11.456 A:middle
which makes sure that
hardware is consistent
00:02:11.916 --> 00:02:14.566 A:middle
so you're users know
what they're going to get
00:02:14.566 --> 00:02:17.216 A:middle
and they know that what
they've purchased is going
00:02:17.216 --> 00:02:18.256 A:middle
to work with your content.
00:02:19.236 --> 00:02:20.606 A:middle
There's also a software
framework
00:02:20.976 --> 00:02:24.326 A:middle
which is what you will be
interacting with in order
00:02:24.326 --> 00:02:28.006 A:middle
to read inputs from this
controllers and this ensures
00:02:28.036 --> 00:02:30.036 A:middle
that with the hardware
specification
00:02:30.126 --> 00:02:32.176 A:middle
and the software
specification you know
00:02:32.176 --> 00:02:35.436 A:middle
that the controller you have
testing with is going to work
00:02:35.436 --> 00:02:37.696 A:middle
with the controller that
you use or is using.
00:02:38.776 --> 00:02:42.036 A:middle
And this is obviously
for iOS and OS X.
00:02:43.096 --> 00:02:46.086 A:middle
So, to talk about the
actual controllers
00:02:46.086 --> 00:02:49.866 A:middle
and MFi specification I'd like
to invite Edwin Foo up on stage.
00:02:50.436 --> 00:02:51.966 A:middle
Thank you very much.
00:02:52.516 --> 00:02:58.696 A:middle
[ Applause ]
00:02:59.196 --> 00:03:00.326 A:middle
>> Thanks Jacques.
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:02:59.196 --> 00:03:00.326 A:middle
>> Thanks Jacques.
00:03:01.506 --> 00:03:02.436 A:middle
Good afternoon everybody.
00:03:03.226 --> 00:03:07.776 A:middle
I'm Edwin from our accessories
engineering team and I'm really,
00:03:07.776 --> 00:03:10.716 A:middle
really excited to
be up here talking--
00:03:10.716 --> 00:03:13.306 A:middle
to talk to you of today
about the hardware component
00:03:13.306 --> 00:03:15.476 A:middle
of this feature that
worse in conjunction
00:03:15.476 --> 00:03:16.566 A:middle
with the software component
00:03:16.566 --> 00:03:18.906 A:middle
that Jacques' team
has worked so hard on.
00:03:19.176 --> 00:03:21.256 A:middle
And it's-- in our
opinion I think we--
00:03:21.256 --> 00:03:23.686 A:middle
it's a really good thing that we
have brought this two together
00:03:23.686 --> 00:03:26.246 A:middle
just like we do for our own
products this [inaudible]
00:03:26.346 --> 00:03:27.656 A:middle
of hardware and software.
00:03:28.096 --> 00:03:30.496 A:middle
And so, for the next few
minutes I'm going to share
00:03:30.496 --> 00:03:35.176 A:middle
with you game developers in the
audience what you'll be able
00:03:35.176 --> 00:03:37.856 A:middle
to expect from MFi
game controllers.
00:03:39.296 --> 00:03:43.766 A:middle
So, to start off with,
when we sat down I thought
00:03:43.766 --> 00:03:45.596 A:middle
about the hardware
specification controllers.
00:03:45.776 --> 00:03:46.986 A:middle
We had two goals in line.
00:03:48.026 --> 00:03:51.746 A:middle
First, we wanted to make sure
that your users will be able
00:03:51.746 --> 00:03:55.366 A:middle
to go out there and buy any MFi
game controller with this badge
00:03:55.366 --> 00:03:58.516 A:middle
on it what the-- behind
me on this screen here.
00:03:59.186 --> 00:04:02.426 A:middle
And buy with confidence
knowing that it will work
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:03:59.186 --> 00:04:02.426 A:middle
And buy with confidence
knowing that it will work
00:04:02.426 --> 00:04:06.046 A:middle
with all your games and
quite frankly all games
00:04:06.046 --> 00:04:08.606 A:middle
on the App Store that work with
the game controller framework.
