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Platforms Worth Targetting for Portable Games?

rudescotsman asks: "Hi, I'm an independent game developer who just finished his first game on the Pocket PC and SmartPhone platforms. I targeted PPC/SP originally because that's what I owned and the dev tools are easily accessible, but now I'm thinking I'd like to write games for other platforms too. What platforms do Slashdot readers think are appropriate for a one-man game coding-squad to tackle?"

"Here are my beliefs:

PalmOS is doable, but in order to get any kind of graphics out of a Palm you need to target ARM-based Palm devices. How many Palm gamers actually have these more expensive Palms?

Tapwave Zodiac is tempting, their SDK is easy to license, but how many gamers are actually dropping the cash to buy these?

It doesn't look like it's too difficult to get into Nokia NGage development, but how many gamers are taking the NGage seriously?

Consoles and GBA are out of the question, these platforms are locked down so only the big studios can play, and I simply don't have the resources to make a title for these platforms that can stack up against the competition.

Since I'm a small fish in a big pond, I hope Slashdot readers can be my market research team."

36 comments

  1. n/t by Elwood+P+Dowd · · Score: 3, Funny

    Since I'm a small fish in a big pond, I hope Slashdot readers can be my market research team.

    Thank you so much for preempting all the "do your own research, asshole" posts. Unfortunately, you did not preempt all the people that will whine about those posts anyway (me).

    --

    There are no trails. There are no trees out here.
  2. PalmOS is probably good by notsoclever · · Score: 3, Informative
    ARM-based Palms have basically taken over for the old Dragonball series at this point. Anyone who is interested in playing games on their PDA will have upgraded already.

    There's plenty of resources for homebrew GBA dev, but if you want to market a game commercially then you're out of luck unless you decide to try selling the game to a Nintendo developer. It's not inconceivable, but highly unlikely.

    I don't think any of the other platforms you mentioned are worth considering at this point. I don't even know of anyone who has bought a TapWave or an N-Gage. In the future, PlayStation Portable might be interesting but knowing Sony they'll not go out of their way to make it easy for third-party developers (but again, you can always try selling the game to another publisher, like Crave). Sony is very homebrew-dev-friendly, though.

    But yeah, PocketPC and PalmOS are really the only two choices if you want any chance at selling it as a shareware/independent effort.

    --
    There are 10 kinds of people: ones who understand ternary, ones who don't, and ones who think this joke is about binary
  3. Targets by jmpoast · · Score: 1

    I wouldn't waste my time with the ngage if I were you. I don't believe its that popular.

    If the people you are targeting are palm 'gamers' then they would obviously shell out for the palm with better graphics support, so there's one target.

    What about just the pc? You won't make much with one game but if you produce many small simple games and do something like popcap does with yahoo games then you might have a little luck.

    If all else fails try Linux or Mac, I hear they are hard up for games :)

  4. are you a relative of the yak? by eexlebots · · Score: 1

    Hmmm... You're a PPC game developer, The wonderful Yak is also a PPC game dev. You have a tempest-y looking game, and he is responsible for the glorious Tempets 2000 and Tempest 3000. Scientific conclusion: You must be kin!

    --
    ***
  5. Palm! by burns210 · · Score: 3, Insightful

    Palm has become a indy developers dream, and I am surprised you didn't start there. It has a huge collection of software already, along with free dev tools, and the apps are small enough that a 1 man show can still write a best-in-class app or program. PalmOS is your friend.

  6. Symbian by EddWo · · Score: 1

    You can develop for Symbian without paying for any tools. Its more than just the nGage. The Nokia 7650, 3650, 6600 and Siemans SX1 have all sold fairly well. Also the SonyEricsson P800 and P900 if you are prepared to work with both the Series60 and UIQ interfaces. There are many phone manufacturers supporting Symbian and I'm sure they must have already shipped loads more Symbian devices than Microsoft have shipped Smartphones.

    --
    "Taligent is still pure vapor. Maybe they'll be the last who jumps up on Openstep... "
  7. Java? by lightspawn · · Score: 2, Funny

    Sun's web site assures me that with Java you can "write once, run anywhere".

    Specifically, J2ME (micro edition) software is supposed to run on a wide variety of devices, some of which may actually exist.

    1. Re:Java? by RaboKrabekian · · Score: 1

      I know the parent was kind of tongue in cheek, but many newer cell phones (almost everything that Spring sells comes to mind) plays J2ME pretty well, so it's an itneresting platform to develop for.

