The game room idea has long been on the mind of many.
For years, game creators have wondered how to make online multiplayer gaming a reality.
Now, it’s finally happening.
And this is not just some fancy new virtual reality headset, this is the real thing.
The Gameroom idea can be seen as the culmination of many years of work on the idea of making online games a reality, said Nick Hager, the CEO of GameRoom Interactive, a company that helps developers create games with built-in online features.
GameRoom, a developer of online games for the Oculus Rift, is currently in beta testing with the aim of building a platform for developers to sell their games to consumers.
Hager said the idea for a GameRoom is a simple one: The idea is to let developers build the content they want into a game.
“You could have a game that is all about the galaxy, and you could have the player play the game through a Star Wars-like experience.
And then you could take that experience and build a new game that’s a completely different game,” Hager told ABC News.
“The problem is that the content that you’re building in that new game is so different that the player won’t know what it is.”
Hager says his company has had to fight some of the challenges of trying to sell games on an online platform.
But his company is doing everything it can to make the idea work.
For example, GameRoom says it has developed a “game controller” that can be attached to an Oculus Rift headset, letting the user control the game while it plays.
And the company is working with other developers to make a Game Room that will allow for people to upload their own content and create new games that are playable with the same functionality as those made by other developers.
But the real question is how does a company like Hager’s GameRoom go about selling its games online?
Hager was recently in a room with a number of partners at the Oculus Developer Summit.
Hagan said the key is to find a way to make sure the content is up to scratch.
“We’ve done the research, and we’ve been able to find ways to make it work, because we know what the requirements are for it to be able to do that.
It’s just finding the right people, finding the appropriate content that works for them,” Hagan told ABC.
Haggling the right content for a game The game studio’s approach is a departure from many others.
For many years, games were released for the Nintendo 64, Atari 2600 and Apple IIe platforms, but they were only available in digital form.
That changed with the advent of the Nintendo Wii, the PlayStation 3 and Xbox 360.
The Nintendo GameCube, which launched in 2006, is one of the most popular consoles of all time.
Huggling with that format has been difficult.
There’s a certain appeal to the idea that you can just throw everything on the Wii and it’ll work, said Hagan.
The Wii’s hardware allowed developers to create games that were optimized for the Wii, but it was a very complicated system to manage, said Daniel D’Esposito, the senior vice president at Lucasfilm.
“If you’ve ever played a game like Mario Kart, you’ll know that it takes a very long time to get the game to load up on the screen,” D’Essoso said.
For that reason, many developers decided to make games for Nintendo consoles, and those games have since been ported to multiple platforms.
“Nintendo is such a massive platform, there’s a tremendous amount of content that’s not available on that platform,” said Haggings D’Essos, but developers were forced to make compromises when it came to how their games were packaged.
But as gaming has grown, so has the demand for more online content.
For Hagan, the challenge with making games for consoles is how do you distribute it online, since the consoles are so popular?
“We have to figure out how do we get the content to the user,” Haggies D’Emos said.
“In the console space, the only way to do it is to have a huge catalog of all the content and then put it on the website and give people access to it.”
So far, the GameRoom has been a success.
Game room content can be downloaded to the Wii U and the PlayStation 4, but there’s no word yet on how many games have been sold online.
Haggers D’Escosa says the most important part of his job is making sure that the game is actually playable online.
“What we really want is the user to be online when the game’s in front of them,” Descosa said.
But that doesn’t mean that the entire experience is free.
The publisher also has to make certain that the games are actually playable.