00:04:09.226 --> 00:04:11.956 A:middle
They was-- we don't want there
to be any ambiguity about this.
00:04:13.096 --> 00:04:16.966 A:middle
And in turn, what this does
is it enables you the game
00:04:16.966 --> 00:04:20.286 A:middle
developers to focus on making
great games and not have
00:04:20.286 --> 00:04:22.316 A:middle
to worry about dealing
with all the differences
00:04:22.316 --> 00:04:25.456 A:middle
between the controllers
and how do I code to deal
00:04:25.456 --> 00:04:29.336 A:middle
with idiosyncrasies of
controller A from company A
00:04:29.336 --> 00:04:31.416 A:middle
and controller B from company B.
00:04:31.416 --> 00:04:34.336 A:middle
We want this to be a
benefit to you too.
00:04:34.716 --> 00:04:36.966 A:middle
And for those of you in the
audience we have a closet full
00:04:36.966 --> 00:04:38.666 A:middle
of controllers that you
bought throughout the years
00:04:38.666 --> 00:04:39.826 A:middle
to test with your games.
00:04:40.176 --> 00:04:41.576 A:middle
Well, you don't need
that anymore.
00:04:42.146 --> 00:04:44.356 A:middle
You only need to buy
one MFi controller,
00:04:44.356 --> 00:04:49.696 A:middle
get your game working
with it and go publish.
00:04:50.686 --> 00:04:52.976 A:middle
So, what will you
be able to expect
00:04:53.116 --> 00:04:54.536 A:middle
from MFi and game controllers?
00:04:55.096 --> 00:04:58.246 A:middle
Well, it all starts with
consistent control layouts.
00:04:59.196 --> 00:05:01.866 A:middle
We've defined three
which I'll be going
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:04:59.196 --> 00:05:01.866 A:middle
We've defined three
which I'll be going
00:05:01.866 --> 00:05:03.996 A:middle
into in the next
couple of slides.
00:05:04.636 --> 00:05:06.916 A:middle
But these layouts
are all the same.
00:05:06.916 --> 00:05:08.106 A:middle
You will not-- they
have to worry
00:05:08.106 --> 00:05:10.086 A:middle
about whether controls
are missing a button
00:05:10.086 --> 00:05:11.346 A:middle
that you need for
a game to work.
00:05:12.346 --> 00:05:14.756 A:middle
The controllers will
be transport agnostic.
00:05:15.216 --> 00:05:18.626 A:middle
So, they may use both wired
and wireless creativity options
00:05:18.946 --> 00:05:22.856 A:middle
but they will still report
changes in control of state
00:05:22.856 --> 00:05:27.256 A:middle
and button state to your game
at a consistent and fast rates.
00:05:29.356 --> 00:05:32.546 A:middle
All the buttons on MFi game
controllers will be pressure
00:05:32.546 --> 00:05:34.936 A:middle
sensitive, every single one.
00:05:35.296 --> 00:05:38.826 A:middle
And because we have
this ability in the--
00:05:38.826 --> 00:05:41.526 A:middle
through via the MFi
program to set a standard
00:05:41.526 --> 00:05:44.316 A:middle
for both mechanical, electrical
00:05:44.316 --> 00:05:46.836 A:middle
and firmware requirements
all the buttons will have a
00:05:46.836 --> 00:05:51.496 A:middle
consistent mechanical feel and
this maybe important to some
00:05:51.496 --> 00:05:52.456 A:middle
of you in the audience as well.
00:05:52.456 --> 00:05:57.516 A:middle
That-- but that's not all,
we also know that thumbsticks
00:05:57.516 --> 00:06:01.246 A:middle
and D-pads have they're
definitely been a topic
WEBVTT
X-TIMESTAMP-MAP=MPEGTS:181083,LOCAL:00:00:00.000
00:05:57.516 --> 00:06:01.246 A:middle
and D-pads have they're
definitely been a topic
00:06:01.246 --> 00:06:03.686 A:middle
that were-- has required a lot
of time in the past when working
00:06:03.686 --> 00:06:07.096 A:middle
on games mainly because not
all of them are created equal.
