Gama
Network Presents:

GDC Mobile 2003: Challenges Mean Opportunities
By
Olga
Zundel
Gamasutra
March
7, 2003
URL: http://www.gamasutra.com/gdc2003/features/20030307/zundel_01.htm
"I
believe that in a couple years, the mobile games business will be bigger than
PC and console gaming combined."
Ilkka Raiskinen, SVP Entertainment, Nokia
Few
sectors in today's economy are as laden with potential as the mobile gaming
sector. As games grow exponentially as a medium and mobile phones continue to
proliferate the consumer landscape worldwide (at a rate of 15 percent total
market penetration in China, now the top worldwide mobile phone market, with
7.0 million wireless gamers worldwide in 2002 and growing rapidly), people from
all facets of the games industry agree that the revenue potential in wireless
gaming is one that cannot be ignored.
Developers,
operators, and handset makers from all around the world converged on the Fairmont
Hotel in San Jose for the first-ever GDC Mobile summit, which took place March
4 and 5, 2003, as part of the annual Game Developers Conference. For the first
time ever, the big players (for example, handset manufacturer Nokia, wireless
carrier NTT DoCoMo, and operators Sprint and AT&T) came together under one
roof to discuss the business opportunities and challenges the medium is facing.
While everyone agrees the medium's time has come, the challenge in paving the
way for the future is mostly that clear roadmaps do not yet exist for forging
profitable business relationships. There needs to be a symbiotic partnership
between developers, publishers, distributors, and operators, and the number
of stops along the production pipeline imply incredible complexity. The following
themes stood out and were echoed by various speakers as key points that need
to be addressed before further progress can be made in really pushing the medium
forward to the next level.
- The profile
of the average wireless gamer is changing. Several speakers, including
both keynote presenters Ilkka Raiskinen of Nokia and NTT DoCoMo managing director
Takeshi Natsuno noted that the mobile gamer demographic as well as the way
that they play games is changing rapidly. As gadgets become fancier (with
new products such as the N-Gage that Nokia is releasing in Q4 of 2003), connectivity
becomes more rapid, and mobile phones continue to proliferate the mass market,
Raiskinen believes that gaming will evolve from a more personal enterprise
to a social activity, and the profile of the "typical" wireless
gamer will change from that of a solitary commuter to someone who games with
friends after hours, in a social setting. With that demographic in mind, developers
and publishers will need to develop appropriate marketing strategies to address
the changing niche market.
- Profit sharing
models need to be created that minimize risk. All profit-sharing scenarios
need to consider the interests of developers, carriers, and operators alike.
Developers put human and financial capital behind the development of a new
title and need to strike a royalty arrangement with publishers, who put their
own capital behind marketing games and need a good return on investment. In
the absence of concrete projections of how many people will buy new mobile
games and considering the changing demographic, it will be very challenging
to take those risks. Adding to the challenge, a completely different set of
business negotiations need to occur between the carriers and operators. Such
companies as AT&T and Sprint will have to address their own ROI questions
when it comes to working with publishers, clarifying the marketing relationships
(What handset will AT&T market along with its new wireless pricing plan)
and pricing structure (Will subscribers pay per download or per month)?
- Content
is King. One of the reasons that wireless gaming is both so exciting and
frustrating an enterprise is at the same time as the business processes have
not yet been streamlined, the languages and technologies have evolved sufficiently
to accommodate sophisticated mobile gameplay. As Mitch Lasky said in the March
4 panel discussion "The Truth Behind Mobile Game Publishing", "Only
when you have the concept ready can you have a discussion about efficient
platforms." Almost across the board, speakers representing developers
and handset manufacturers agreed that such highly developed languages as Bluetooth,
EDGE, and CDMA, and platforms like Java, Series 60, and Symbian could make
just about any imaginable form of gameplay possibly, even MMO gaming on wireless
phones. Regardless of what standpoint you're coming from in the production
pipeline, it is clear that the technologies await good games, not visa versa.
The overriding
question of GDC Mobile was "When is this going to happen, and how are we
going to make it happen?" Though no clear-cut answer exists at this moment,
the enthusiasm, curiosity, and genuine willingness to listen to one another's
concerns make the future very bright for everyone trying to make games for the
wireless sector. With cooperation, anything and everything will be possible.
Copyright
© 2003 CMP Media Inc. All rights reserved.