Author: Volker Page 59 of 73

The State of Play…

This week (nearly everyone) trecked out to San Francisco for the Game Developers Conference (no, not me), and we therefore could hear and read a lot about where gaming, specifically also mobile gaming, is these days. So what is the state of play? Varied, it seems:

On-deck/off-deck was addressed: Kristian Segerstrale, formerly of Macrospace/Glu, now fresh start-up entrepreneur with his Playfish offering described the current landscape rather neatly: “Competitive development, Ogopolistic publishers, but monopolistic retail.” (This was – unsurprisingly – seconded by Nokia‘s multimedia guru, Anssi Vanjoki). Segerstrale damned the economics of the space with carriers syphoning off 30-40% for billing when the same can be had for a few points from Google check-out, Paypal, etc. He went on to predict that it will be the carriers’ doom to stick to that model and painted a bright future. I quite agree with him on this, mainly for two reasons: 1) the move into flat-rate data plans for mobiles; these will take away the fear of people browsing outside the constraints of the carrier that they will face huge bills, and – to some extents connected to the first point – 2) the fall of the walled gardens. This will mean that a whole new playing field is opening: consumers will no longer be constrained to buy games (and, for that matter, any other content) on their carrier deck where choice has been limited and innovation not always prevailing but anywhere on the whole wide web.

Such a development would arguably also clean up with another of these quirky carrier specifics, namely content discovery. On one of GDC’s panel discussions it was noted that, “[w]hen shopping on the deck, it is easy to know what an application does based on its name. However games are much harder to sell based on a 17-character title. There is no description and no ability to preview a game (such as viewing a trailer) before downloading. In the discussion, the example of Amazon was used to describe the kind of preview and recommendation system that needs to develop for mobile games.” True enough…

On the market as a whole, others, namely some of the money-men, were less buoyant: Mitch Lasky, formerly of Jamdat, now a VC with Benchmark Capital, warned that finding an exit in the next 2 years would be tough as the industry was “in the midst of a multi-year transition”, whatever that is supposed to mean. He is of course right in that the sector is consolidating, and 2007 was a tough year for most in the mobile game space (more on that below).

And then came the mobile gaming heavyweights from Gameloft and claimed that there had not been a Christmas in 2007. How’s that for a bleak outlook? The mighty Frenchmen’ President & CEO, Michel Guillemot compared that to a transition (is this a theme?) between console platforms: before the new one is really in, no one will buy a game anymore. Now, with all due respect, I do not believe that the slump of the mobile games market that many seemed to have been experiencing is hardware-driven. I would rather blame it on the choking hold the severely flawed business model in the space (see above) and actually increasing scarcity of deck space due to carriers reducing the number of slots available.

This last bit specifically was stoically conceded by Glu’s Jill Braff: she said one had to understand the way carriers operate (and, yes, from their perspective I think I do) and then “work in the system”. That might all be fine and dandy for the few who manage to place it. It does not, however, grow the market, educate consumers (and retailers) or gets games to that next level. I mean, on 5-8% take-up on downloadable mobile games, you are talking about a niche. Shouldn’t Ms Brasff rather be pondering on how to break that mold and make mobile gaming a true mass market phenomenon? Getting your head down, sighing and “work in the system” might not actually be an approach that helps that.

The gordian knot will only be cut if the distribution funnel opens up: this does not necessarily mean that carriers will lose the war but they will have to change their approach — eventually. Just imagine an ISP trying to dictate what game you’d be allowed to access. There used to be one, you say? True enough: the old AOL model. And where are they now when it comes to access? The iron curtain fell, the walled gardens on the Internet fell, and they will fall on mobile, too.

Mobile will be big, no really!

This is something of an old hat but, alas, the conference season in full swing (with my day job making serious demands there) and a little flu to go with it, and I keep falling behind.

Anyhow, at the Davos World Economic Forum‘s “power panel power panel” with the head honchos from Google (Eric Schmidt), Sony (Sir Howard Stringer), NBC Universal (Jeffrey Zucker) and, to top it all off, China Mobile (Wang Jianzhou), a couple of interesting comments were made that do merit some reflection, I think. Google CEO Schmidt in particular was vocal on a couple of points of interest.

One point is so blatantly obvious that I hardly dare to repeat it: “it’s the recreation of the Internet.” Doh. Yes, all the same features, all the same cornerstones: restricted bandwidth, warped business models (one used to pay per minute for dial-up and/or for KB of data, remember, and that would include any ads delivered to you [only that there weren’t that many — for rather obvious reasons]), restricted processing power of devices (my 80286 with a whopping 2o MB hard drive was considered a rocket at its time, and I was the first in my class with a 9,600 bps modem), etc, etc. So for the whole world to get all excited when Mr Schmidt mentions these parallels, I was, well, somewhat disappointed.