00:06:07.356 --> 00:06:10.526 A:middle
Some of them drift, some of them
have dead zones, varying sizes,
00:06:11.106 --> 00:06:14.926 A:middle
some of them won't-- can't even
let you actually use the entire
00:06:14.926 --> 00:06:17.646 A:middle
area when you roll
your finger around.
00:06:18.566 --> 00:06:21.746 A:middle
You won't need to worry that
with MFi game controllers.
00:06:21.926 --> 00:06:24.516 A:middle
You can depend on and
trust that the controllers
00:06:24.516 --> 00:06:28.846 A:middle
that you see here on these
controllers will work
00:06:28.846 --> 00:06:31.346 A:middle
consistently in a
game regardless
00:06:31.346 --> 00:06:33.626 A:middle
of whatever code
password you may take.
00:06:34.356 --> 00:06:38.186 A:middle
And-- but of course, we will
still see a lot of variation
00:06:38.186 --> 00:06:40.966 A:middle
in terms of industrial design
and color choices and that sort
00:06:40.966 --> 00:06:43.646 A:middle
of thing and that's perfectly
fine we want to see that,
00:06:43.706 --> 00:06:45.876 A:middle
we want-- I'm sure your users
will appreciate having those
00:06:45.876 --> 00:06:51.826 A:middle
options as well, but the
core behavior and the way
00:06:51.826 --> 00:06:54.166 A:middle
that this controllers work is
something that you can trust
00:06:54.166 --> 00:06:55.176 A:middle
and depend on to be consistent.
00:06:55.816 --> 00:06:57.546 A:middle
So, let's talk about the
first controller type.
00:06:57.586 --> 00:07:02.346 A:middle
What you see here is a
form-fitting standard gamepad.
WEBVTT
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What you see here is a
form-fitting standard gamepad.
00:07:03.206 --> 00:07:05.016 A:middle
So, let me explain the
terminology a little bit.
00:07:05.426 --> 00:07:06.806 A:middle
By forfeiting what I mean is
00:07:06.806 --> 00:07:09.756 A:middle
that the gamepad physically
in cases the device.
00:07:10.076 --> 00:07:11.806 A:middle
So, forfeiting is a
fancy word for case.
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The key takeaway here though
for our US game developer is
00:07:15.766 --> 00:07:18.686 A:middle
that it means that the user
can still touch the screen.
00:07:19.386 --> 00:07:21.546 A:middle
And there was API and the
game controller framework
00:07:21.546 --> 00:07:24.066 A:middle
for your game to check
and know for certain
00:07:24.066 --> 00:07:26.526 A:middle
that yes the user can't
still touch the screen.
00:07:27.386 --> 00:07:30.626 A:middle
Therefore, you can take
advantage of that if you
00:07:30.626 --> 00:07:34.086 A:middle
like to create this hybrid
experience of Multi-Touch
00:07:34.716 --> 00:07:37.246 A:middle
and tackle buttons
on controllers
00:07:37.466 --> 00:07:39.406 A:middle
that Jacques just spoke about.
00:07:40.236 --> 00:07:45.846 A:middle
The standard gamepad has a one
directional pad in the left,
00:07:45.846 --> 00:07:50.356 A:middle
it will always be on the
left 1 ABXY face button group
00:07:50.356 --> 00:07:51.806 A:middle
that will always be on the right
00:07:51.806 --> 00:07:54.356 A:middle
and will always have
these color designs with.
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And one row shoulder
buttons L and R.
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You also see a little
pause button there
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You also see a little
pause button there
00:08:02.006 --> 00:08:03.816 A:middle
which will be present in
all three controller types
00:08:04.156 --> 00:08:06.876 A:middle
but that will be spoken about
in detail a little bit later
00:08:06.876 --> 00:08:07.326 A:middle
in this session.
00:08:07.916 --> 00:08:13.116 A:middle
From the form-fitting
standard gamepad we go
00:08:13.116 --> 00:08:15.016 A:middle
to the form-fitting
extended gamepad.
