| Mobile
gaming is big news. From multi-billion dollar market
size predictions to JAMDAT's $85M IPO, the business
is hot. Java game downloads are widely predicted to
take over from ring tones as the biggest component of
the mobile data business and are therefore becoming
increasingly important to the future of the mobile network
operator.
But the market is still
relatively small in the West, with 85% of the estimated
$1 billion global spend on mobile phone games in 2004
accounted for by Japan and Korea. That isn't often
pointed out in the breathless predictions for the
sector. There are many questions about how mobile
game sales can be spurred on. At last week's Osney
Media-sponsored Mobile Games Forum, many strategies
were outlined, including richer portal experiences
where people can get a better feel for what they are
buying, much more marketing, and exploiting entertainment
brands.
My view is that games
are most fun when playing against other people and
it is this social aspect which can really drive user
adoption. I discovered multi-player gaming when I
worked in the City of London in the mid-90's. Late
at night we would hijack a departmental server at
Citibank and play Doom death match against each other:
did we laugh!
So, where does the future
lie for mobile multi-player gaming:
Bluetooth, GPRS, 3G or Wi-Fi?
Mobile phones, PDA's or gaming decks?
Real-time, phantom race, or turn-based games?
Sports games, racing, shooters or location-conscious
gaming?
The good news for anyone
into games is definitely all of the above, and all
of the key players, including game developers and
publishers, handset manufacturers, chipset manufacturers,
network operators, operating-system providers and
middleware companies are making their bets. But which
are going to be the most fun and most accessible?
Currently there is a
lot of effort going into making games that run over
the GPRS and 3G networks. This usually includes features
such as uploading and viewing high scores, buying
or trading items, and leaving messages for other players.
A bit more advanced is the ability to race against
a phantom racer of the current best time which can
be downloaded. Nothing particularly thrilling, in
other words.
The holy grail of multi-player,
real-time gaming is delivered by companies such as
Kayak Interactive, ExMachina, and Terraplay, a Swedish
company that has just raised an additional 6.5
million to fund expansion. I've seen the Morphun Rally
racing game running over Terraplay and it works. You've
got one-second latency, plus or minus, but the game
is designed to deal with this.
Nevertheless, plus one
second latency is a lot when you are pulling a trigger
or trying to block a shot. What I really want to see
are games that I can play against friends here and
now. Why? Because it's fun! Just like playing Doom
at Citibank when you toasted someone you could laugh
at them over the cubicle wall and then go for a pint
afterwards and gloat about it.
Showing the way are the
Nintendo DS (Dual Screen/Developer System) and Sony
PSP (PlayStation Portable) due to be launched in Europe
Q1 2005. Both offer full multi-player capability through
WIFI while the Nintendo DS has a proprietary local
networking capability for up to 16 players. Neither
seems keen to add in a phone system, probably wisely,
given compatibility issues globally.
Personally, I can't wait
to get my hands on a Nintendo DS running Super Mario
64 in multi-player mode and play it with my boys,
who are six and four. They love the single player
game and we won't want long journeys to end when we
can play against each other collecting gold stars
in the Princess Peach's castle.
But it has got to be
mobile phones for the mass market. Phones that are
Bluetooth equipped and running games as well as the
current Nokia Series 40 and 60 phones, now that gets
interesting. However, Bluejacking is just as likely
to get you a punch on the nose as a date if you try
it on a London underground carriage. I mean, if all
the identifier tells you is T610 what use is that?
Now, if it told you that you could go head to head
playing a game, then that would be cool, or that you
could join in a game permeating the whole carriage,
how awesome would that be?
Of course, there are
problems, such as the fact that Java on a T610 cannot
talk to Bluetooth or the myriad API compatibility
issues. Where the API is not the issue, it is still
often disabled, for security or DRM purposes or even
operator limited to force you to download over the
air rather than over the Internet on your PC and doing
a Bluetooth file transfer. This is more of an issue
in the USA though, thankfully.
Nokia is to be congratulated
that its new Series 40's and 60's let Java talk to
Bluetooth, and hats off to O2 for launching Bluetooth
Biplanes, developed by Morpheme. It is a great game,
I highly recommend it. It has made the final six in
the 'Mobile' category at the 2nd Annual BAFTA Games
Awards: http://www.bafta.org/interactive/announce.htm
It would be nice to see
more work on standards (Sun, are you listening?) to
allow us to get closer to inter-handset operability.
If more mobile games came out of the box with Bluetooth
multi-player support then I think more people would
try and play these games, especially if we could engineer
in the Nintendo DS-like capability where a single
game copy/cartridge is enough to run a game across
several Nintendo DS's via wireless provisioning. This
is a slick form of Super Distribution that should
be copied.
Providing ubiquitous
Bluetooth local multi-player capability can help drive
the mobile gaming market to its multi-billion dollar
predicted global market size and it is a lot easier
to do than reengineering the entire existing and planned
network infrastructure to provide low pings for networked
gaming
Reprinted from AlwaysOn 20th December 2004
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