Game design reflections
Introduction:The team attended the Mobile Games developers conference yesterday. It was an interesting event and for the team, we learnt a lot about the nuances, traps and limitations of developing games for mobile devices. The positive part about mobile games development is the revenue potential, it would seem that the worldwide gaming audience for this platform is set to explode. Chauhan[1] predicts there are likely to be an audience of up to 220 million gamers worldwide. The remainder of this blog entry is an attempt to reflect upon the team's findings at the conference and also to document the decision making process behind our game development proposal to management.
Platform:Whether the platform is Symbian or Microsoft based, there are some considerations that a game development team need to take in account when developing games for a mobile device. Members of the panel discussed these limitations and referenced an article by Fox[3] and Lam[4] as a basis for the points raised. Some of the crucial factors covered in the articles and expanded during the panel discussion were:
- Small amount of program memory (RAM) and storage memory (EPROM / FLASH)
- CPU with limited floating point performance.
- Display with typically 100 x 100 (small) through 320x 240 (large) pixels. Limited number of colors on base model devices.
- Limited or no sound capabilities.
Development on each platform also varies. For example:
- Symbian based phones from most manufacturers generally support J2ME (Java 2 mobile edition).
- Microsoft based devices can be programmed using C, C++ or a .NET based language (VB.NET or C# [managed C++ is not supported yet])
User interface:Korhonen[5] was cited during the panel discussion for the study he produced that contains a number of game user usability heuristics that are essential to good mobile game development. I have repreated some of the more general game heuristics here for good measure and added a number of key mobility ones which are extremely useful to our team, given that we have no mobile game development experience:
Game usability:- Screen layout is efficient and visually pleasing
- Device UI and game UI are used for their own purposes
- Indicators are visible
- The player understands the terminology
- Navigation is consistent, logical, and minimalist
- Control keys are consistent and follow standard conventions
- Game controls are convenient and flexible
- The game gives feedback on the player's actions
- The player cannot make irreversible errors
- The player does not have to memorize things unnecessarily
- The game contains help
Mobility:- The game and play sessions can be started quickly
- The game accommodates with the surroundings
- Interruptions are handled reasonably
Game type:Game types on mobile devices was also covered during the panel discussion. Obviously the platform plays a big factor in the type of games that can be realized (for example: Some platforms may have support fo 3d graphics), but in general, mobile game types can be categorized into three main groups according to Chauhan[1].
- Embedded games - Hard coded into the mobile (i.e. "Snake" in Nokia phones).
- SMS games - The games mode via SMS, sending test messages between games server & client. The cost of the games will increase when each SMS sent to server. (For example: Zork via SMS or a city tourist trail via SMS.)
- Browser games - Today's the most popular type, due to the games provide multimedia-rich and lower cost of gaming than SMS games. Using the mobile built-in net browser, playing the games online through games web site, or it can download for offline gaming.
Conclusion:Overall, we learnt a lot from the Mobile Developers conference. This blog entry has been an attempt by me, as team leader, to chronicle the team's learnings from the conference. The team has been developing games for a while now, but not on mobile devices, thus we attended the conference with an open mind in order to learn "what it takes" to develop games, potential game types, typical audiences and revenue streams for mobile games. The next set of blog entries shall be based of the findings documented here and will reflect the system design of the first mobile game project step-by-step prior to submission to management for approval.
References:[1]
Mugdha Chauhan, Developing Java-Based Mobile Games,
http://www.developer.com/java/j2me/article.php/3502741[2] Attewell, J 2006, Mobile technologies and learning: A technology update and m-learning project,
http://www.lsda.org.uk/files/PDF/041923RS.pdf[3] Fox, David 2002, Developing Cutting-Edge Mobile Games,
http://www.oreillynet.com/pub/a/wireless/2002/11/14/game_dev.html[4] Lam, Jason 2003, Consideration for mobile games development,
http://www.wirelesspronews.com/2003/0701.html[5] Korhonen H., Koivisto E. M. I 2006, Playability heuristics for mobile games, September 2006 Proceedings of the 8th conference on Human-computer interaction with mobile devices and services MobileHCI '06, ACM International Conference Proceeding Series; Vol. 159
[6] Liljedal, A 2002, "Design Implications for Context Aware Mobile Games", Uppsala University, Sweden,
http://www.tii.se/mobility/Files/Master%20Thesis.pdf.
Note:To Ken - As we have used a previous student group NAD due to not having a large enough class to run our own, I have approached this differently to give it a unique feel. My scenario utilizes the supplied NAD document within the context of being a panel discussion held at a Mobile Games developers conference. The entries within the NAD comprising the opinions, statements and facts presented by participants and the audience during the themed panel discussion covering development of games on mobile devices.