mai technical workshop, stockholm, 29 june 2000 mobile internet game development

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MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

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Page 1: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

MAI Technical Workshop, Stockholm, 29 June 2000

Mobile Internet

Game Development

Page 2: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Topics

• Game Development

• WAP

• GPRS

Page 3: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

PC Games vs. Mobile Internet Games

• Mobility: Play Everywhere

• Access: Play Anytime

• Different Target Audience

• Payment Model

• Consumer Expectations

Page 4: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

WAP Games Issues

• Limitations

• WML

• Compatibility Issues

• Different Terminals

Page 5: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Suitable Games for WAP

• Instant Games» Log in – Play – Done

» Instant feedback

» Examples: Card, Dice, Tic-Tac-Toe…

• Long Lasting Games» Log in once a day, a game will continue for weeks/months

» Feedback after processing ”orders”

» Examples: Strategy, Manager, Diplomacy, Trade, Financial…

Page 6: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Developing WAP Games

• Gameplay is King!

• Keep it Simple / Less is More

• Design With the Target Platform in Mind

• User Interface for User, Not Against

• Don’t Bother the User

• Design for Payment Model

Page 7: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Developing WAP Games (cont.)

• Customize Content

• Prioritize Information» Regular accessed information

» Important information

• Hierarchy Instead of Long Pages

• Use Graphics Wisely» Readability

» Download time

» Use cache

» Pixels are important

Page 8: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Developing WAP Games (cont.)

• Don’t Assume (anything…)

• Test with Actual Terminals

• Test on Different Devices

• Test, Test, Test…

Page 9: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Game Architecture

• Flexibility

• Build with Modules

• Use Layers

• User Interface

• Graphics

• Target Platform(s) Will Change

Page 10: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Advantages with GPRS

• Bandwidth

• Push

• Always Online

• Different Payment Model

Page 11: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Future

• Increased Terminal Power

• Downloadable Applications

• Java Powered Terminals

• Geographic Positioning

• Bluetooth

• …

Page 12: MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development

Questions?

Stefan Pettersson

[email protected]

www.picofun.com

wap.picofun.com