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This E3
developer track session, subtitled "How the traditional Game Industry
is Moving into Uncharted Territory and What it Means for Your
Business", and moderated by Levi Buchanan of IGN Wireless, featured
panelists including Tim Walsh of THQ Wireless, John Batter of EA
Mobile, Ichiro Otobe of Square Enix, Larry Shapiro of Walt Disney
Internet Group, and David Gosen of I-play, and started with an
inalienable fact: the mobile market is expanding, a fact that any
mobile developer, publisher, or carrier will be glad to impart.
This
is largely attributed to the casual or "mainstream" gamers as audience
- the hardcore console player has still yet to adopt the cellphone as a
gaming device on a significant level. But the market is expanding in
two main ways, as far as developers are concerned. Traditional console
game developers are encroaching on the mobile space on one side, and on
the other side, casual, Internet and game companies with mobile roots
are making significant advances of their own. Is there a proper path?
Do these different groups have anything to learn from one another?
That's what this panel was out to discover.
Mobilizing Developers
The
first question went to David Gosen of I-Play. Who is better equipped in
this market, mobile companies, or established console developers? The
answers to this were understandably cagey, with both parties well
represented on stage, but Gosen did make some good points in spite of
that.
He
suggests that since mobile gaming is very much a casual market, you
need to have a different approach to make these types of games - appeal
to women, appeal to younger audiences. He gave a food metaphor: mobile
gaming is a snack, whereas a console game is a three course meal,
meaning different development philosophies. Even if a company does
understand how to make these snack-like games, development is only one
third of the problem. There are almost 200 phone systems to port to,
and carriers to deal with. As such, you need specialists. These
specialists can exist in either type of company, he maintains, but you
can't get on in the mobile world without them.
Otobe's
answer was a bit different. He's currently heading up Square Enix in
the U.S., and is one of the parties responsible for the recent
expansion of the Final Fantasy VII brand into the mobile space.
We're in the middle of a huge industry change, he says. Game users are
increasing, as the medium becomes a more mainstream form of
entertainment. Everyone in the industry is looking at casual games now,
as this is currently the main area of expansion. So this makes mobile
very attractive.
But
the ideal, in Otobe's mind, is moving the mobile audience from casual
to hardcore eventually, which would open up the entire market. So the
mobile developers are trying to figure out how to capture the hardcore,
and the console developers are trying to figure out how to tackle the
casual market. Both are coming at it from opposite directions, but
neither is equipped with everything needed for success. So, it's
suggested, it's less a matter of where the company comes from than the
ability of each individual company in question.
The
next question was directed at Walsh and Batter. As console developers,
used to providing experiences for the hardcore gamer, how do you move
into this casual space?
Walsh
non-answered by saying that we're currently in the mobile and game
generations. Mobile phones are now something of a right of passage for
teens. This makes it natural for any company to move forward into that
arena.
Batter
was a little more specific. Yes, the cellphone market is casual, he
suggested, but the way we all define "casual" may be different. He
views the term as five to ten minute experiences, but more complex,
deeper experiences are also important. People that don't have an
emotional connection to a game won't come back and play again, and
might not be repeat customers of games in general. He admits though,
that there's a lot that console developers have to learn about this
growing market.
The moderator then asked a question specifically to Otobe: with an immersive, text and cutscene heavy series like Final Fantasy, how do you compress for the mobile market, and still retain that experience?
Otobe's answer was that you need to play to the strengths of mobile devices. The new Final Fantasy (FFVII: Before Crisis)
is a network RPG, in which you can ask for help from other players in
order to fight monsters. This isn't an MMORPG, with full interactivity,
this is just a light network relationship you can establish with other
players, in which your only interaction is battle assists. The camera
is also used, in order to create magic. Taking advantage of these
unique capabilities creates a unique experience, which he feels will be
just as immersive as a standard console RPG.
Linking PC and Mobile Content?
The
panel was then pointed toward the idea of linking PC and mobile
content. Some inroads have been made, but what is the future of this
connectivity?
Batter
mentions that you should be able to take a PC game character, put it on
a mobile phone, level it up while traveling, then put it back in the PC
game. But handheld constraints are tough. In the future they may have
rebate programs for handsets that the game is not compatible with, but
that's a ways off, he says. He ended by saying that in his opinion,
true connectivity is a way off.