00:08:15.886 --> 00:08:22.076 A:middle
And that adds two Thumbsticks
on either side and an extra set
00:08:22.076 --> 00:08:24.896 A:middle
of triggers right below the
left and right shoulder buttons.
00:08:25.086 --> 00:08:28.996 A:middle
And you can see there that the
labeling changes as well from L
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and R to L1, L2 and R1, R2.
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You can depend on that, all of
them will be labeled this way.
00:08:36.816 --> 00:08:39.426 A:middle
So, as you point out that just
00:08:39.496 --> 00:08:41.806 A:middle
because the extended
gamepad exist does not mean
00:08:41.806 --> 00:08:44.676 A:middle
that you have to take
advantage of all the controls.
00:08:44.676 --> 00:08:48.566 A:middle
This is something that you as
a game designer get to pick.
00:08:48.566 --> 00:08:51.206 A:middle
And we fully expect that
there will be some games
00:08:51.206 --> 00:08:54.986 A:middle
that when hooked up to an
extended gamepad don't use the
00:08:54.986 --> 00:08:56.606 A:middle
extra controls, that's
perfectly OK.
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Last but not least is the
standalone extended gamepad.
00:09:05.466 --> 00:09:09.186 A:middle
And standalone means that it
is not attached to the device.
00:09:10.046 --> 00:09:11.816 A:middle
That's it, it doesn't
have to be complicated.
00:09:12.146 --> 00:09:13.816 A:middle
The important thing here is
00:09:13.816 --> 00:09:16.436 A:middle
that all standalone
gamepads are extended.
00:09:16.656 --> 00:09:18.126 A:middle
They will have the thumbsticks
00:09:18.406 --> 00:09:19.836 A:middle
and they will all
have the triggers.
00:09:20.666 --> 00:09:21.416 A:middle
So, remember that.
00:09:22.256 --> 00:09:23.626 A:middle
And also keep in mind
00:09:23.626 --> 00:09:29.026 A:middle
that standalone gamepads will
have the player ID indicators
00:09:29.316 --> 00:09:31.846 A:middle
as you can see there are a
little four dots in the middle.
00:09:31.846 --> 00:09:34.176 A:middle
And again, later
in the session one
00:09:34.176 --> 00:09:36.066 A:middle
of the colleagues will be
explaining how to take advantage
00:09:36.066 --> 00:09:39.066 A:middle
of those for your game.
00:09:39.266 --> 00:09:40.486 A:middle
So, let's recap.
00:09:41.896 --> 00:09:43.166 A:middle
There are three controller types
00:09:44.176 --> 00:09:47.496 A:middle
for MFi game controllers
starting with the standard,
00:09:48.176 --> 00:09:52.036 A:middle
form-fitting gamepad, the
extended form-fitting gamepad
00:09:53.186 --> 00:09:56.166 A:middle
and the extended
standalone gamepad.
00:09:57.256 --> 00:09:58.296 A:middle
All right.
00:09:58.296 --> 00:10:00.386 A:middle
So, some of you in the audience
may actually be interested
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So, some of you in the audience
may actually be interested
00:10:00.386 --> 00:10:02.466 A:middle
in making MFi game controllers.
00:10:03.206 --> 00:10:05.086 A:middle
And if so, this is
the slide for you.
00:10:05.816 --> 00:10:09.426 A:middle
As Jacques explained earlier and
as you heard during the state
00:10:09.426 --> 00:10:13.606 A:middle
of the union address MFi
game controllers will need
00:10:13.956 --> 00:10:16.846 A:middle
manufacturers to
join the MFi program.
00:10:17.206 --> 00:10:17.946 A:middle
It's very simple.
00:10:18.506 --> 00:10:21.826 A:middle
Go to the URL you see here
on the slide, sign up here
00:10:21.936 --> 00:10:23.166 A:middle
with your company information.
