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Microsoft's PopFly makes it easy to create your own arcade games

Microsoft is announcing today that it has created a easy-to-use Popfly Game Creator, a software tool that makes it easy for anyone to create their own arcade-like video games.  —  The tool is based on Microsoft's popular mashup tool Popfly …

VentureBeat Dean Takahashi

Context & Ripple Effects

Popfly began in 2007 as Microsoft's Silverlight-based mashup creator, then broadened into a drag-and-drop app builder and even reached into the enterprise via SharePoint integration. The Game Creator is the next vertical application of that same no-code platform: taking a tool built for web mashups and pointing it at arcade-style game development for non-programmers. It also foreshadows a line Microsoft would pursue years later with Project Spark, which eventually let users build games for Windows 8.1 and Xbox One.

First-order effects

  • Non-programmers gain a template-driven way to build and share arcade-like games inside Popfly, extending the platform's audience from mashup hobbyists to aspiring game makers.
  • Microsoft deepens Popfly's reliance on Silverlight by giving consumers another reason to install and use the runtime.

Second-order effects

  • Consumer game-creation tools put pressure on the boundary between player and developer, forcing platforms that host user content to think about discovery, moderation, and sharing for amateur-made games.
  • Rivals in the casual-games space face a well-resourced entrant giving away creation tools for free, pressuring anyone charging for entry-level game-making software.

Third-order effects

  • If the pattern holds — Popfly's Game Creator leading into Project Spark's Xbox One and PC versions — Microsoft is building toward a world where game creation is a mainstream consumer activity and consoles become platforms for user-generated content, not just shipped titles.
  • The longer arc points toward creation tools becoming a distribution strategy: free builders that seed ecosystems whose value accrues to the platform owner rather than the toolmaker.

The trend: This is an early data point in the decade-long shift toward democratized, no-code game creation, in which platform owners give away authoring tools to grow their content ecosystems.