Tag: mobile games Page 13 of 17

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!

Zeemote, the 3rd…

My dear friends at Zeemote, I’ve been giving you a hard time on this blog in the past (first here, then here). Now, in my second post on the device (which is, for the ignorant few, a bluetooth connected controller for mobile phones) I issued two concerns, namely

  1. distribution (which I suggested would only work with bundling) and
  2. usage (the keys, wallet, phone dilemma).

You will have seen that my mood is somewhat mellowing, and this is indeed connected to the fun one can have with this little thing.

So it came as no surprise that on the first point, the good folks at Zeemote have been impressively busy in the recent months. They managed to strike a number of rather noteworthy deals, the perhaps most impressive one (to date) being with Nokia. At the Games Convention, they announced that they would bundle (see? I told you!) the Zeemote controller with some N-Gage-enabled devices. Here’s the clou though: it will be tied in through a dedicated little application in a way that allows users to control every game available on N-Gage via their Zeemote, even if the games and applications themselves do not have the precious lines of code in them. And that it is pretty cool indeed as it circumnavigates the dilemma of having a device that no software supports and which is therefore not being used. I played it, it works. Awesome!

A couple of weeks before, Sony Ericsson launched a bundle in a test market (see here), so they seem to be gaining traction indeed. I hear there’s more to come soon but I’ll wait till the news is out…

Now, as to the other question, namely if people would take it with them? Well, we’ll have to wait as only time (and hopefully many users) will tell. What is undeniable though is that the Zeemote lowers the threshold to play as it greatly facilitates access and controls when playing a game on mobile. If users get the device together with their new phone, I am rather sure that they’ll give it a try. The device will be best shown off (initially) with games and apps that are hard to control and where users are more likely to be put off playing them with the fiddly controls of a phone. If this is being put to work (which I trust the Zeemote folks are smart enough to embark on), there is a good chance, they’ll convince people enough to make them use it more and more. And once they’re hooked? The sky is the limit.

And then, there are also uses for it at home: you don’t have a Wii but 2 Zeemotes, a TV and a phone? Go on and play! Works! True! Check here.

DigiChoc brings its mobile games to the web…

Mobile games developer & publisher Digital Chocolate has started to port some of its games over to the PC format in order to allow players a flavour of it prior to committing to pay. Users can play the game as an online Java version for free. They can then choose to purchase it as a downloadable PC product ($9.99) or – directly from the website – on mobile (prices will probably vary per country/operator).

It is yet again a try to get word out to the gaming community by more than just placing the games on as many mobile operator portals as possible (which is still where the majority of games are being sold). Digital Chocolate have been on the forefront here: their Facebook adaptation of their hit title TowerBloxx has found a huge following on the social network. There is no information (or at least none available to me) to tell if this leveraged sales of the title on mobile, too, but it is a good way to bypass the very limited space that carriers’ WAP portals can allow.

The online trial version is a sweet idea although one could say that some connected features and high-score tables (as available on said Facebook app) might add a little more flavour. I suppose any premium PC sales will add incremental revenue. From a mobile game developers’ perspective, it is only one more port after all, a laugh compared to the hundreds and hundreds of handsets that need to be supported.

Well done, guys!

Get content! 200m downloads in 2 years…

200m downloads? Who is doing that, you say? Who do you reckon? Zed, Jamba, Thumbplay? No, not them. Getjar, a website featuring free mobile phone downloads (and a logo that cries out for a pro) announced that it recorded 200m downloads in 2 years of operation. See? Users do download content, so where’s your problem? Well… the downloads are not paid for, you see? This makes for a somewhat warped business model…

So, whilst Getjar would certainly appear to prove that consumers are keen to download content and applications to their phones, it does not prove that they would be willing to pay for it. And with mobile advertising sluggish to make a commercially meaningful impact (at least from developers’ point of view) that is somehow not so good really… Better then the Jamba’s et al as they at least make money from it and pay their developers.

Congratulations to the good folks from Getjar anyhow. I hope at least you guys got a good numbers of clicks on your Google apps…

Paramount gets game

Viacom’s Paramount announced to enter the sphere of video game publishing, and they want to concentrate on “casual, hand-held and mobile” because of the lower production cost compared to “proper” consoles. The latter would, it seems, remain reserved to sister company MTV, which recently entered the space with Rock Band, a title that sold a respectable 1.8m units since November 2007.