00:10:24.456 --> 00:10:26.876 A:middle
And, you know, and
then you'll be hearing
00:10:26.876 --> 00:10:28.466 A:middle
from our presenter fairly soon.
00:10:30.206 --> 00:10:33.656 A:middle
Access to the MFi program
grants technical information
00:10:33.786 --> 00:10:35.066 A:middle
such as the specification
00:10:35.066 --> 00:10:37.516 A:middle
that we have put together
concerning MFi game controllers.
00:10:38.256 --> 00:10:41.406 A:middle
Hardware components such as the
lightning connector that some
00:10:41.406 --> 00:10:43.706 A:middle
of you may choose to use
in your game controller.
00:10:44.826 --> 00:10:48.136 A:middle
Test tools, technical
support and last
00:10:48.816 --> 00:10:51.866 A:middle
but not least certification
procedures that you
00:10:51.866 --> 00:10:54.616 A:middle
as a controller manufacturer
will use when it comes time
00:10:54.616 --> 00:10:56.676 A:middle
to get ready to bring
your product to market.
00:10:57.666 --> 00:11:01.066 A:middle
Once your product passes
certification then you will get
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Once your product passes
certification then you will get
00:11:01.066 --> 00:11:05.856 A:middle
to-- go to market and use
those logos compatibility icons
00:11:05.856 --> 00:11:08.786 A:middle
that all of the mutual
customers know how to recognize.
00:11:11.536 --> 00:11:16.736 A:middle
So, now I'm pretty sure or
I guess you can take a guess
00:11:16.736 --> 00:11:19.596 A:middle
that the varying questions
everyone in mind at this point
00:11:19.596 --> 00:11:22.426 A:middle
in time is when will see
MFi game controllers?
00:11:23.186 --> 00:11:26.556 A:middle
Well, I can help you
answer that right now.
00:11:27.046 --> 00:11:28.766 A:middle
We have already been
working with key partners.
00:11:29.306 --> 00:11:32.326 A:middle
You can see two of them on
the slide Logitech and Moga
00:11:32.946 --> 00:11:35.136 A:middle
and they-- let me assure you
00:11:35.136 --> 00:11:38.526 A:middle
that they are working very
diligently to bring controllers
00:11:38.526 --> 00:11:40.556 A:middle
to market later this fall.
00:11:42.436 --> 00:11:44.496 A:middle
In fact, in the [inaudible]
downstairs
00:11:44.836 --> 00:11:46.886 A:middle
as what's previously
mentioned you will find
00:11:46.886 --> 00:11:50.986 A:middle
that there are some prototype
Logitech controllers already
00:11:50.986 --> 00:11:52.856 A:middle
out there for you--
for you game developers
00:11:52.856 --> 00:11:53.556 A:middle
to start working with.
00:11:53.986 --> 00:11:58.006 A:middle
So, you can't say that we're
slowing you down on this.
00:11:58.436 --> 00:12:00.666 A:middle
You know, get started
they're right there.
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You know, get started
they're right there.
00:12:01.306 --> 00:12:04.976 A:middle
And quite frankly we can't
wait to see what all of you
00:12:05.336 --> 00:12:06.336 A:middle
in the audience come up with.
00:12:06.556 --> 00:12:09.086 A:middle
We're' really excited and hope
that you'll be willing to walk
00:12:09.086 --> 00:12:09.946 A:middle
down this road with us.
00:12:10.906 --> 00:12:12.616 A:middle
And so at this point,
I want to hand things
00:12:12.616 --> 00:12:15.376 A:middle
over to my colleague JJ so
he can talk to you about how
00:12:15.376 --> 00:12:16.176 A:middle
to connect the controllers.
00:12:16.176 --> 00:12:16.976 A:middle
Thanks everyone.
00:12:17.516 --> 00:12:24.996 A:middle
[ Applause ]
00:12:25.496 --> 00:12:26.076 A:middle
>> Thanks Edwin.
00:12:26.486 --> 00:12:29.186 A:middle
So, let's talk about the
software and how you're going
00:12:29.186 --> 00:12:31.496 A:middle
to be interacting with the