      --
      "Moderate drinking can help prevent amputated limbs" -- Abigail Zuger, NYTimes, 12/31/02
    2. Re:Java? by bhtooefr · · Score: 1

      If only I knew Java... ...then I'd code a BZFlag radar-only implementation for J2ME (my phone's a Nokia 3100 - SMALL ass phone), and frag even when I'm away from a PC (no, really - the secret to BZFlag is watching the radar, and glancing out the window, not the other way around like most people do).

    3. Re:Java? by filenabber · · Score: 1
      I just got a Motorola T720 ($25 phone after rebates) and it runs Java (games) - has a nice big screen too. There are plenty games out there to play around wit hand the dev kit is free (from Sun). www.colinfahey.com has lots of good info. I'm a Java developer so I will probably try writing a game for it in the near future.

      Brian

      --
      Are you a Candy Addict?
    4. Re:Java? by mbge7psh · · Score: 1
      Specifically, J2ME (micro edition) software is supposed to run on a wide variety of devices, some of which may actually exist.
      Java enabled mobile phones will be everywhere shortly, so should be a good platform to target. The latest ARM processors include Java acceleration called Jazelle that will be making their way into most mobiles (nearly all mobiles use ARM processors).

      Nokia has plenty of information on getting started in their developer's Forum.

  8. its a PDA by Grand · · Score: 1

    Most people dont buy a PDA for its gaming capabilities. They play games to pass time. I wouldnt think even the most hardcore gamer would go out and buy a 500 dollar PDA for only purpose of playing games on it. My suggestion is to make games for the highest selling platform. The more people who have the oportunity to get the games the better.

    1. Re:its a PDA by pocopoco · · Score: 1

      500 isn't so bad, I got my PDA for gaming and playing media and paid 800 (imported from Japan, has a beautiful 640x480 screen ^^). So cut that in half and I paid 400 for the gaming, heh.

      The emu options for PDAs are really great: mame/nes/snes (the last is a little slow, but fine for rpg's). None of that catridge crap like gameboy, one microdrive and I have a huge library of games.

  9. n-gage is series60.. by gl4ss · · Score: 1

    so you can target sx1/that_sendo_one/7650/3650/3660/n-gage/6600/6620 at the same time. and anyways nokia doesn't look like it would drop series60 tomorrow, so there's potential market right there that's not going to disappear in mere months.

    the sdk is availabe from forum.nokia.com, the docs aren't really great though(well, they suck goat balls), but I've managed to get something done without having any documentation besides that's whats available on the net.

    oh and if somebody has one (series60 phone, such as n-gage or whatever) feel free to test my asteroids clone http://kotiluola.net/~glass/visul.sis I haven't made a proper page or anything for it and it has a variety of bugs, but hey it's just something I've done while learning symbian just now.

    --
    world was created 5 seconds before this post as it is.
  10. GameBoy Advanced by MBCook · · Score: 1
    I would suggest the GBA. Now I know that you said you didn't want to because they were locked down, but the fact is that isn't true.

    First of all, it's really not that hard to program for and most languages are available (with free compilers no less). You don't need a library, although there are ones out there that might have a license that would suit you. All you need is a flash cart and a flash cart programmer and those aren't too hard to get and don't cost that much. You'll have to look around for one but you could build your own or buy one off e-bay. You don't need a $5000 dev kit to program the GBA. And there are emulators that you can use to test your program and such. A single person can easily make a game.

    The main site I'd like to point you to (although there are many) is GBAdev.org. You can find tools, tutorials, demos (with source) and more. There was going to be a book published about programing for the GBA but lawyers basically nixed it. The good news though is that the guy who wrote it put it online for free! You can find that book here (it's a bunch of PDF files).

    Once you make your game, all you'd have to do is take it to a publisher (or get the big ,a href="http://www.nintendo.com">N's help) and you could sell it to the largest audience in the world. The GBA has more units sold than the PS2 or any other current console (IIRC).

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:GameBoy Advanced by Anonymous Coward · · Score: 0

      My advice would be to forget the Gameboy. I don't doubt that you're capable of mastering the platform - or that you're capable of producing a killer, original game.

