Last November I was invited to
Sweden to participate in the annual Conference on Mobile and Ubiquitous
Multimedia, MUM2003. It gave me the opportunity to meet a number
of people in that industry, and to learn about the cutting edge
of mobile game design. While I was there I collected a series of
observations about mobile games that I thought I would share with
you.
"Mobile" is really too
broad a definition to be useful. In principle it includes everything
from Tamagotchi to console machines built into airplane seats. In
practice "mobile" seems to have come to mean "networked
handheld." A handheld device without communication capabilities
is still perfectly mobile, but the Game Boy Advance seems to be
excluded from the category of mobile game machines, because it can't
transmit to other mobile game machines. Many people think mobile
games specifically means games played on cellular telephones rather
than handheld game devices even if they are networked. When
talking about mobile games, it's important to be clear exactly what
platform you mean, because the differences among them are so great.
Currently there's a huge tug-of-war between personal digital assistants
(PDAs) and cell phones. As manufacturers add more features to each,
their functions are beginning to overlap, especially in storing
name and address data. Until recently cell phones were getting smaller
and smaller, and had gotten down to about the size of a candy bar,
but as they have begun to compete with PDAs, they're swelling back
up again.
Looking at the forms of these devices, it seems
to me that a PDA needs a minimum screen size in order to be useful
as a handheld computer. A PDA exists to serve the eye. The primary
requirement of a PDA is that you be able to hold it in one hand
and write on it with another. For this reason a phone makes a poor
PDA. (Blackberry-style keyboards are just barely acceptable, in
my opinion--I prefer to carry a separate fold-up keyboard if I need
to use one with my PDA, so that I can touch-type with it.)
The
various GameBoy devices do only one thing--play games--but
do it very well.
A phone, on the other hand, exists to serve
the ear. Its primary requirement is that you be able to hold it
up to your ear and talk to it, without nearby people being able
to hear what the other side is saying. (We don't mind people hearing
one-half of our conversations, but we insist that they obtain a
wiretap warrant if they want to listen to both halves.) A PDA makes
an awkward, barely acceptable phone.
A gaming device such as the Game Boy Advance
serves the eye and the ear together, but its primary design consideration
is to serve the hand. Handheld game devices must be comfortable
to hold and manipulate for long periods of time. They need large,
conveniently placed buttons and joysticks. Neither phones nor PDAs
offer convenient input devices; phones in particular seem to be
getting more awkward rather than less, as manufacturers implement
oddball layouts for the sake of styling. Nokia's recent circular
dial may be visually reminiscent of rotary phones, but why?
The Nokia N-Gage is suffering commercially because
it falls between two stools: the game device and the mobile phone.
It's too small and awkward to be a convenient handheld game system.
It's too big to be a convenient mobile phone. It weighs too much
and costs too much. And if that weren't enough, you have to take
out the batteries to change the cartridge.
Nokia's
N-Gage is an interestering hybrid between phone and portable
game device.
In the West, PDAs are an adults-only device;
game handhelds are a children-only device; phones are devices for
everybody. Therefore we will see the broadest range of game types
for mobile phones. (Handhelds are gaining acceptance among adults,
but I have yet to see an adult playing with a Game Boy on the train.)
Children are a natural target market for mobile games because they
move around a lot and have a fair amount of leisure time. With adults
the situation is not so straightforward. People will play mobile
games in intervals between doing other tasks, which suggests that
their games actually should be simpler and shorter than those for
children!
I don't foresee women playing a lot of online mobile games. Sexist
though it may sound, I think if a woman is going to pay for airtime,
she'd probably rather spend her money talking or sending messages
to a friend than playing an online game. This isn't universal of
course; millions of women will play online games…but
I think women will play them less often and for less time than men
will. This may change with 3G, "always-on" phones, however.
I would expect Europe and the Far East to be much larger markets
for mobile games (proportionally to their population) than the USA
for one simple reason. In Europe and Asia people take the train
and subway to work, whereas (except in the larger cities) most Americans
drive to work. For Americans, commuting is not downtime but drive-time,
and that means they can't play games.
There are a lot of different ways to slice up the domain of mobile
games: by platform, online or offline, and so on. Another of these
distinctions is between games that are "essentially mobile"
and those that are "incidentally mobile." Essentially
mobile games are those in which mobility is a part of their gameplay.
"Incidentally mobile" games are those that can be played
equally well on stationary platforms.
There aren't, at the moment, many essentially
mobile games. There have been a few experiments, but not much more.
During the Experimental Gameplay Workshop at the Game Developers'
Conference last year, Steffen Walz presented a game called M.A.D.
Countdown in which participants ran around a building with
networked handheld computers trying to find a "bomb."
In 2001, an art group called Blast Theory, together with various
other institutions, created a game called Can
You See Me Now? that involved real players running around
in a real city (Sheffield, England and Rotterdam, Holland were among
those used) trying to catch imaginary people being controlled over
the Internet by others. Both of these events demonstrated some of
the potential of essentially mobile gaming, but also some of its
weaknesses. In Can You See Me Now, players ran a real risk
of stepping in front of a car because they were concentrating too
hard on their mobile equipment, which they carried to tell them
where the imaginary players were. In addition, the batteries tended
to run down, and it was often difficult for the runners to get a
fix with the Global Positioning System in the cluttered urban environment.
I think the number of people who want to play
essentially mobile games--and above all, to pay for the privilege--is
going to remain small, perhaps on the order of the number of people
who play paintball or laser tag. Given the choice of running around
outdoors with a handheld computer or sitting indoors playing video
games (with convenient access to a bathroom and a refrigerator!)
most people would surely choose the latter. The greatest potential
for essentially mobile games, it seems to me, is not in games designed
for use anywhere, but in those designed for particular locations.
Theme parks, nature parks, zoos, and museums are enclosed, safe
spaces where people can move freely without having to worry about
traffic. We've had handheld audio guides for years; it would be
a simple matter to make them interactive and then to turn them into
games.
The
PalmOS-based Zodiac aims to combine the best of PDAs and mobile
game devices.
Despite all the hysteria about predatory behavior on the Internet,
anonymity--when properly used--makes the Internet a very safe place.
It's just a question of teaching children to be on guard, and setting
appropriate boundaries for them.
However, a phone or other device that enables
one stranger to track the position of another in real space has
great potential to be used by predators--especially if children
are involved. Essentially mobile games that permit this will need
some mechanism for restricting the players of any given game to
a known, approved group.
Another design consideration for essentially
mobile games is in the scale of the play area. If the game is scaled
for walkers, it may be possible to cheat by using a bicycle or a
car. If a game is scaled for cars, then it must necessarily be spread
over several miles.
Mobile games have a great future, but for the
time being nobody really knows what that future is. Just as the
circumstances of play are quite different between the PC and the
console (monitor versus TV; mouse versus controller, etc.), so the
circumstances of play are different between mobile and fixed devices.
Those circumstances will have a powerful influence on their design.