AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000 Game Development for GPRS Networks
Topics Mobile Internet Gaming WAP Games Game Development for GPRS
Mobile Internet Gaming Use the strengths of mobile Internet » Mobilitly- Play everywhere » Access- Play anytime » Users- Play against anybody Design with the environment in mind »Different target audience »Consumer expectations »Design for the payment model
WAP Games Limitations because of... »WAP-browser »Different implementations of the WAP-standard »Inexperienced users Types of games suitable for WAP... »Card, Dice, Tic-Tac-Toe... »Strategy, Manager, Diplomacy, Trade...
Game Development for GPRS Always online – no dialup Increased bandwidth Different payment model Push = User behaviour changes!
Game Development for GPRS Always online – no dialup Log on is no longer a bad thing Users play more often Users play in short bursts Games with instant feedback
Game Development for GPRS Increased bandwidth Allows different use of graphics Use graphics wisely »Enhance user interface »Enhance gameplay Don’t rely on bandwidth »Handle changes in capacity due to handovers between cells. »Capacity isn’t allocated per user anymore due to the packet-based communication.
Game Development for GPRS Different payment model User behavior changes Design to fit payment model
Game Development for GPRS Push Will replace the need for SMS Involve ”offline” users in game directly
Game Comparsion: GPRS vs. Non-GPRS Fight ArenaPicofun Football Designed for GPRSDesigned for traditional WAP
Fight Arena
Picofun Football
Game Comparsion: GPRS vs. Non-GPRS Fight ArenaPicofun Football Game FeedbackInstantOnce per day GameplayRealtime Turnbased Action Manager GraphicsHeavy Use of Graphics Mostly textbased Interaction with Offline Users PushInternal Message System
Get the most out of game development for GPRS Think differently Push the limits Use PC game development techniques
Questions? Stefan Pettersson wap.picofun.com