Paramount still seems to be looking around for the right models though: Sandi Isaacs, its SVP Interactive & Mobile said that they “are entering into deals now where we will be publishing games this year. There’s going to be a slate where in some cases we’re publishing, in some cases we’re co-publishing, or in others we’re funding development and another publisher buys it. It’s important for us to have a flexible model.” She also said that the studio might use external finance to fund video game development, which would be closer to business models widely applied in the film industry but which is still relatively nascent in games (although there are a select few project finance companies out there that also take on game development).

Irrespective of the relatively cloudy nature of the announcements, it is good to see that a major studio starts putting more emphasis on gaming as a way to capitalize on their IP besides (relatively speaking) shabby guarantees and advances for licensing their rights to others. For mobile, the most exciting bit may well be a co-publishing model: Paramount does not and – at least for a while – will not have the distribution footprint of many mobile publishers, so a partnership there might be mutually fruitful for both parties. Should this become a successful example, it might well help to break open the somewhat old-school business models that sometimes tend to strangle developers and publishers in the mobile space: they are required to cough up money that they would really require to put into game development, marketing, sales and promotions rather than contributing what is a relatively tiny percentage to a movie’s overall revenue. Encouraging!

T-Mobile shuts the door on Nokia's Ovi… Or did it?

Funny little press reports today tell us that T-Mobile “ditched” Nokia handsets that are capable of supporting the Finnish giant’s Ovi (Finnish for door) multimedia portal. The German originator of these news is slightly more cautious: they also report that T-Mobile denied this and merely point out that T-Mobile has less Nokia phones on offer than a week ago and has – quite noteworthy indeed – removed all those that were “Ovi-enabled”.

The background is of course Nokia’s move into the multimedia service area (on which I first wrote about here). Nokia scored some early successes, namely with Telefonica (see here) and Vodafone (see here) but the threat to operator-driven content offerings was clear from the start. Whilst Telefonica and Vodafone were quite content on having the Ovi portal to music, video and games offered from Nokia’s platform, on their desktop alongside their own offering, T-Mobile allegedly sees this as a threat to its own plans. It is, hence, yet another iteration of the fight of carriers for their ground in the media sector.

T-Mobile might feel strong in the media space due to its iPhone monopoly in Germany but even if (and I suspect that that is not the case), it would be a somewhat desperate attempt: if such drastic moves as locking out the market leader’s handsets are required to keep customers on its own content offerings, is it then not a clear sign that such offerings might not actually be cutting it? In particular when the competitor is an OEM that in itself does not really enjoy a particular flair of creativity and buoyancy in media terms…

I would suggest that Nokia is (only?) a noteworthy competitor because of its market share in the OEM market, and not because it is such a good media company. Constraints with a view to placement on the phone’s “desktop” as well as walled gardens and consumer fear for super-high data charges (see an absurd example here) drive people to what is there, not what is best. This is not even disrespectful to the fine folks at Nokia; it merely is to demonstrate that a lot of players are not even there yet, so that it is too early to say who is best. The desperate moves of the carriers as well as historical performance on the content side suggests, however, that carriers may not be the best suited ones. Given that content is only a fraction of their data revenues, this may not actually be a bad thing: could it not be pointing them to do what they’re really good at, i.e. operating a network. If you want to call it a pipe, fine, but just make it a very, very smart pipe, and everyone (most importantly your customers) will love you!

New Phone flies with Nintendo Games

Little-known handset manufacturer Fly has announced its new MC100 handset which features both Java MIDP2.0 / CLDC1.1. as well as – and that is the cracker – support for Nintendo NES, SNES, Gameboy and Gameboy Colour game formats. There are some neat dedicated gaming buttons and a rather useful-looking “D-pad”.

The handset is powered by a Yamaha chip and also has an MP3-player. Whilst Fly seems to be mainly active in Eastern Europe (that’s at least the only region where they have service centres), the handset is retails at the not too shabby price of $270 a pop; where it goes on sale, remains a miracle: the currency would suggest the US but perhaps it is Russia after all?

Also, the issue if these games are legit remains a bit in the dark. Fly only says that “games (nes/smc/gb/gbc) can be freely downloaded from the Internet and set up in your Fly MC100”.
This would suggest that Nintendo is not involved in this, and there is indeed no active (or passive for that matter) endorsement from Nintendo anywhere to be seen. So this would almost certainly exclude any “proper” Nintendo games from being included (unless Fly wants to risk a visit from Nintendo’s legal eagles). All a bit odd really but, boy, would it be cool were it legit…

Page 13 of 17

Powered by WordPress & Theme by Anders Norén