SDK's for Wireless Games - Will They Succeed?
Memetic asks: "There is a software
development kit for wireless games, downloadable from
TTPCom, a wireless devices IP
vendor. It's described as: 'an open API delivering access to all the
mobile phone's features in order to develop a new generation of
on-line and multi-user games...it is possible to take advantage of
the GSM, GPRS or 3GPP networks by downloading these games over the
air, sending SMS messages between players, and creating multi-user
content and games. Technologies such as Bluetooth or GPS are also
made available' My question, does anyone see independent developers
emerging for donloadable gaming or will this market be driven by the
network operators / handset manufacturers?" While using this
technology to build games on cell phones doesn't intrigue me,
adapting this for our current and future crop of handheld computing
devices does. What kind of future do you think there is for games
development on such platforms like the Visor, the PalmPilot, and the
next-generation-Gameboy that may come down the pipe in the
next couple of years?
I think those OSes will need to undergo a large leap in evolution to allow for a truly interesting gaming experience. Currently, they are underpowered in both hardware and OS.
Also, a color screen would be helpful, but not necessary.
The main problem, Cliff, is that people who want to do this kind of thing with their handheld devices typically buy the PocketPC. Palm-freaks (a term of endearment, not a slight) are usually more interested in the smooth operation of their device and the ease of use stemming from its minimalist design.
I think what we've seen again and again is that, unless you're a huge juggernaut (like Microsoft), your proprietary "open" standards never win. Even Microsoft can only pull it off, sometimes.
What gets independent game developers going is truly open standards, like TCP/IP. When is my handspring going to be able to play a game with your Gameboy, wirelessly? When both of them have wireless IP adresses. Until then, these things will remain insular, only allowing my brand to play with my brand.
You know, I hate to give him credit for anything, but Xenos over at Dreammachineonline.com made a rather interesting point about Anarchy Online. The graphics were amazing, but he said "Because you couldn't see player names or know who was standing around you, there was no community."
Even if you COULD see little pixel figures of people, the games would ultimately fail because the community would be nil - and this is what matters in the online gaming world. As people what they play MMORPGs for, most people say Friends or Other Players.
It's harsh to admit, but really, there isn't much chance in anyone playing a game where a) the graphics are terrible, b) the connection is slow, and c) the community doesn't exist, simply because you can't talk/type fast enough on those things, and you can't see the words/phrases/playernames anyway.
HUGE.
There are (reportedly) over 20 million of these devices in Japan alone. The handheld/cellphone/PDA game market will be great for small and independent developers, and the economics are favorable as well (market size vs. cost of entry).
Now, what kinds of games to play on small devices is the next question...