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Stories from the Frontier of Mobile Gaming

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Challenges in creating new types of mobile games ... 'Truth or Dare'-style. Passing the phone around. Vibrates when time is out. Spin the phone! ... – PowerPoint PPT presentation

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Title: Stories from the Frontier of Mobile Gaming


1
Stories from the Frontier of Mobile Gaming
  • Tom Söderlund - 2005-09-20 - Helsinki

2
Stories from the Frontier of Mobile Gaming
  • Stories from the past
  • BotFighters - launching a pervasive game
  • mophun - creating the ultimate mobile games
    platform
  • Where to go now?
  • Challenges in creating new types of mobile games
  • Areas to explore mobile MMOGs, pervasive
    gaming, proximity gaming, and social toys

3
My background
  • 2000 Its Alive!
  • 2004 Daydream
  • 2005 Kayak/Synergenix
  • Also
  • Swedish Institute for Computer Games

www.synergenix.se
www.sdsi.se
4
About Kayak/Synergenix
  • Kayak/Synergenix
  • Mobile Games Publisher
  • Offices in San Mateo and Stockholm
  • Focus
  • Connected Gaming
  • Pushing the Handsets Capabilities
  • Mass-market Brands

5
Games
LocknLoad Rise of War
Carmageddon
Rally Pro Contest
Colin McRae 04
Conflict Desert Storm
PMGA Miniature Golf
6
BotFighters
  • - Creating, launching, and managing a
    location-based pervasive game

7
BotFighters the concept
Cell 4329 Lat/Long 59.1618.27 Mannerheiminaukio
8
BotFighters the concept
9
BotFighters the game
10
Launching BotFighters
  • Launched in April 2001
  • Distributed in five countries
  • 40000 registered players worldwide
  • Peak 4M SMS/month

11
Player profile
  • Age 14-55, average 26
  • 80 male
  • Probably related to theme, not game type
  • Urban and rural areas
  • High-tech phones
  • Corporate phone subscriptions

12
Casual vs. Hardcore players
  • The casual BotFighters player
  • Plays when on the move
  • The hardcore BotFighters player
  • Moves around to play

13
Strong community player stories
  • Taxi31
  • The menace of Västkusten
  • TheMob
  • The mobile BotFighters clan
  • Silver
  • The highway avenger

14
BotFighters Players Annual Meeting 2002
15
BotFighters problems
  • Difficult to roll out worldwide
  • Location systems not in place
  • Payment solutions not in place
  • High density of players required for a good game
    experience

16
The mophun game engine
  • - Creating the ultimate mobile games platform

17
The mophun game engine
  • 1999 Started as Ericssons game console project,
    Red Jade
  • 2002 Relaunched as mophun, signed embedded deal
    with Sony-Ericsson
  • mophun embedded into T300, T610, etc
  • Online distribution system with DRM
  • 2003 Embedded deal with TTPCom

18
mophun, second chapter
  • 2003 J2ME phones looks like it will be the
    dominating mobile games platform
  • 2003 Sony-Ericsson decides to drop mophun
  • 2003 Worlds first mobile 3D multiplayer game is
    launched (mophun-powered)
  • 2005 mophun shifts to become mobile game
    middleware for Symbian/Brew/Windows phones

19
Where to go now?
  • - Challenges and opportunities in new forms of
    mobile games

20
New forms of mobile games
  • The sad part
  • Challenges when launching new types of mobile
    games
  • The fun part
  • New game forms on the horizon

21
Challenges when launching new types of mobile
games
  • Market challenges
  • Strenuous to create a new market
  • Unbalanced value chain
  • Lack of suitable business models
  • Little information about end consumers
  • Technological challenges
  • Technology not reliable
  • Technology not widespread

22
Mobile phone as game device
Definite
Possible device characteristics open for
exploitation in mobile games
Mobile different usage scenarios
Form factor
Can belocated
Voice functionality
Messaging
Camera
Online connectivity
Media player
Contacts calendar
Short-rangecommunication
23
Mobile phone as game device
Mobile different usage scenarios
Form factor
Can belocated
Voice functionality
Messaging
Camera
Online connectivity
Media player
Contacts calendar
Short-rangecommunication
24
Mobile game possibilities
Multiple users Multiple phones Long distance -
Multiplayer/massively multiplayer gaming
Multiple users Multiple phones Short distance -
Proximity gaming
Multiple users One phone Short distance - Social
toys
Integrated with environment - Pervasive gaming
25
Pervasive gaming
  • Always connected, always in the game, the game
    surrounds you
  • Game blends with your real life
  • Real world as game arena
  • Virtual game world draped on top of the real
    world
  • Interact with your environment and other players
  • Multi-modal
  • Multiple user interfaces

26
Examples of pervasive games
Majestic (2001)
BotFighters (2001)
Undercover (2003)
Mogi Mogi (2003)
R.I.P.
www.botfighters.com
www.undercover2.com
www.mogimogi.com
IPerG www.pervasive-gaming.org
27
Mobile MMOGs
  • Mobile Massively Multiplayer Online Games, 3MOG
  • New MMOG titles
  • Tuned for mobile usability
  • (Add-ons to PC MMOGs)
  • Subsets of gameplay
  • Mobile accessories

28
3MOG examples
  • Tibia (CipSoft)
  • Era of Eidolon (watAgame)
  • Pocket Kingdom (Nokia)
  • Fantasy Worlds Rhynn (AwareDreams)
  • Spirits (Nokia/Jadestone)
  • Age of Piracy (Nokia/Jadestone)

29
Proximity gaming
  • Proximity gaming
  • Ad-hoc network games with nearby people

30
Proximity gaming scenario
Sue and Bobby are playing together.
Cliff walks by, and can join the game without
interruption.
Playfield grows with the addition of Cliffs
spaceship.
31
Proximity gaming concepts
  • Ad hoc game sessions
  • Connection and disconnection as game event
  • Anonymity
  • Distributed game world
  • Persistency between sessions - pseudo-persistent
    game worlds
  • Viral behavior
  • Involving non-player persons

32
Proximity gaming sequence
Sue
Jones
Synchronized highscore lists with Sue. New
player Lisa, evidently on level 14!
Met Jones and checked out his new spaceship
cool. Lost my Zapper gun to his pet robot.
Cliff
Bobby
Found Lisa the next day, played some cooperative
missions with her.
Played against Bobby, stole a Zapper gun from his
ship.
Lisa
33
Social toys
  • Mobile phone as social entertainment device
  • At home, at the party, in a pub, on the picnic
  • Key features
  • Always with you
  • Social adaptability
  • Physical device
  • Input keys, joystick, (pen/touch)
  • Output graphics, sound, music, vibrations
  • Connectivity

34
Social game scenario 1
  • At the party
  • Truth or Dare-style
  • Passing the phone around
  • Vibrates when time is out
  • Spin the phone!

35
Social game scenario 2
  • At home
  • Mom and dad playing a board game
  • Seeing different parts of playfield
  • Daughters dont want to play, but can interact as
    spectators

36
The End
  • Contact
  • tom.soderlund_at_synergenix.se
  • 46-70-751 7255
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