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AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

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Page 1: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000

Game Development

for GPRS Networks

Page 2: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Topics

• Mobile Internet Gaming

• WAP Games

• Game Development for GPRS

Page 3: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Mobile Internet Gaming

• Use the strengths of mobile Internet» Mobilitly - Play everywhere» Access - Play anytime» Users - Play against anybody

• Design with the environment in mind» Different target audience» Consumer expectations» Design for the payment model

Page 4: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

WAP Games

• Limitations because of...» WAP-browser» Different implementations of the WAP-standard» Inexperienced users

•Types of games suitable for WAP...» Card, Dice, Tic-Tac-Toe...» Strategy, Manager, Diplomacy, Trade...

Page 5: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Game Development for GPRS

• Always online – no dialup

• Increased bandwidth

• Different payment model

• Push

= User behaviour changes!

Page 6: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Game Development for GPRS

Always online – no dialup

• Log on is no longer a bad thing

• Users play more often

• Users play in short bursts

• Games with instant feedback

Page 7: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Game Development for GPRS

Increased bandwidth

• Allows different use of graphics• Use graphics wisely

» Enhance user interface» Enhance gameplay

• Don’t rely on bandwidth» Handle changes in capacity due to handovers

between cells.» Capacity isn’t allocated per user anymore due to

the packet-based communication.

Page 8: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Game Development for GPRS

Different payment model

• User behavior changes

• Design to fit payment model

Page 9: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Game Development for GPRS

Push

• Will replace the need for SMS

• Involve ”offline” users in game directly

Page 10: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Game Comparsion: GPRS vs. Non-GPRS

Fight Arena Picofun Football

Designed for GPRS Designed for traditional WAP

Page 11: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Fight Arena

Page 12: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Picofun Football

Page 13: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Game Comparsion: GPRS vs. Non-GPRS

Fight Arena Picofun Football

Game Feedback Instant Once per day

Gameplay Realtime Turnbased Action

Manager

Graphics Heavy Use of Graphics

Mostly textbased

Interaction with Offline Users

Push Internal Message System

Page 14: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Get the most out of game development for GPRS

• Think differently

• Push the limits

• Use PC game development techniques

Page 15: AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks

Questions?

Stefan Pettersson

[email protected]

www.picofun.com

wap.picofun.com