[IGDA Mobile-SIG List] Future of mobile games
DrDon
don at sonaural.com
Wed Mar 7 23:09:55 EST 2007
Don't get me wrong. I would not blanketly say that licenses don't make
sense. There are so many examples of cases that do. But there are also a
lot that don't. We've worked on a number of Movie-licensed games that
aren't in that top 50 list even though they have the name recognition. I
don't know if they made money for the publishers or not. I think some of
them did make it onto the decks though.
You're right about supporting a variety of hardwares being a significant
design constraint. That's a problem we've never really had before - at
least not to this degree. I think it requires a re-thinking of what game
entertainment is to begin with. A great challenge.
dd
William Volk wrote:
> The reason that licenses MAKE SENSE for mobile games is because the
> majority of mobile game sales are from carrier ‘decks’.
>
> Therefore what the consumer sees is about 20 – 40 characters of text.
>
> So for publishers, it’s worth spending $$$ to make that text stand out.
>
> One thing that is holding up game design is that a requirement of
> getting on-deck is to support a very wide range of handsets. If you
> have to support a “Series-40” handset it may not be worth your while
> to build a fancy version for a smartphone.
>
> William Volk
> MyNuMo
>
>
> ------------------------------------------------------------------------
> *From: *DrDon <don at sonaural.com>
>
> I think part (but not all by any means) of it is that the evolution of
> phone game design is not progressing as fast as the evolution of
> hardware capabilities. This being due to the incredibly rapid rate at
> which hardware capabilities increase. In the past, game hardwares have
> been relatively stable and largely driven by capabilities developers
> wanted. With phones, it's the other way around. Definitely a unique
> problem.
>
> Licensing (with the possible exception of sports games) have always
> been a "iffy" prospect where you have to weigh the cost of the license
> with the cost of development, and hopefully some mitigation of risk
> when compared against original ip. Some have succeeded, many have
> failed regardless of platform. You still have to have a decent game.
> Presumably, the cost of a license will be offset by the increased
> sales right? Easier said than done! Especially on phones where the
> value of a movie or TV license isn't the same as on other game platforms.
>
> dd
>
> Jorge Gonzalez Sanchez wrote:
>
> Yeah, as DrDon said, mobile industry, as chaotic as it is (no more
> than the PC), has yet to find its Command n Conquers, its WoWs or
> whatever, a game which represents the mobile industrys finest.
>
> Licensed games dont always sell that well. I remember reading
> something on Gamasutra a while ago saying the LOTR mobile game(s?)
> bombed in the face of simpler, classinc titles like Tetris or
> Parcheese. Licenses are good. Taking inspiration from classics
> also is, but mobile games are a kind of it own (mainly because of
> the horrible, inconsistent human interfaces), and should be
> treated as such.
>
> A couple of years ago nobody gave a dime for Touch-screen games,
> and now the DS prints money. GPS, SMS, the microphone and the
> Camera are great interfaces which offer great possibilities, but
> are still pretty much unexplored.
>
>
>
>
> On 3/7/07, *DrDon* <don at sonaural.com> wrote:
>
>
> IMHO - the killer-app game for mobile has yet to be made (as
> many point out).
>
> dd
>
> � wrote:
>
>
> Hi all,
>
> I saw last year's TOP 50 games (according ELSPA) and the
> speech of Trip
> Hawkins in GDC, and I went to sleep with a question biting
> my head last
> night: Is there a future for original mobile games?
>
>
> As we can see, most of downloaded games are adaptations
> from Console/PC
> games or those using TV show brands. As Hawkins said, only
> 5% of mobile
> customer download a game and, coincidentally, 5% of mobile
> customers are
>
> console/PC gamers (or ex-gamers). Maybe that would explain
> why the most
> downloaded games are remakes of console/PC ones.
>
> We know that it is too expensive to keep getting brands to
> create a new
> game. Only big companies, like EA, Ubisoft and others,
> that already got
>
> their own big brands, do not have big costs to worry with.
>
> So, I would like to listen to some opinions about this.
>
> PS: The article can be found at:
>
> http://www.mobileindustry.biz/article.php?article_id=2327
> <http://www.mobileindustry.biz/article.php?article_id=2327>
>
> PS2: The ELSPA article can be found at:
> http://mobilegames.blogs.com/mobile_games_blog/2007/01/elspas_2006_lis.html
> <http://mobilegames.blogs.com/mobile_games_blog/2007/01/elspas_2006_lis.html>
>
>
> Thanks and best regards,
>
>
>
>
>
>
>
> --
>
>
>
> *Don Diekneite
> *
>
> *Sonaural Audio Studios
> *
>
> (408)799-6123
>
>
> Hear us online: www.Sonaural.com <http://www.sonaural.com/>
>
>
>
>
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>
>
>
>
>
>
> --
> Jorge Gonzalez Sanchez
> Blue River S.A.
>
> TEL. +54 (11) 4777-9431
> MOV. +54 (911) 6167-5412
>
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>
>
> --
> Don Diekneite
> *Don Diekneite
> **Sonaural Audio Studios
> *(408)799-6123
> Hear us online: www.Sonaural.com <http://www.sonaural.com/>
>
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--
*Don Diekneite*
*Sonaural Audio Studios*
(408)799-6123
Hear us online: www.Sonaural.com <http://www.sonaural.com/>
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