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MAI Technical Workshop, Stockholm, 29 June 2000. Mobile Internet Game Development. Topics. Game Development WAP GPRS. PC Games vs. Mobile Internet Games. Mobility: Play Everywhere Access: Play Anytime Different Target Audience Payment Model Consumer Expectations.
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MAI Technical Workshop, Stockholm, 29 June 2000 • Mobile Internet • Game Development
Topics • Game Development • WAP • GPRS
PC Games vs. Mobile Internet Games • Mobility: Play Everywhere • Access: Play Anytime • Different Target Audience • Payment Model • Consumer Expectations
WAP Games Issues • Limitations • WML • Compatibility Issues • Different Terminals
Suitable Games for WAP • Instant Games • Log in – Play – Done • Instant feedback • Examples: Card, Dice, Tic-Tac-Toe… • Long Lasting Games • Log in once a day, a game will continue for weeks/months • Feedback after processing ”orders” • Examples: Strategy, Manager, Diplomacy, Trade, Financial…
Developing WAP Games • Gameplay is King! • Keep it Simple / Less is More • Design With the Target Platform in Mind • User Interface for User, Not Against • Don’t Bother the User • Design for Payment Model
Developing WAP Games (cont.) • Customize Content • Prioritize Information • Regular accessed information • Important information • Hierarchy Instead of Long Pages • Use Graphics Wisely • Readability • Download time • Use cache • Pixels are important
Developing WAP Games (cont.) • Don’t Assume (anything…) • Test with Actual Terminals • Test on Different Devices • Test, Test, Test…
Game Architecture • Flexibility • Build with Modules • Use Layers • User Interface • Graphics • Target Platform(s) Will Change
Advantages with GPRS • Bandwidth • Push • Always Online • Different Payment Model
Future • Increased Terminal Power • Downloadable Applications • Java Powered Terminals • Geographic Positioning • Bluetooth • …
Questions? • Stefan Pettersson • stefan.pettersson@picofun.com • www.picofun.com • wap.picofun.com