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A Whirlwind of Game Design

conq writes "BusinessWeek has a feature on the videogames design students were able to create in 24 hours. From conception to completion. The games are quite basic but it is fascinating what they are able to come up with in so little time. From the article: 'The teams' challenge was to collectively create a mobile-game masterpiece using a "mystery ingredient" -- random verbs and nouns -- to guide design.'"

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  1. The problem with doing this on mobiles by tepples · · Score: 2, Interesting

    The problem with making games for mobile phones and then distributing them publicly is thus:

    1. Too many carriers in North America lock all phones on their networks such that subscribers can run only applications purchased through the carrier's online store *cough* Verizon and Get It Now *cough*.
    2. Only developers affiliated with an established company can test their programs on many phones *cough* BREW system used by Get It Now *cough*.
    3. Too few individual users know of Cingular, T-Mobile, and other providers with a presence in North America that don't lock their phones.
    4. Providers that don't lock their phones generally tend to have poorer voice coverage than Verizon and Sprint, which do lock their phones.