      But Nintendo won't even talk to you unless you're a multi-million dollar company with a publishing contract because the carts are so expensive to duplicate (being ROMs, the physical manufacturing process is quite involved). The Gameboy market is completely flooded and it's very easy for titles to get lost. For example, try finding any 2nd tier titles that came out just a few months ago - they've vanished from the shelves without a trace.

      The only company that's able to sell Gameboy titles anymore is basicly Nintendo with their 1st party titles (Pokemon, etc).

      If you approach Nintendo with a home-made game that you've produced without their official SDK's - don't be suprised if they hit you with a cease and desist letter. They simply don't want unlicenced developers on their platform - they're expecting you to buy the several thousand dollar development kit - *AND* they want absolute control over what gets published.

      All Gameboy titles must pass Nintendo's internal QA before being released. A low volume of sales might be enough for *you* (lone programmer) to make a profit on, but Nintendo's expecting to make a profit from their cut as well (yes, Nintendo gets a percentage of any games produced and sold on their platforms). Low volume games just aren't worth their time, effort and money. They're expecting you to have things such as a marketing budget.

      The "approach a 2nd party publisher" method would have the highest chance for success - but your game had better make an absolutely *amazing* impression on them. And then just be prepared to be absolutely screwed over by the publisher.

      My advice would be to avoid closed platforms.

    2. Re:GameBoy Advanced by Chemical+Serenity · · Score: 1
      I've played with programming the GBA (I'm toying with making a remake of M.U.L.E. on the platform) and even though I know the chances of my making any money off it are slim, it's an incredibly fun little gadget to tinker with. It really harkens me back to the days of the 65c02 and coding down to the metal with atari 8bits (complete with vblank and hblank interrupts, on-the-fly display list alterations and so forth), when writing a simple and enjoyable game was something where a one man crew could do a respectable job.

      Don't do GBA if you plan on getting paid (although I suppose you could always shareware out one if it's really really good, and potentially stump it to nintendo types)... but if you just want to have fun with it, the GBA is an outstanding choice.

      --
      "People will pay big bucks for the luxury of ignorance."
  11. My Palm OS Experience (Long and Unfocused) by angst_ridden_hipster · · Score: 3, Informative

    I did some work on an established, GPLed Palm OS game (version 1.2 of Space Trader). That was fun! So I decided to write another Palm OS game.

    Hence "Flummox" was born. Frankly, it's been a pain in the ass.

    Flummox was born as "Rigmarole." I did a name search initially, but I probably misspelled in Google, or confused which variant spelling I'd used. Boom! I got slapped by the Trademark owner of the Rigmarole game. While the slapping was a bit legalistic, it was appropriate; I was in the wrong. So I renamed the game Flummox.

    In my description of Flummox on my Palm Gear page, I meantion that if you like Bejewelled, Tetris, or Marbles, you'll probably like Flummox. Well, Handmark has acquired the rights to Tetris on the Palm platform, and sent me an email cease and desist from mentioning Tetris in my page. While I'm clearly in the legal right (check the Lanham Act's statutory fair use provision, 33(b)(4), 17 U.S.C. 1115(b)(4)), they went around me and told Palm Gear they'd sue if my page wasn't taken down. Or so they say; I doubt they really needed to threaten, since they do a lot of business with Palm Gear. While it is enormously frustrating to me to capitulate to a big bully with an overdeveloped sense of entitlement, it's not worth it to me to spend the time or money to defend my rights in this case. So I had to capitulate, and remove the word Tetris from my page. Palm Gear, however, kinda sucks, and never re-indexed, so if you search for Flummox on their site, you won't find it, even though it's there.

    Now, enough whinging about my trademark troubles.

    You'll need to advertise to get anywhere. Probably a lot. The Palm market is heavily saturated with games, and it's hard to get people to download your game. It's also hard to get any registrations (if you're doing shareware, like I am). I have yet to make back the price of the compiler. It could just be that my game is no fun. Still, among the test players, I had very positive feedback.

    When it comes to the Palm OS, configurations are also kind of a pain in the ass. While I love the simplicity of the Palm philosophy, Palm OS is still an ancient OS model. No protected memory. No common standards (or APIs) for displays beyond the original 160x160. If you're going to run from the expansion card, you have to code carefully. There are a lot of gotchas from the evolution of the OS. Just because you can run on the emulator (or now the simulator), doesn't mean you won't crash on specific devices.

    So, long story short, it's a challenge. It can be a pain in the ass. But it can also be fun. For all my bitching and moaning, I had fun working on both games.