Moving on, Schmidt suggested that mobile phones, in particular future ones, would increasingly offer the wonderful touch of being location-aware, in other words come with GPS, and this is indeed what users seem to want. China Mobile’s Wang pondered that phone calls might in fact come for free as LBS may well take over… But isn’t Google one of a very select few who can actually can run carrier-independent zone detection, i.e. get proximity data already? Why do I need to know when a user is within 3′ from my burger shop, aren’t 100 yards enough? As long as he/she’s hungry, I’d say it is. So, is it all there already then? It of course is only one piece…

I would venture that it is in the process of unfolding: next to the handset technology (data usage per se isn’t much fun on a 4-year old black-and-white 6310i), the main obstacle to a more comprehensive take-up is costs of use, namely data charges. Do you remember the Internet in dial-up days? Connect, retrieve e-mail, disconnect. Not much time for anyone to get additional messages (commercial or not) across then. Only when flat rate data packages became available did people start to use the medium to its potential. And this seems to be where we will go in 2008. A lot of the large carriers now offer flat rate data plans and, as it wouldn’t be much fun otherwise, open their walled gardens in the process. This effectively gets the Internet proper onto the user’s phones, and not only a minutely small, hand-picked extract from it. Will this stir usage and uptake? You bet!

Could it be better? Oh, the holy grail of connecting data: see who was where when with whom doing what… This meets widespread privacy concerns and would also require a number of rather complex arrangements between key players that all guard their little secrets jealously as they don’t want to give their advantage away: the carrier doesn’t want to tell, the advertizer either, and the solutions provider wouldn’t ever.

But, hey, aside from that, it is only the “usual”, i.e. the things that I and so many other frequently lament: fragmentation, non-availability of consistent platforms and interfaces. But on all of these fronts, huge steps have been made forward (e.g. do Apple iPhone users google 50x as often as others, and 95% regularly use the Internet; other carriers moan the data usage is “unheard of“). If it is Google’s 4 demands or less doesn’t matter so much: as long as there comes more consistence, so that users get familiar with the approach and the use, it’ll fly. With the mobile phone always sitting in their pocket, i is too close to people’s hearts — well hands.

Convergence in games

It’s been the buzz for some time but no one had, with few exceptions, been seeing too much of it but now it seems to start taking off: cross-platform convergence of games. It is a bit of a holy grail: the network operators (or carriers) are not always the most creative and daring bunch when it comes to trying things out and they take a very healthy cut of the revenues from a tough, fragmented and still relatively small market. No wonder then that a lot of people are praying for alternative solutions. But, alas, it never really worked: every games publisher will tell you that, other than for music, wallpapers, etc, the direct-to-consumer model never really worked for games; the operators dominate the space as the, by far, most important distribution channels.

This could be, one thinks, overcome when more users would actually get themselves familiar with the games in a less constrained environment, the web being an immediate answer. Many have tried, many have failed (even the superstars of mobile games, Gameloft, stopped their in-house offering). But, hey, maybe it was just the wrong approach. Trip Hawkins‘ brainchild Digital Chocolate showed with their approach to their award-winning game TowerBloxx how it can also be done: they created a Facebook app and an online Flash version of the game that have been roaring successes: allegdely, the Flash game saw more than 10 million plays to date and the Facebook app has had 430,000 lifetime users. For a property that sprung from mobile, these are very respectable numbers indeed. And whilst I have no idea if it actually helped selling more games (300,000 clicked the “buy now” button but, for some odd reason, they don’t know how many actually bought it), it will have played its part to keeping the game in the front of people’s minds – and that’s half the work done, isn’t it?

Other players are onto it, too: online gaming giant Oberon Media bought mobile publisher I-Play last year in order to offer a more comprehensive line-up across media boundaries. Real is doing similar things. It is probably only a question of time before EA connects its pogo.com online destination with its mobile titles. I also know of quite a few smaller developers that start to very actively incorporate the multi-platform into their game design and development considerations. Very encouraging, that is!

And it makes so much sense of course: handsets get more and more powerful, the garden walles gardens start to come down with flat-rate data plans for mobiles becoming more and more the rule: all in all, a perfect runway for the ascent of convergent media consumption.

Now let’s add (mobile) Flash to the equation, and things could become very interesting indeed… (and, yes, I know, we may not yet have the install base but it’s getting there…)

Helio numbers…

In Earthlink‘s earnings call, they unearthed some usage numbers for US MVNO Helio, the joint venture between Earthlink and South Korea’s SK Telecom. And, despite the fact that Helio still seems to burn through cash rather quickly, these numbers do not look too bad:

– Helio’s ARPU was more than $85 a month compared to an industry average of under $50.
– Its users average more than 550 text messages a month, and instant message penetration is 3x the industry average.
– A whopping 95% of Helio customers access the web through their mobile devices (industry average: c. 13%.
– In December, Helio’s users uploaded photos from their devices to the web at a rate 5x of the industry average.

