[IGDA Mobile-SIG List] Future of mobile games

John Bridges John.Bridges at ikkyou.com
Thu Mar 8 03:49:09 EST 2007


The real issue isn't necessarily that you don't want to build a game for
all those handsets, its the prohibitive cost.

In the current market I would say that you should probably have 3
development streams - 1 for Series 40 alike handsets, 1 for mid-range
and 1 for high end.

The problem is the cap on sales price for the game is £5/€5 and in
reality if you're going to build a high-end Symbian game you really want
to charge £10 - £15. My hunch is that for Symbian content you won't
significantly dampen your audience at that price but you will make a LOT
more money - this is the ballpark for alot of Blackberry content after all.

How significant is the s40 market nowadays though ? If you look at the
UK market for example, deck sales are almost entirely driven by handsets
1 - 2 years old.

JB

Jorge Gonzalez Sanchez wrote:

> While the Nokia S40v1 thing can be true, you can't really base your

> designs around portability to the low-end handsets, even if they

> represent a big slice of the market pie.

>

> We always work around a S60v2-Razr-ish version as a base, and then

> down(and up) scale from there.

>

> Ever tried the Nokia 3200 version of King Kong? Its barely enough for

> the client not to have the right to say he was ripped off. The S60

> version comes with all sorts of bells and whistles.

>

> Unless you get one of those tetris-godlike ideas for a game, you will

> end up with a poor game on most handsets if you think too much on them

> shabby handsets. Consider I say this while having all the porting done

> in-house.

>

>

> On 3/7/07, *William Volk* <bvolk at mynumo.com <mailto:bvolk at mynumo.com>>

> 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 <mailto: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

> <mailto: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/> <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/>

> <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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>

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