    --
    Eloi, Eloi, lema sabachtani?
    www.fogbound.net
    1. Re:My Palm OS Experience (Long and Unfocused) by torpor · · Score: 1

      Sorry, but Flummox is not an original game, nor particularly inspired. This doesn't mean it isn't good.

      If you want to write games for Palm and succeed, do something absolutely mind-boggling. The "Wolfenstein" for Palm is still yet to be written ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    2. Re:My Palm OS Experience (Long and Unfocused) by angst_ridden_hipster · · Score: 1

      It may not be "particularly inspired," but it is original. It's not a copy of any other game. It does have things in common with other games, but then again, so does Wolfenstein.

      OK. I shouldn't get defensive. There's no question: it's not an "absolutely mind-boggling" game. I think it's a good game, and some of my play testers really got addicted. But it's certainly no genre-definer, no revolution, nothing of lasting significance.

      Believe me, I've tried to come up with a mind boggling game as hard as anyone else who hasn't succeeded. I'm still working on some ideas. But I'll be the first to admit that I haven't found that magical spark.

      --
      Eloi, Eloi, lema sabachtani?
      www.fogbound.net
    3. Re:My Palm OS Experience (Long and Unfocused) by torpor · · Score: 1

      hey, its nothing personal, i was only intending to highlight the fact that, actually, there's still a loooooot of potential for a new ground-breaking genre/product in the PalmOS game market, and ... well ... having done a game for it yourself, I'd say you're better prepared to be in a position to write such a game.

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
  12. What a shameless plug... by Anonymous Coward · · Score: 0

    Some people are desperate. Some editors are nuts.

  13. Nice try.. by Anonymous Coward · · Score: 0

    Whoring the link to your cheap ass video game is not going to get me to buy it. Asshole.

  14. Do them all. by Kris_J · · Score: 2, Informative

    With the Shark development system you can have your game on all the portable platforms out at the moment. No muss, no fuss.

  15. Without sounding too vague... by CliffH · · Score: 1

    ... you should program on the platform you feel most comfortable with. Handhelds still are a niche thing and, to be honest, most people won't buy them for their gaming abilities. The people who own them for other tasks though will more than likely buy games to play while on a long commute (plain, train, carpool, etc), waiting at the doctor's office, etc. You'll want to make a game that is fun yet not so engrossing that the player gets frustrated when they are interrupted. Also, make sure you use the hardware for the platform wisely. My only PDA at the moment (Casio BE-300, waiting to purchase a Zaurus SL-6000L) is absolutely pathetic for certain games (Doom for one due to use of the pathetic thumbpad) but is great for others (mahjong, card games, anything that the stylus is the preferred input method). So, whatever you decide to program too, try to put feelers out and get user input as to what to d, and what not to do.

    CliffH

    --
    sigs are like a box of chocolates, they all suck remove the underscores to email me
  16. J2ME is the way to go... by bhtooefr · · Score: 1

    Think about it - most of Sprint's phones, a good portion of Nextel's phones, some AT&T phones, and most likely some T-Mobile, Cingular, and Verizon phones have J2ME support. My AT&T Nokia 3100 was a free phone, and it has J2ME (I need a data cable or their pay-out-the-ass mMode service to add apps, though). I think there are some J2ME developers here on /. who could help you out. Come to think of it, I want to see a J2ME implementation of BZFlag (it would be radar-only - cell phones don't have THAT much horsepower nowadays).

  17. J2ME and Symbian Series 60 by Korgan · · Score: 1

    J2ME is probably the best to get the game on to the broadest range of platforms. It'd work on Palm devices definitely, but you'd also have a HUGE base for smartphones (the group of platforms, not the single MS platform) as well as most other 'normal' phones that are now on the market.

    I suggest that if you code for Symbian, you code for Series60 instead of UIQ. Main reason being there is a bigger customer base in that market (More than just Nokia use the Series 60 interface) and the dev tools and SDKs are free. Just sign up as a developer with Nokia and you can get them and the simulator/emulator for free to test your app on, even if you don't have a Series 60 phone.

    Personally, I'm doing my development for J2ME simply because of the bigger market. But having said that, most of my apps are being aimed at Series60 J2ME platforms. Its just nicer. Its still easy to have it run on other J2ME devices, but I prefer the Series60 :-)

  18. Go where the users are... by Dr.+Bent · · Score: 1

    Java 2 Micro Edition (or J2ME) is supported on a ton of devices and comes on pretty much any new mobile phone you can buy today.