But then came the bad bit: Helio finished the quarter with just over 180,000 subs, which is a 28% growth rate over the prior quarter, but its revenues of $56 million may be an increase of 147% over the prior year but only 8% over the prior quarter. That means their top-line growth was not matched by their bottom-line one, quite to the contrary. The available news do not shed light onto why that is so but it is concerning as it means that they do either not have their costs under control (expending more per added user than per previously existing one) or they have a serious CPA problem: if the margin per incremental user gets slimmer, they may have to spend more to recruit them. Not healthy…

Because Earthlink has pulled out of additional funding requirements for Helio, the burden rests on SKT’s shoulders. For how much longer is anyone’s guess although, to be fair, SKT has shown a pretty healthy amount of patience in this.

Barcelona, here we come…

I, as pretty much everyone else involved in mobile telecommunications in the wider sense, will be trotting to Barcelona this coming weekend and mingle with the crowds there, looking for further enlightenment at the Mobile World Congress (formerly known as 3GSM).

My agenda is filling up pretty quickly but if you would like to get in touch, get me acquainted to the next big thing, or divulge other exciting progress, drop me a note at volker (dot) hirsch (at) gmail (dot) com…

I will be in town from Sunday afternoon (yes, also attending the Mobile Sunday event) all the way through Friday morning.

Linux Mobile on track

After delays on the part of the much awaited Android (see my original take on that here), one of the “other” Linux Mobile initiatives, namely the LiMo Foundation announced the release of its first version (“R1”) on schedule for March. The beta version of the respective APIs is available on their website immediately. They also said there would be sneak previews of all the good things at next week’s Mobile World Congress in Barcelona, and I will be sure to check it out!

The LiMo Foundation, which is backed by an impressive number of industry heavyweights (quite a few of which are also members of the Open Handset Alliance, the maker of Android), seems to be moving swiftly ahead, and their platform is, in their own words, basically the following:

“The LiMo Platform—leveraging standards and open-source projects—is a modular, plug-in-based, hardware-independent architecture built around an open operating system, with a secure run-time environment for support of downloaded applications. Linux was selected as the core technology for the LiMo Platform for its acceptability by the whole mobile industry, its rich functionality and scalability, its record of success in embedded systems and mobile phones and its potential to easily “cross-platformize” with other product categories.” Middleware components for the platform can apparently be implemented in either C or C++ programming languages.

What seems noteworthy is that the good folks at the foundation seem to have managed to leverage the substantial resource of its members. Its chairman praised “the transparent, balanced and harmonious contribution process […].”

Just before Christmas, the third consortium, LiPS, had announced that its first release was now complete.

However, it would appear of not so much being a race of who is first but of who manages to deploy on most devices. Given the membership of the three consortia comprises most of the big players (with the notable absence of Nokia although its recently acquired Trolltech is a member of the LiMo Foundation; read the excellent analysis on that deal here), one might ask if would not be perhaps the best idea to merge the whole thing, and deploy one common platform. Wouldn’t that have real impact?

But waiter, please, I did not order this (SMS)…

Now, this has been puzzling me for years: the US carrier policy (I am not sure how many still do it) of charging the recipient of a text message for that message. How odd is that? You sit in a restaurant, the waiter brings you a bottle of wine that you did not order. You do not drink the wine (because you did not order it and you do not like wine) but you are being charged nonetheless. There is even a bolder version of this: the same waiter works for a winery, and they send you that bottle as a marketing trick, say to lure you into booking travel to the Loire wine region. Yet again: you did not order it, you did not drink it, they charge you. No, you say, this is surely not possible. And I agree.

However, the US arm of T-Mobile (and I am sure others before them) is doing just that: if users that do not hold a special data plan (something like a don’t-pay-for-wine-you-did-not-order-plan) are being charged for every SMS they receive, be it your teenage son telling you that he didn’t make it [home/to school/to your appointment 3 hours ago], be it your partner announcing that he/she is on the tube and will be home in 10 minutes or be it the tourism authority of the Loire region working hard on improving travel to their area – you pay.

This now seems to backfire as there has been a class action filed against T-Mobile US seeking redress for exactly that. According to the report about it, “the plaintiffs allege T-Mobile USA’s texting policy violates federal telecom law and Washington state’s consumer protection-unfair business practices act” but, quite frankly, I would have thought it would also violate a string of other, more mundane laws about contracts and invalidity of coercive business practices, etc. Unfortunately for all of us who like to drool over those incredible sums in US law suits, “the suit did not contain a dollar figure for alleged damages.”

It is about time that this stops: it estranges your customers, it provides for horrendous customer experience, and, really they shouldn’t say they didn’t see it coming…

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