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Ultimate Game Design : Building game worlds

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

230<br />

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

comparison, evolution, and refinement, wireless <strong>game</strong> feedback from players will<br />

continue to challenge <strong>game</strong> designers to respond quickly in providing content to<br />

match the wishes and desires of the players. What an opportunity to take gaming past<br />

everyone’s wildest speculations!<br />

The best <strong>game</strong>s on wireless probably won’t come first. This is no surprise. The best<br />

<strong>game</strong>s on any new platform tend to be the second- or third-generation <strong>game</strong>s. Developers<br />

are always learning feverishly how to do more with less, and how to erode every<br />

limit. Some industry commentators don’t even seem to believe that wireless can or<br />

will deliver at all. On this score, only patience and time will tell.<br />

Personally, I believe that every opportunity to build <strong>game</strong> content should be pursued<br />

to the fullest. Let’s not back down or give up on wireless simply because of weak<br />

processors and small, nonstandardized screen sizes. Patience is required.<br />

In my mind, every opportunity to grow new gaming venues needs to be explored<br />

fully in order to bring much needed new blood and the attendant new forms of content<br />

inspiration into a sometimes stagnant industry—despite the constant challenges.<br />

If we continue to make <strong>game</strong>s in three genres for a “handful of hard-cores” on two<br />

platforms, we will never grow as an industry or as developers, and opportunity for<br />

everyone will diminish in kind.<br />

CASE STUDY COMMENTS ON<br />

DEVELOPMENT FACTORS IN<br />

THE INFANCY OF WIRELESS<br />

“Infancy” almost implies too much maturity when it comes to mobile <strong>game</strong> development.<br />

Right now, it’s a crazy world out there in wireless <strong>game</strong> development. If you’ve<br />

looked around at many of the available <strong>game</strong>s, I’m sure you’ve seen <strong>game</strong>s built for<br />

cell phones and delivered by a wireless carrier that barely perform at all.<br />

As mentioned earlier, international development on any <strong>game</strong> title is difficult due<br />

to region-based carrier access for any given handset. You might find yourself working<br />

on a handset from another country with no way to test your <strong>game</strong> or download<br />

successive <strong>game</strong> builds into it. To test your <strong>game</strong>, you need to ship the handset back<br />

to the country in which wireless service is available for it, and then have someone<br />

download and test your <strong>game</strong> on the handset. As you can see, this is far from an optimal<br />

development process, and is a reason why developers located within the region<br />

where the <strong>game</strong> ultimately is to be deployed continue to get the important work contracts<br />

for their geographic areas.<br />

It would seem logical for phone handset manufacturers to offer a docking device<br />

for application development on their handsets that would enable developers to transfer<br />

application information to phones that are out of their service area, but I haven’t

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