[IGDA Mobile-SIG List] Hi

William Volk bvolk at mynumo.com
Tue Mar 13 20:21:33 EDT 2007




Mr. Cain is right. With over 70% of mobile game customers NEVER buying a
2nd title, there is a serious problem here.

FWIW: Mobile video revenue now exceeds mobile game revenue (Telphia) even
though very few phones support video.

The root causes are IMHO:

1. On-Deck sales dominance and interface favor titles with a recognizable
... Title.

2. Cost of porting takes $$$ away from design and development.

3. Carriers require broad handset support for deck placement.

I hear good things about Nokia N-Gauge initiative. Thoughts?

William Volk
CEO, MyNuMo
858 692 1124
Create It, Show It, SELL IT!
http://www.mynumo.com


> From: Billy Cain <bcain at criticalmassinteractive.com>

> Reply-To: Mobile Game Development SIG Mailing List <mobile_games at igda.org>

> Date: Tue, 13 Mar 2007 19:14:52 -0500

> To: 'Mobile Game Development SIG Mailing List' <mobile_games at igda.org>

> Subject: Re: [IGDA Mobile-SIG List] Hi

>

> I'll bite. I lurk a lot too, Wendy... :)

>

> Critical Mass Interactive provides this type of feedback to developers as a

> service. We've worked on more than 175 games and I can tell you it is a huge

> issue.

>

> My main concern is that many games are so bad that gamers are never going to

> download another because there is no 'real' quality mark as far as a mobile

> game goes... yet. Remember the old 'Nintendo Seal of Quality?' :)

>

> Is there a particular type of feedback you are looking for or is this a

> general plea for best practices?

>

> Open for discussion!

> Billy Cain

>

> VP of Development / Geek

> Critical Mass Interactive, Inc

> 7427 North Lamar Blvd., Suite #200

> Austin, TX 78752

> (512) 219-1600 voice

> (512) 219-1976 fax

> www.criticalmassinteractive.com

>

> CMI is currently sponsoring:

> - GameCamp!: http://www.gamecamp.org

> - Texas Independent Game Conference: http://www.txindiegamecon.com/

> Link our networks: http://www.linkedin.com

> Our contact info always synched in Outlook: http://www.plaxo.com

>

>

> -----Original Message-----

> From: mobile_games-bounces at igda.org [mailto:mobile_games-bounces at igda.org]

> On Behalf Of mike_ch_1 at hotmail.com

> Sent: Tuesday, March 13, 2007 5:56 PM

> To: Mobile Game Development SIG Mailing List

> Subject: Re: [IGDA Mobile-SIG List] Hi

>

> To make things better is quite easy you just have to make the usability and

> user experience more intuitive such as to reduce the learning curve. But

> I've got no clue how to do that.

> Sent from my BlackBerry® wireless handheld

>

> -----Original Message-----

> From: "Wendy Fischer" <wfischer at airplay.com>

> Date: Tue, 13 Mar 2007 14:50:17

> To:"Mobile Game Development SIG Mailing List" <mobile_games at igda.org>

> Subject: Re: [IGDA Mobile-SIG List] Hi

>

> So I¹m just guessing from the underwhelming lack of response, there¹s not

> much concern about usability and user experience in mobile gamesŠ.

>

>  

>

>

>

> ----------------

>

> From: mobile_games-bounces at igda.org [mailto:mobile_games-bounces at igda.org]

> On Behalf Of Wendy Fischer

> Sent: Monday, March 12, 2007 4:51 PM

> To: mobile_games at igda.org

> Subject: [IGDA Mobile-SIG List] Hi

>

>  

>

> I just wanted to introduce myself. 

>

>  

>

> I¹ve been on the list lurking for a while.

>

>  

>

> I¹m a user interface designer who designs mobile applications and games. 

> I¹m interested in doing more game design, and would be interested in

> speaking with developers who are interested in user interface design for

> mobile and game design. I think that usability for mobile applications is

> very important.  I¹d be interested in hearing otherss thoughts on what they

> do to improve the user experience and usability of their mobile games.

>

>  

>

> -Wendy Fischer

>

>  

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