Tag: BREW

Qualcomm slowly admitting defeat?

I know this is a contentious headline but one could interpret the news that Qualcomm is opening its very own app store (which is probably the oldest one!) to any device on any platform on any carrier this way. The provider will open its Plaza service to non-BREW devices (BREW is proprietary to Qualcomm). This could be seen as an admission of defeat in the platform war, which it appears to be losing against GSM platforms.

However, I plead to see the bright side of this: it is a remarkable move to highlight and capitalize on a piece in its arsenal that has long been industry-leading: Qualcomm has long been offering merchandising solutions that do not have to shy away of the cutting-edge app stores of today. The new Plaza Retail will now bring to Java, BREW, Blackberry and Flash (Android , Windows Mobile, Palm, Symbian and Linux Mobile are apparently to follow) what BREW users have had for a while: a storefront, great device integration and flexible billing (micro-billing, subscriptions, etc). It also allows personalization and a recommendation engine (courtesy of last year’s acquisition of Xiam Technologies). And it is a very proven platform that has showed its worth on many a bill to developers (the content-lock is much better than Apples; which may anger some users but will be welcomed by developers) This is quite cool!

Fragmented?

Funny. Sometimes a theme somewhat haunts you… After I have posted about the demise of Tira Wireless (and added some alternative views on the labyrinth that is platforms and handset fragmentation; also go and revisit my posts on the same topic here and here), today we can read that it will all get worse (or maybe not). I bet they read my recent post on the issue… 😉

The article only mentions somewhat curtly two new platforms, namely iPhone and Android (both of which I have covered before, namely here, here and here – amongst others), and then goes on to report on a panel at CTIA where a panel sponsored by the “Symbian stakeholders” apparently dismissed the whole notion, stating that the market would solve it. Now, it will have to, I guess. However, it is not all that bleak: Symbian, UIQ, Linux, BREW, Win ME and ultimately the iPhone OS are all C-based. Most of them (with the notable exception of the iPhone) also run Java Virtual Machines (JVM), so you can either code in J2ME (which is arguably the most widely supported language) or go native and code native in C+/C++ with then much easier ports to the varying iterations.
The challenge naturally remains (and, yes, I have voiced this previously) with a view to supporting all those odd handsets here and there and everywhere but, let’s face it, a lot of them are being imposed on publishers by the carriers who want to make sure that even that last customer that hangs on to his SE T-610 will be served with content (even though he won’t ever download a piece). Wouldn’t it be so much better marketing if they would simply return a message telling that poor customer:

“Hey, we noticed you tried downloading content to your T-610. You may not have realized that this phone is utterly outdated and will give you no joy when playing games. We would like to offer you a discounted upgrade to the brand-spanking new N76/ W880i/ Pearl/ iPhone/ Viewty/… and your life would be so much cooler. We are confident that you would then also have more luck with the girls/boys… Best. Your carrier”

What I am trying to say is that a lot of the fragmentation issues are (nowadays) artificially imposed, not technologically warranted. Any carriers reading this? Think about it, folks. It won’t harm you, I bet!

Re Tira: there are others!

My post on Tira Wireless‘ apparent demise triggered a few e-mails, and it was pointed out that, whilst my observations generally seem to have been accurate, I forgot a few players that actually do deliver porting solutions across platforms (e.g. from J2ME to BREW) rather successfully (and do work with some of the larger publishers, too). There is for instance Innaworks, whose Alchemo solution is pretty powerful.

So, I stand corrected: it is actually possible to ease porting nightmares with smart transcoding solutions. I would still maintain though that porting from a single J2ME build (rather than a reference code base) to all devices under the sun is only possible with severe constraints. If that is understood though, the likes of Innaworks and Metismo provide a great ease of pain!

Mobile Games: Platform Standards!?

