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Introduction
Rob
Tercek, the Founding Chairman of the Game Developers Conference Mobile
event and a strategic consultant for mobile publisher MForma, kicked
off Tuesday's GDCE Mobile event with a short introduction on the
defining industry trends for 2005.
Introduced
by GDC and GDCE conference director Jamil Moledina, Tercek commented on
overarching themes for the day, pointing out that the mobile phone
industry will sell 700 million handsets this year, and in a games
market that grows so fast that typically revenue is doubling each year.
Thus,
the revenue opportunity for a single game in multiple territories for
multiple handsets can range from $3 to $5 million - that's a potential
return of 10 to 20 fold on the development and marketing of a title.
Tercek ended his own introduction by discussing a few other intriguing
trends, including the increasing sophistication of the publishing
function, an increased focus on consumer retailing and merchandising,
and in particular, a possible convergence between PC casual/online
gaming and mobile gaming functions.
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Yahoo! Hearts, one of the mobile games currently available from Yahoo! Games.
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The Casual/Mobile Connection
With
this, Tercek introduced to the stage John Cahill, Director of Games
Operations, Yahoo!, and the keynote speaker for GDCE Mobile. Cahill
started by throwing out a few facts and figures about the mobile game
market, according to analysts, figures that indicate the market should
more than triple to $7.1 billion by 2008 - meaning that it's on the
radar even for massive companies like Yahoo!.
But
of course, Yahoo! and Yahoo! Games is not necessarily a brand you might
associate with mobile gaming, and Cahill went on to explain his
company's market position, and why it felt convergence between the
casual online gaming it specializes in and mobile gaming is overdue.
Specifically,
Cahill revealed, Yahoo! Games itself had 23.8 million unique visitors
in June, and is currently seeing around 6 billion user minutes of
gameplay per month. Since Yahoo! started its mobile game business about
6 months ago, it's positioning itself to keep its strength in the free,
advertising-supported online casual game market, and expand its reach
into mobile by offering an SDK which means you can play a game at home
on your PC, and then go out and play that same game on your mobile
phone.
Indeed,
Cahill commented: "We're seeing a fundamental shift in consumer
patterns - they want to play games anywhere, anytime, and anyplace."
But he stressed that the community behind content is very important -
in Yahoo!'s opinion, people come to its site for games, and stay for
the community. Yahoo evidently sees this as transferrable from the PC
to any number of other platforms - in fact, one of Cahill's slides
referenced the Sony PSP as another eventual target for the company as
well as mobile titles, although this is clearly in the longer-term.
SDK To Play
Essentially,
Yahoo!'s angle, as relayed by Cahill, is: "The key message is that good
community integration combines with a very active user base means that
people will come back again and again." Thus, Yahoo! is offering itself
as an online service provider, and wants to see multiplayer, ideally
cross-platform games by other developers running on Yahoo's network,
all run with a central Yahoo! log-in and potentially billing software.
Cahill's
explanation of the Y! Game Engine SDK, which plans to integrate both
Yahoo! content and third-party content into a network, which will be
available through PC, mobile, and eventually other devices such as
set-top boxes and even consoles, would obviously be relatively flaccid
without some idea of the advantages.
Yahoo!
was pushing concepts such as a gamer profile, which could give
personalized results like the Xbox 360 Live statistics, as well as the
concept of mobile developers also creating, as well as the obviously
large marketing/attraction advantage of getting those already playing
an online version of a casual game to pay for a mobile version of it -
in other words.
Fortunately,
Cahill had a case study to show how the Game Engine SDK would work,
with a poker title that ran with a Flash-based PC client, and for which
Yahoo! and third party contractors had created J2ME and BREW mobile
clients. The game took 6 months to create, using Yahoo! in-house talent
and external contractors in California and the Ukraine, and Cahill
remarked on the relative complexity of development with multiple
developers. As there are 5-10,000 simultaneous players on Yahoo!'s
casual network right now, and all web features, including login, chat,
avatars and so on are supported from the mobile version, integration
appears completely seamless, especially because poker is a turn-based
game, in which sometimes high mobile latency does not significantly
affect gameplay.
Question, Questions?
With
this, Cahill turned things over to answer questions from the assembled
mobile developers, publishers, and distributors, and it was reasonably
clear that, although intrigued by the concept, the fragmented world of
mobile gaming publishing and distribution meant that the audience had
plenty of questions about how this neat concept would work in practice.
In
particular, the audience questions centered around how Yahoo! would
work with network operators or phone carriers, since Yahoo! has its own
framework for multiplayer that not immediately mesh with other systems.
As an example, Cahill mentioned that Yahoo! would be launching
multiplayer titles on Sprint in the U.S., and would be integrating with
the multiplayer M7 SDKs to make that happen - officially, Yahoo! sees
itself as being complementary to operators, as opposed to trying to
work outside the system, as one-time download operators such as Jamba
have done successfully in Europe.
As
for possible revenue splits, Yahoo! did not yet have specifics, but saw
similar splits in revenues to the casual webgame world, such as 50-50,
and expect to see that move across to its mobile titles. However, not
necessarily stated was the necessity to factor in the additional
revenue that the phone carrier might want to get from hosting a
Yahoo!-platform game, meaning revenue might potentially be split three
ways.
Another
possible sticking point was the size of the Yahoo! SDK, which Cahill
revealed was around 14 or 15 kilobytes. He cannily made the point that
15k will not sound like much soon, but with the relatively small memory
footprint of many current phones, some in the audience clearly felt
this was quite a significant number.
Finally,
questioners raised the possible issues around getting games approved to
be sold on the carrier. For example, even though a game has been
created by a mobile developer for Yahoo! to run cross-platform on
mobile and PC platforms, Cahill conceded that he can't guarantee Sprint
will take that title to sell.
The Upside?
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Yahoo! Tornado 21, another of Yahoo!'s mobile offerings.
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Some
healthy skepticism aside, the questions also illuminated some possible
positives. For example, games would not have to be developed from
scratch for Yahoo! - the game developer could make game available
elsewhere, in different versions, but Yahoo! but would want an enhanced
version to take advantage of its community and ideally cross-platform
gameplay.
In
addition, Yahoo!'s gigantic amount of Internet users and page views are
an obvious advantage, if the concept of casual game players paying for
mobile versions of the same game takes off. Cahill was unwilling to
offer estimates of conversion percentages, but given the rise in casual
game playing and the inherently casual nature of mobile gaming, this
could be a massive plus, if taken alongside Yahoo!'s community aspects.
Finally, Yahoo!'s power to cross-market versions of its games in
multiple arenas means a possible win on multiple platforms
simultaneously for any successful product distributed this way.
Overall,
Cahill's keynote, though definitely pitched to inform the community
about his company's product, was a fascinating example of how even the
largest Internet companies are making waves in gaming, and their plans
to expand beyond simple websites, as mobile or even set-top box gaming
becomes increasingly ubiquitous.
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