Otobe
says that packaging PC and mobile games together is risky, but
cross-promotion is the ideal. Making thematically connected games that
are different experiences can enhance the brand, and cross-promote both
the mobile and PC titles. This is what Square-Enix is doing with its Final Fantasy VII brand as well.
Walsh
agrees that for now, connection is peripheral. THQ uses SMS messaging
to unlock codes in PC games, and then there are ringtones, wallpapers
and the like.
For
his part, Gosen says he's always interested in growing the market.
There is an established link between online games and mobile games,
especially in the casual sphere. PC gamers are a key demographic for
the mobile market, so if you create content that meets their needs, you
can package mobile games with PC or console content. But Gosen urges
developers to keep in mind that the casual market is still somewhat
unsophisticated. The connectivity needs to be kept simple, basic, and
understandable. Once that's been in place for some time, then
developers can grow out from there into more complex applications.
Shapiro's
Walt Disney Internet Group has been working in casual games for a while
now, making the relatively smooth transition from casual net games to
cellphone games in recent years. He says that you can combine the
experience of PC and mobile, but more than that, it's useful to share
resources and expertise from a single asset base.
Getting Mobile Games To Consumers
Though
the medium is still in its infancy, moderator Levi Buchannan posed,
there are still a lot of titles coming out. How do you steer people to
market, and make software available?
Shapiro
suggests that it's a carrier-centric universe. Navigation on phones is
still primitive, and nobody has a fully working structure yet, but SMS
and shortcodes can simplify matters, and push the medium into a greater
ease of use.
Otobe
says that in Japan , advances have been made with barcodes - simply
take a picture of a game's barcode, and send it to the carrier to
receive the game. Square Enix is working with carriers in Japan to
create a mobile portal, making games easier to select. But the limited
interface in the U.S. can be very frustrating for game creators, who
are used to making fluid UI. Games are a balance of input and output,
he says, and mobile has a lot more input methods. Output is the screen,
sound, vibration, but input includes voice, text, controller input and
photos as well.
Gosen
maintains that the industry needs to embrace innovation. The EyeToy was
a revolution for consoles, he says, bringing in the casual gamers like
never before, including people who hadn't even considered buying a
PlayStation 2 before. It's important to make sure that the development
community understands the potential for the medium, but also give
options for casual users. You can't force users to adapt to a new type
of interface; the market must grow very gradually.
U.S. Turning Japanese?
A question was posed from the audience: will the U.S. market ever reach the ease of use found in the Japanese mobile market?
Walsh
commented that it should be, but it will be painful. It's hard to
convince carriers that something like this is necessary. Carriers
develop decks based on technology, but game developers think about
brands and experiences. You have to marry the two of those in order to
create a meaningful, yet accessible experience. WAP portals are
starting up, which would be controlled by publishers and developers,
which should help increase ease of use.
Another
question was posed by the audience; What can developers do to make the
porting process more efficient, if there are so many platforms to take
into account?
Shapiro
points out that if you have the capability to port to multiple
handsets, it's a huge advantage for the larger companies that can
afford to do this. Middleware can be helpful, and in fact, Square Enix
provides the middleware used by Shapiro's company. In turn, Gosen
cautions that it's no good to port every game everywhere. You should
meet the gamers' needs, but need to think up-front about how to port
easily, through organization of code. Porting a game across multiple
SKUs is pointless if the user doesn't feel that the game is a logical
extension of the franchise they know.
License Panic!
For
the final question, the panel returned to the moderator, who asked if
there is a temptation on the parts of console companies to use old
licenses.
Walsh
thinks that there is, but carriers don't really know who their users
are, due to a lack of consumer data. Developers use game-side stats to
gauge what will be popular, but it can still be a tough sell. THQ, for
instance, hat a very difficult time selling the idea of a SpongeBob SquarePants mobile game to carriers. It sold well once they pushed it through, but it's always a battle.
Shapiro
looks through the Disney library of assets to see what works. "It's not
so much of a 'temptation,'" he says. "If it's there, why not use it?
That's why a library is built in the first place."
The
ultimate consensus of the panel, if it can be called that, was that
both mobile and console development companies have a lot to learn from
each other, in both the casual and serious games markets. The parties
haven't always worked together, since some consider that they are vying
for the same users, and technology has traditionally been quite
different.
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