Mobile games blogger extraordinaire, Arjan Olsder, provided for a great guest post by Qualcomm games guru Mike Yuen, and it’s well worth a read! Mike addresses this most horrible of issues to mobile game developers that is called fragmentation or, in his words, “[t]he lack of platform and hardware standards continues to be a major inhibitor to mobile game growth in the United States [and elsewhere; ed.]. This diversity in development platforms (Android, BREW, Flash Lite, iPhone, Java, Linux, Symbian, WAP, Windows Mobile) and hardware configurations (display resolutions, RAM/heap memory size, processing and graphics power, audio formats, keypad and other input modes.”

Mike rightly points out that, “[i]n many cases, the costs associated with individualizing software builds to the particularities of each handset, operator and language account for more than half of the overall development budget for new game titles. It’s a simple, but important concept. If fewer resources were diverted to porting a title from handset to handset, operator to operator, more resources could be dedicated to advancing the development of new and innovative gaming concepts.”

He goes on to draw an interesting comparison to the Korean and Japanese markets where there are not as many handsets (and platforms) around and where consumers are more than twice as likely to download mobile games. He then goes on to look at market disruptors like Apple (iPhone anyone?) and others only to conclude, sadly, that “[m]obile gaming is in a state of flux – platform and hardware fragmentation has clouded the once blue sky of gaming’s future and positive disruptive products such as Apple’s iPhone have changed industry perception and consumer expectations about the future of the mobile gaming device. I’m not expecting us to reach consensus anytime soon. Fragmentation is an inherent element of the mobile industry and perhaps always will be.”

Now, is that really so? He is of course right in his analysis of the current environment. But does this really have to be like this? The mobile space suffers from too many very large companies with very large markets. And if this wasn’t enough, there’s two different groups of them, with diverging interests, namely operators (carriers) and handset manufacturers: the former want everyone to be on their network, the latter to be on their handsets. Both are more often than not big old molochs of companies with a lot of market power in their segments. However… the markets seem to gravitate (under consumer demand) towards a more open set-up: operators seem to be accepting the fact that they cannot reign their users into walled gardens forever (more and more resign to flat-rate data and open the mobile web to users) and OEMs seem to realize that they need awesome numbers of users to have a real impact and so most of them gravitate to more open platforms (or, in the case of Nokia, create them).

As most of the newer platforms appear to be based on C++ or siblings thereof (Symbian, UIQ, Linux, Android [yes, I know that they us a JVM], BREW, Win ME, etc), it would appear that a reduced complexity might be nigh. Not as easy as online, mind you, but light at the end of the tunnel nonetheless. And it makes sense as the current fragmentation isn’t really helping anyone: consumers grow frustrated with ever-changing platforms. They want cool content, not a proprietary operator-variant of cool content. Hope, my friends, there is hope!

News Flash (Lite)

A while ago, I blogged about a cool new site French company Mobitween had launched, namely on user-generated games. Now, the good folks are a bridgehead in mobile Flash (they had their fingers in the code more or less from day 1). So, where is Flash Lite today?

Here’s the install base numbers as recently released:

From just over 14% to 23% in a year (yes, I know, this is based on a flat 2 bn handsets out there)… In any event, that is rather respectable, don’t you think?

Flash has the great advantage that its graphics are vector-based and therefore scalable. This means that most of the porting nightmare that contributes to 30-50% of the cost of mobile games, etc would fall away. Nice thought… It would make the whole commercial model of mobile games dramatically rosier. And it appears to be gaining traction: e.g. does Adobe make Flash Lite available on Verizon phones (and I’ve been told – confidentially – of one publisher having recorded more than 2m Flash game downloads on there already).

Flash is particularly good for casual games, which is, as everyone close(-ish) to mobile games knows, all the hype for the (small) mobile screen, and rightly so, as it is normally easier to adapt a casual game to the screen limitations (not even starting to talk about processing power) that are inherent to mobile phones. A natural fit, huh? Just look what Mobitween and their users have come up with! And I don’t even get started on Atom/Shockwave (read an interview here) and all the others out there…

Is it then that we only need to wait until Flash Lite (finally) reaches the mass market? On the web, Flash hurt Sun‘s Java badly. Will the same happen on mobile? Or will Sun be smarter this time, and make sure that its currently dominant position will be reinforced by making it easier for developers to publish on their platform? The jury is out…

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