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Ultimate Game Design : Building game worlds

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C H A P T E R 9<br />

seen anything like this yet (which doesn’t mean that a solution isn’t out there!). When<br />

it comes to <strong>game</strong>s, the wireless carriers themselves are entering uncharted territory.<br />

They are not set up, nor do they intend to function, as QA clearing houses for phone<br />

applications like <strong>game</strong>s or other kinds of content.<br />

Testing phone handsets loaded with your <strong>game</strong> content provides several unique<br />

challenges. If you are building content for a series of handset models (as seems to be<br />

commonly required by many mobile <strong>game</strong> publishers), as a developer, you probably<br />

don’t have access in any easy way to each of these handset models. Technical specifications<br />

vary from model to model, and <strong>game</strong>s seem to perform differently from<br />

model to model as well. What runs seamlessly, even perfectly, on one model phone<br />

will suspiciously crash another.<br />

What about the economics? Since mobile <strong>game</strong> publishers aren’t sure what they<br />

can expect to earn for any given title, they are understandably not necessarily willing<br />

to risk much money in development. Many developers, eager to enter this market,<br />

must work with these “experimental” budgets carefully. Mobile publishers and developers<br />

alike are eager to understand just how mobile <strong>game</strong>s translate into sales, and<br />

what this means for the future of mobile development.<br />

Obviously, only if a strong and clear market for these titles emerges will publishers<br />

of any kind continue to put <strong>game</strong>s or other applications on this platform. As in any<br />

other area of <strong>game</strong> development, those developers with strong titles and proven sales<br />

become attractive partners for any publisher involved. Publishers always seek to<br />

place content with proven developers, which can be a sizeable hurdle for new developers.<br />

Many mobile publishers are betting that the future demand for mobile content far<br />

exceeds the present and have committed relatively small amounts of funding to current<br />

projects, betting that this will be enough to grow the market at a reasonable rate<br />

until risking larger funding is warranted by newly created demand for <strong>game</strong> content.<br />

Many <strong>game</strong>s that seem to fit perfectly on the low-horsepower cell phone handsets<br />

are becoming available and will help to test out the market for similar titles. In<br />

short, it’s a large experiment right now as many competing technologies start to settle<br />

into place.<br />

A fairly even-handed analysis of the potential, however, should prove that initial<br />

investments into this gaming arena are well worthwhile. Very little will probably<br />

stand in the way of more people taking out wireless service plans every day as a<br />

one-time luxury device becomes absolutely commonplace. As a delivery mechanism,<br />

the <strong>game</strong> industry has never seen such a wide potential audience looming. Will it turn<br />

everyone into <strong>game</strong>rs? No. But you really can’t ignore the idea that, given the right<br />

kind of content, many new players will be created simply by increased access.<br />

And now for some good news! Earlier in this chapter, we looked at some of the<br />

specific development challenges related to building wireless <strong>game</strong>s. While these definitely<br />

hold true in the present, there is every reason to believe that the future for this<br />

231<br />

Cell Phones and Wireless Gaming

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