Wireframe - #34 - 2020

(Elliott) #1
ver the last decade, bedroom coders have
risen up: indie became a fundamental
creative force as game makers gained
access to the means of production, in
middleware and free engines, and the market, in open
platforms. Yet during this time, an indie hardware
revolution has also gathered pace. Sometimes labelled
as the ‘maker movement’, fellow hardware designers
have begun getting access to the sort of tools and
markets our software peers had enjoyed for years.
3D printers and computer-controlled milling
machines, once costing tens of thousands, now cost less
than a laptop. PCBs, the complex component-connecting
boards of all electronics, can be designed with free
open-source software and ordered in small batches for
under £10, shipped. Communities have formed, allowing
tinkerers, makers, and small startups to share knowledge
on everything from obsolete components to navigating
deals with Chinese manufacturing plants.
And one of the biggest benefactors of this kind of
hardware cottage industry so far has been the retro
game scene. It’s something Wireframe has written
about in the past: as consoles age, their disk drives
fail and their connections become obsolete. But many
individuals and small companies have started producing
drive emulators and video upscalers to plug that gap.
For example, with the combination of GDEMU and
the OSSC, players can upgrade their flaky Dreamcast to
play games from quick-loading, reliable SD cards while
upscaling analogue video and feed it laglessly into a
modern HDMI TV.
Meanwhile, PC gamers long frustrated with the
handful of mushy commercial keyboards can now
choose from a plethora of different switches and
layouts. Designers build small batch circuit boards
which are preordered by enthusiasts, while wood and
metalworkers produce custom cases. Others create
keycaps, build USB cables, and hand-modify switches.

O


Hardwarecore:


The Rise of the


Garage Solderer


Today, the range and quality of keyboards available is
mind-blowing; the best craftsmen are being drafted in to
create £800+ boards for esports and Twitch stars. This is
something that only a decade ago would have seemed
impossible. And similar progress is happening in the
arcade stick and custom controller scene.
These aren’t the most remarkable stories of this indie
hardware revolution: we’ve had a thousand bargain
bins of microconsoles (remember OUYA?) and the
Pebble smartwatch (fact: I designed the Pebble’s most
successful game, which reached millions and made me
£0). Raspberry Pi was born from these dropping barriers


  • without it, you wouldn’t be holding this magazine.
    But the biggest success so far is Oculus VR: Kickstarted
    hardware, ostensibly created by a barefooted boy genius
    in his parent’s garage, later snapped up by Facebook for
    £1.7 billion. While Oculus has failed to realise the potential
    many had hoped for, it’s indicative of what is possible for
    independent hardware developers: to build what people
    and big corporations don’t yet know what they want.
    Hardware is once again as disruptive as software.
    So while we celebrate the indie software pioneers
    of the last decade, it’s worth us all looking forward to
    what is possible in the next ten years in silicon. What’s
    most exciting is not what’s already announced, but the
    possibility of what comes later. That’s to say: the promise
    of independent hardware as the capital overheads close
    in to software. Much as indie games have us playing
    games we never envisioned, could indie hardware have
    us playing in ways we never dreamed of?
    As our next keyboard is less and less likely to be
    from Dell or IBM, could our next console not be from
    Nintendo, Sony, or Microsoft? Perhaps it’ll be an indie
    console. Perhaps it’ll be open source and supported
    by the world’s bedroom coders. Perhaps it’ll look and
    feel like nothing we’ve ever considered before. Perhaps
    it’s being developed right now, on your street, by some
    young kid in a garage, whether barefoot or not.


wfmag.cc \ 03

34


WILL LUTON
Will Luton is a veteran
game designer and
product manager
who runs Department
of Play, the games
industry’s first
management
consultancy. He is
the author of Free-
to-Play: Make Money
From Games You Give
Away and has worked
with Sega, Rovio, and
Jagex. He is also an
avid retro games and
pinball player.
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