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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

220<br />

U L T I M A T E G A M E D E S I G N<br />

phones playing <strong>game</strong>s with fast transfer speeds without a solid wireless infrastructure.<br />

I’m certainly no expert in this area, but it seems that Asia leads the way, followed by<br />

Europe, and then the United States. This is a high-growth area everywhere.<br />

NTT DoCoMo (www.nttdocomo.com) is Japan’s leading carrier, providing a<br />

wide range of wireless services and applications to the public. In Europe, Orange<br />

(www.orange.com) and Vodafone (www.vodafone.com), among others, compete to<br />

provide the same kinds of services. It is no secret that both Asia and Europe have<br />

made serious financial investments in establishing their wireless networks, and that<br />

although the United States has made much progress as of late, it has been lagging.<br />

The pure global phenomenon and reach of each of these carriers is a very exciting<br />

development for anyone involved in providing <strong>game</strong> content. These carriers obviously<br />

reach vast numbers of subscribers, who become potential players when presented<br />

with the right kind of <strong>game</strong> content in the right manner, on hardware that offers<br />

reasonable performance.<br />

Development Considerations<br />

It becomes maddening trying to keep up with each new cell phone handset and its<br />

particular hardware specifications, while also watching out for hybrid devices like<br />

the Nokia N-Gage. Just like in <strong>game</strong> development for other platforms, <strong>game</strong> developers<br />

want to build <strong>game</strong>s that will run on <strong>game</strong> platforms that are widely and commonly<br />

available. This factor, among other reasons, is why so many <strong>game</strong> developers focus<br />

on development for the PlayStation 2—there are many millions of these <strong>game</strong> machines<br />

in homes around the world.<br />

I’m going to focus on J2ME-based <strong>game</strong> content developed for the various cell<br />

phones, although there are similarities in approach if you’re developing a BREWbased<br />

<strong>game</strong> or a <strong>game</strong> for the N-Gage. Let’s take a quick look at some of the relevant<br />

development considerations:<br />

� Limited processing power in phone handsets Currently, many of the J2MEcompliant<br />

cell phone handsets offer very limited processing power. The phone<br />

hardware simply is not capable of handling complex processor tasks, and<br />

this fact alone places drastic limits on the type of <strong>game</strong>s a developer can build.<br />

The processors inside the phones have gotten more powerful with each<br />

successive phone release, but they still fall far short of being able to handle<br />

very complicated gaming applications.<br />

� Limited physical screen sizes Cell phone handsets all have tiny view screens.<br />

The view screens have gotten larger over time, but they are still very small.<br />

Even worse for developers, there are no “standard” screen sizes, so the<br />

physical screen size for your <strong>game</strong> application depends on exactly which<br />

model of phone you are developing for. This can lead to portability issues

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