|
Mobile
Game Postmortem: Ngame's Chop Suey Kung Fu by Matt Kelland
When Ngame moved into the WAP market they concentrated on big,
innovative multi-player titles like Alien Fish Exchange, Merchant
Princes, and DataClash. However, it was immediately apparent
that, successful as these titles were, they were almost too big
for a mobile phone. After talking with carriers about what they
wanted, Ngame realised that we were going to need a suite of smaller
titles to bulk up their portfolio. The entire spec for Chop Suey
Kung Fu was written in half an hour, on less than one side of
letter paper. It was multi-player. It was a popular genre. And lastly,
it was really, really easy for the player to understand. This punched
every carriers buttons. The marketing guys loved it. Chop
Suey Kung Fu has become one of Ngames biggest successes,
frequently outperforming the much bigger games, and is now one of
the worlds most popular wireless games.
Designing
Mobile Games for WAP by Lasse
Seppänen Whether
you are designing sports cars, furniture, or WAP games, the basic
process is always the same. Besides having great ideas, you have
to know what the fundamental characteristics of your chosen design
area your limits and opportunities. The Wireless Application
Protocol is a standard for delivering content (text, images &
hyperlinks) to wi reless devices; from a game designer's point of
view this means that both the game content and the game logic must
be stored on the server. In addition to technical issues, successful
WAP game design requires an understanding of the commercial environment
as well. Lasse Seppänen
explore the highs and lows of designing successfull mobile games
with WAP.
Creating
Games Using Java 2ME by David Fox While a few creative developers
have devised truly interesting games using the Wireless Application
Protocol (WAP), its still a lot like building a skyscraper out of
Popsicle sticks. In the end, the simple text-pushing protocol just
won't cut muster if you want responsive, graphically rich games.
Gladiator, one of the most popular WAP games, is really nothing
more than a rock-paper-scissors clone! Luckily, mobile phone manufacturers
have embraced Java in a way that not even PC manufacturers and browser
makers have. Java is clearly the future platform of choice for mobile
devices, and an ideal platform for mobile games.
Wireless
Entertainment: The State of Play by Thomas Puha The wireless
gaming revolution has yet to happen outside Japan, but the prospects
for the fledgling industry are great. Cell phones have reached mass
market penetration in many areas around the world, and games are
certainly one of the most popular services offered. The tremendous
success that NTT Docomo is enjoying with iMode in Japan hasn't slowed
in the sluggish economy, and the continuing success of (still rather
basic) wireless gaming in Japan is still reassuring countless developers
and operators outside Japan that there's money and success to be
had in the wireless market.
Is
That a Game in Your Pocket, Or Are You Just Happy to See Me? by
Patrick Gardner There's no doubt about it: wireless gaming has
huge promise. But before this new format can really take off a few
more pieces of the technological puzzle must fall into place. Once
they do we will have the opportunity to create entirely new entertainment
experiences that can compete, both in terms of satisfying players
and generating revenues, with those provided by more established
platforms like PCs and game consoles.

|