Nowadays, gamers expect Hollywood
special effects, great music, engrossing storylines and
brilliant artwork in games. Indeed, arranging a bunch of
oddly-shaped falling bricks isn’t considered quite
good enough anymore.
Taking this into account, it’s
rather odd that the latest emerging market segment in the
games industry is bringing it back to its roots –
back to the days of beeping sounds and blocky graphics.
Yep, mobile phone games are the next
big thing, apparently.
Cellphone operators and service providers
have already jumped onto the bandwagon, churning out mobile
games by the hundreds. As unbelievable as it may seem, people
are actually buying cheap, simple and ugly games again.
What’s going on?
Different type of gamer
The success behind the mobile phone games industry stems
from the fact that it does not target the usual hardcore
gamer (i.e. the guys who go out and buy PC gaming rigs,
PS2s, Game Boys and Xboxes).
Rather, they target the casual user
who is more likely to play a game just to pass the time
while waiting for something. If there’s one thing
market researchers have figured out, it’s that people
would rather fiddle with something than to die of boredom
in a queue.
“Our CEO saw some opportunity
in providing entertainment on mobile phones. Early examples
included SMS text-based games and downloadable ringtones,”
says Lee Yow Chuan, head of the technical R&D unit for
UnrealMind Interactive Sdn Bhd (www.UnrealMind.com).
The company was founded in 2001 to
deliver games and other forms of entertainment on the mobile
phone platform. It is currently staffed by about seven people,
currently working on a series of detective puzzle games
under its Chabomzie family.
“The whole idea was to produce
entertainment content and we planned to enter the mobile
phone games industry, but at that time, the phones were
not that capable yet. We waited until the time was right,
when there were enough phones to deploy games, and now we’re
focused on creating mobile games,” he says.
According to Lee, mobile phones offer
a lot of possibilities as a platform.
“There is a future for it.
It doesn’t really compete with other gaming platforms
– it is a unique platform itself since it has a very
wide audience already. Most people have a mobile phone but
not everyone is a gamer; there is a wide range of people
to cater for such as adults or girls, who have different
preferences for games.”
“Also, because all phones are
connected to the network, we can exploit multiplayer capabilities
in the future. Unfortunately, the wireless connections here
aren’t good enough yet, so we can’t really go
into that,” he says.
Making games
UnrealMind writes all of its games in J2ME (Java 2 Micro
Edition) for use on Java-enabled phones (java.sun.com).
The company currently concentrates solely on mobile phones,
and has no PDA (personal digital assistant) games in development.
“We like Java because we can
find a lot of documentation from forums; it’s much
easier to learn,” explains Lee.
Java is the most common choice for
making mobile-phone applications since it is largely platform-independent;
the same application can run on different mobile phones
and other Java devices with little or no reworking required.
However, it doesn’t solve the
compatibility issues that come with such a large variety
of handsets in the market.
“Every phone has a different
screen size, different processor speed and different storage
capacity. Some games will work on a certain phone, but not
on another,” Lee complains.
“There’s also a lack
of documentation on the specifications for various phones,
which makes it hard to debug compatibility problems in games.
The manufacturers can be on the unhelpful side too, which
leaves us no choice but to resort to trial and error.”
The development cycle for mobile
games is much shorter than for other platforms. A well-designed
mobile game can be completed in just four months, as opposed
to the one- or two-year development cycles for console games,
Lee says.
“It makes it much easier for
we developers. When you think of an idea, you can quickly
put some code together, which allows us to see results almost
instantaneously.”
As you can probably guess, simplicity
is the key.
“We don’t really have
to go overboard with the technology since there’s
no use trying to break the limits. In console games, you
have access to machine language, which allows you to do
lots of things such as speed optimisation and graphics tricks.
Unfortunately, it also makes console development very difficult.
“In mobile phones, there’s
not much low-level optimisation that can be done,”
he says.
This simplicity is a double-edged
sword though; in limiting the extent that programmers can
access the hardware on mobile phones, they are also severely
limited in performance.
The different shapes and sizes of
handsets mean that mobile developers also have to approach
game design differently.
“We start by thinking from
the device perspective and taking into account the limitations
that it has. Mobile phones have many keypads but if you
utilise all of them, the actual gameplay may suffer since
the controls may end up being really confusing,” says
Lee.
“Requiring the user to keep
their attention on the phone all the time is no good either.
Since most people play mobile phone games to kill time,
they have to be simple, fun and easy to play,” he
adds.
Real gaming platform
One problem with the mobile phone games industry is the
lack of innovation. In an attempt to make a quick buck,
developers are churning out rehashes of old games.
As a result, you can easily download
a whole bunch of games that, apart from graphics and artwork,
play identically.
However, Lee doesn’t see this
as a lack of creativity but rather as a transitional phase.
“The reason that we’re seeing all these old
games re-appearing on the platform is that people are still
learning the capabilities of mobile devices. Once we have
confidence of what can or cannot be done, you will start
to see innovations in mobile phone game design.”
Speaking of learning, the J2ME mobile
phone platform has become a great place to learn how to
program games since it brings you back to the basics of
game design. Moreover, the software developer toolkits are
freely available of the Net.
“You can compile a game and
let your friends play it on their handsets. It’s a
fun way to improve your game development skills, compared
to spending months or years trying to come up with your
own PC game,” says Lee.
In closing, Lee also points out that
the mobile phone game industry is the only one where nobody
has an unfair advantage.
“It’s so easy to penetrate
the market. Somebody can just download all of the tools
and start programming the next day. It depends on determination
and perseverance.
“Mobile gaming is new, unlike
PC and console games where the United States and Japan have
a 10-year headstart; there’s almost no way we can
close the gap.
“For local game developers,
the stakes are not so high with mobile phone games since
everyone’s starting at the same time. As a result,
you have a good chance of succeeding,” he says.