mai technical workshop, stockholm, 29 june 2000 mobile internet game development
TRANSCRIPT
MAI Technical Workshop, Stockholm, 29 June 2000
Mobile Internet
Game Development
Topics
• Game Development
• WAP
• GPRS
PC Games vs. Mobile Internet Games
• Mobility: Play Everywhere
• Access: Play Anytime
• Different Target Audience
• Payment Model
• Consumer Expectations
WAP Games Issues
• Limitations
• WML
• Compatibility Issues
• Different Terminals
Suitable Games for WAP
• Instant Games» Log in – Play – Done
» Instant feedback
» Examples: Card, Dice, Tic-Tac-Toe…
• Long Lasting Games» Log in once a day, a game will continue for weeks/months
» Feedback after processing ”orders”
» Examples: Strategy, Manager, Diplomacy, Trade, Financial…
Developing WAP Games
• Gameplay is King!
• Keep it Simple / Less is More
• Design With the Target Platform in Mind
• User Interface for User, Not Against
• Don’t Bother the User
• Design for Payment Model
Developing WAP Games (cont.)
• Customize Content
• Prioritize Information» Regular accessed information
» Important information
• Hierarchy Instead of Long Pages
• Use Graphics Wisely» Readability
» Download time
» Use cache
» Pixels are important
Developing WAP Games (cont.)
• Don’t Assume (anything…)
• Test with Actual Terminals
• Test on Different Devices
• Test, Test, Test…
Game Architecture
• Flexibility
• Build with Modules
• Use Layers
• User Interface
• Graphics
• Target Platform(s) Will Change
Advantages with GPRS
• Bandwidth
• Push
• Always Online
• Different Payment Model
Future
• Increased Terminal Power
• Downloadable Applications
• Java Powered Terminals
• Geographic Positioning
• Bluetooth
• …