The fight's on for local
developers
by Charles F. Moreira
LOCAL mobile game developers not only have to compete with
their foreign counterparts, but also have to overcome more
"localised" problems.
According to Tan Swee Yeong, UnrealMind Interactive Sdn Bhd
chief executive officer, game and content developers and aggregators
face a tough choice between offering their games independently
to subscribers of different mobile networks subscribers, or
selling to a single mobile operator which will provide these
products only to its own subscribers.
"If we sell it under our brandname over multiple networks,
we then have to bear the marketing, advertising and promotion
costs ourselves. Very few game and content developers and
aggregators have the deep pockets mobile telcos have.
"On the other hand, if we sell the game or content
to a mobile telco, they can promote it easily but they would
also own and control it," he says.
"Aggregators" buy others' games and host them
on their platform and offer them for sale. They're the mobile
equivalent of Internet portals, claims Tan.
Another problem facing developers and aggregators is the
availability of mobile handsets and their unique characteristics
and control codes.
"So, developers like us may have to prioritise our
applications and content development for the most popular
makes and models of phones or devices," says Tan.
"Different networks often employ different standards
and protocols, thus posing problems for developers too since
they have to tailor their application to cater to all these
differences," he adds.
For instance, UnrealMind Interactive has developed pure-text
SMS (short message service) games for all SMS-enabled phones;
while its EMS (Enhanced Messaging Service) games are available
on suitably-enabled Motorola, Siemens and Ericsson phones,
as well as on Nokia phones that use Nokia Smart Messaging
technology.
The last uses different standards for graphics.
The company is also in the process of developing games
for the currently limited number of Multimedia Messaging
Service (MMS) phones.
"We can also offer chat, flirting, quizzes, voting
applications, as well as downloadable ringtones, operator
logos and picture messaging, and also have games for WAP
(Wireless Application Protocol) phones. Our games for J2ME
(Java to Mobile Edition) phones are on the way," claims
Tan.
Low barriers, language issues
The low barriers to entry are also a problem since competition
is fierce, with many developers offering the same thing
to the telcos.
"Thus it's important that mobile game and content
developers develop a working prototype or demonstration
application which they can show their customers, and not
just go in with a concept since there will be plenty others
with 'just a concept' too," says Tan.
While the success of mobile games and content in South
Korea have been held up as indicators of possible success
in Malaysia, Tan argues that the language issue makes a
big difference.
"Most Japanese only know Japanese while most Koreans
only know Korean, so the mobile telcos there effectively
have a closed market to sell their games and content to,"
says Tan.
"However, I'm afraid that as mobile phone standards
are harmonised globally, with our knowledge and usage of
English here, we'll find most locally available games and
content coming from the English-speaking countries like
the United States and Britain.
"Undeniably, their content is good, given their experience,
availability of funds and creative culture, while local
developers will have difficulty getting Malaysian games
and content accepted in those countries," he adds.
Fighting chance
However, Tan remains optimistic and is confident that local
developers can survive if they remain focused and innovative
in the face of competition, whether it's foreign or local.
"At the end of the day, it's not about the technology
but the content that counts – including its creative,
cultural, communicative, game interface and packaging aspects,
and the whole user experience the game provides," says
Tan.
A chemical engineering and commerce graduate, Tan left
a software company and founded UnrealMind Interactive one
year ago.
"UnrealMind Interactive survives mainly on sales and
typically charges customers a fixed up-front fee, plus revenue-sharing
from each SMS message sent," says Tan.
For instance it developed the Chabomzie (Tech.Plus, Oct
10) role playing SMS game, where players help "Chabomzie"
– UnrealMind's mouse-like detective – solve
mysteries for a chance to win some prizes.
In its latest Chabomzie II game, currently available to
Maxis Mobile and Hotlink subscribers, players must help
Chabomzie solve the mystery of who stole the Kahinoor (sic)
diamond.
Subscribers can still play Chabomzie II by sending an SMS
to 28100 with the letters "cz" in its message
body to get instructions on how to play.
The company also supplied Chabomzie to Orange Gum, a games
developer in Singapore and also UnrealMind Interactive's
business partner there, and is currently negotiating a deal
to supply Chabomzie to an unidentified mobile telco in Europe.
Tan's optimistic that the formerly much-hyped and now-much
maligned Wireless Application Protocol (WAP) still has a
future, but is still ahead of its time.
"The first SMS was sent in 1991 but SMS became a hit
only in 1998. Likewise WAP will take time to get accepted,"
said Tan. "Just consider that a modern-day MMS message
goes through a WAP gateway and that's already a step forward
for WAP."
UnreadMind has a website at www.UnrealMind.com
and can be reached by phone at (03) 2161-3730 .
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