The Future of Mobile Games
Download
Report
Transcript The Future of Mobile Games
The Future of Mobile Games
Greg Costikyan
[email protected]
www.costik.com/weblog
The Present: Technology
Interpreted Languages (J2ME, BREW,
et al.)
Limited application size (<=128k)
Security model prevents access to other
features on handset
Limited network access (HTTP)
The Present: Business
~$1b worldwide (but 60% in Asia)
North America:
–
–
–
–
90+% of sales through operators
Charge on phone bill
~70% of revenues to publishers
~$200m revenues 2005
Europe:
– 70+% of sales through operators (rest through 3rd party portals)
– <=50% of revenues to publishers
– Charge through premium SMS
Continuing rapid growth
Business (con’t)
One-time download fee ($3-$7)
Additional cost for network use
(unpredictable)
<5% of handsets are ‘smart’
Difficult to market direct to consumers
(different deck navigation, short codes
by country, no premium SMS in US)
The Present: Games
Sales on the basis of 1 line of text
Consumers go for the familiar (licenses,
retro games, mobile versions of
PC/console)
Operator deck placement critical
Multiplayer not working
Ultimately: Even less innovative than
PC/console games
The Present: Non-Standard
Standards
The single toughest aspect of mobile
development
Need global deployment for reasonable
revenues
Typically, hundreds of builds for a single
title
Short Term Developments
3D (EA sees it as “a console transition”)
Spead of support for other networking
protocols (IP sockets, UDP [but most
operators bar UDP traffic])
Spread of 3G
Increasing application size
…But no immediate change to business
model or core technology
“Where’s the Killer App”
At conferences, both publishers and
operators give lip service to the need for
innovation…
But actions don’t match words, because
branded games are what sell
Probably not going to happen without
changes to consumer behavior,
business model, and/or technology
Consumer behavior?
Need to provide more information to
consumers
Game reviews available on some operators
(Verizon)
Few publications/websites review mobile
games though
Consumer marketing hard
MDFs on the horizon (not necessarily
positive)
Business Model?
Push for 3rd party portals
Particularly hard in North America (diverse
network technologies; Qualcomm has lock on
BREW)
Download-and-hot-synch too complicated for
most users
Operators offering flat-fee data access (but
little consumer uptake yet)
I don’t have any good ideas here
What makes mobile unique?
Ubiquity
WAN access
Voice
You already have a buddy list (it’s called your
phone book)
SMS, presence, etc…
Location
Pervasive gaming
But you can’t use any of this…
Java/BREW security model doesn’t
permit it
More flexibility on smartphones (but
<5% of market)
VoIP (Pathway to Glory is a start)
– But likely operator pushback
Technologies that may help
Camera?
PoC (but little deployment yet)
LBS (but real technical issues)
SIP or IP for small-scale multiplayer (but not
for persistent server)
SNAP (but Nokia sponsorship may make
some reluctant)
WiFi-to-WAN roaming (reduced data cost)
Further Down the Road
Motion/other sensors
Streaming media
RFID (“the world is clickable”)
Superdistribution
Wearable image projection
Modular design?
Projected keyboard
What’s key?
Social gaming
Location sensitivity
Pervasive feel
Persistence
Opt in/out
Cheap, predictable data charges
Challenges
Widespread standards adoption (OMA)
Minimizing need to integrate operator by
operator
Non-game uses for core technologies to
spur consumer adoption
Alternative business models