    Most of the wireless providers also have developer programs and will help distribute your J2ME game as well as handling billing and some customer support (for a small %).

    I made a blackjack MIDlet for J2ME, and it was pretty easy to use. There's a ton of documentation and free tools out there and I never ran into a problem that I couldn't find the answer to. Of course, it's Java, so if you don't like Java you won't like J2ME, but I liked it.

    1. Re:Go where the users are... by Hast · · Score: 1

      For Java2ME a keyword is MIDP (Mobile Information Device Profile) which is what most phones have implemented. I know Nokia has quite a lot of material on getting started with Midp for their phones, and it's useable with other phones as well.

      A problem is that in order to get any kind of good graphics you need to use vendor specific graphic routines. I still don't have a phone capable of doing Midp but when I get one I intend to play around with it some.

  19. I'll tell you which Platform: LINUX. by torpor · · Score: 1

    Seriously. Code for POSIX, use libSDL properly, and maintain a good front on the cross-platform libs for whatever stuff you feel you might need.

    Linux runs on a hell of a lot more systems than anything else, and a "PalmOS Linux-loader" to get into a seriously kick-ass game is absolutely feasible, if not done already.

    That is the point of the exercise, right ... you are gonna write a kick-ass game? Not just some copy ...

    --
    ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
  20. virtual machine by jonadab · · Score: 1

    Target a virtual machine. The z-machine is obvious if you don't need graphics
    and is probably the second-most-portable format after plain ASCII text. (The
    only other serious contender is HTML, but HTML is less consistent, and the
    z-machine is much more powerful and was designed for games.)

    You mention graphics, though, so if that's important, look into a different
    virtual machine. glulx supports some graphics for example. Of course there's
    Java, but it's more heavyweight and so less portable. Parrot is probably not
    ready for primetime yet, though it's one to watch in the years to come. I am
    sure there are other choice I'm forgetting at the moment.

    The advantage of targeting a VM is that you don't have to do the portability
    work; it's been done. You write once for the VM, and it runs on every platform
    that has an implementation of that VM. The z-machine is best, because there
    are multiple implementations of it on pretty much every platform, from Acorn
    to Gameboy. (It was designed to be implemented on 8-bit micros in the 80s,
    so it fits easily on handheld systems today.) The big problem with the
    z-machine, of course, is no graphics.

    --
    Cut that out, or I will ship you to Norilsk in a box.
  21. Isn't Zodiak Palm based? What about GP32 by dspyder · · Score: 1

    I thought the whole selling point of the Zodiak was that it was PalmOS-based...

    Also worth looking at is the GamePark, or GP32... doesn't have a lot of market share, since the company that makes it seems to want to keep it to their own country (Korea?)

    --D

  22. I know! I know! by Anonymous Coward · · Score: 0

    Itanium. Then you may try Xeon and Opteron.

    After that, try the G5, it's a nice platform. Porting to SUN Sparc may be a good idea too...

  23. Fabbing your own GBA carts by tepples · · Score: 1

    Nintendo won't even talk to you unless you're a multi-million dollar company with a publishing contract because the carts are so expensive to duplicate (being ROMs, the physical manufacturing process is quite involved).

    Nintendo doesn't need to talk to you. The GBA has a simple seek/read multiplexed bus; anybody with access to mass production of PCB, ASIC, ROM, and plastic shells can manufacture Game Paks for you. Sure, there's an initial investment, but if you pool your resources with others in the same position, you just might be able to set up your own GBA cart fab operation just like Color Dreams, Codemasters, and American Video Entertainment did on the old NES.

    Afraid you'll get sued? You have precedent behind you. Accolade successfully defended a lawsuit from Sega, and AVE and one of Codemasters' USA distributors each successfully defended a lawsuit from Nintendo. Following those, Color Dreams never got sued in the first place. In Atari Games v. Nintendo, Atari Games (known on console platforms as Tengen, now part of Midway) lost only because it developed its games using information gained by defrauding the U.S. Copyright Office.

  24. Mobile Games by psamty · · Score: 1

    Look into mobile games. With J2ME and BREW technology, its pretty easy to get your programs onto any decent handset. Think about it, there are over 1 billion cell phone users. Where ese do you have that kind of an install base. I work in a startup company doing cell games right now and business is so good that were always looking for engineers to hire....