Rohit
10-16-2003, 10:42 AM
I am a J2ME game developer (not indie yet though; working for a company). A few moments ago I was wondering about whether Indie game developers (like yourselves) have thought about entering the mobile game business, either by getting someone to port their PC games, or by doing it themselves. If anyone has given a thought to this, please share your opinion.
For those who may not be familiar with the mobile game scene, here are a few points I could think of:
Similarities
1. Typically (I believe), Indie games are made for short bursts of play, i.e., 10-20 minutes in which you could complete one or two levels. Mobile games are also made for short bursts of play, e.g., while waiting in a queue or riding in a bus.
2. Indie games are usually made by small teams, on small budgets, and in much shorter durations than retail PC games. Ditto for mobile games.
3. Indie games generally tend to focus on the puzzle genre. Mobile games, due to restrictions like processor speed, one-handed play etc., are also more suited to the puzzle genre.
4. Indie games generally target the casual gamer. So do mobile games.
5. Indie games are downloaded, and so are moblie games :D
Differences
1. Typical prices of Indie games: $10 - $25. Typical prices of mobile games: $3 - $5, although some games (e.g., Rayman) also sell for higher, say $15.
2. In the PC world, windows has 90%+ marketshare. In the mobile world, the share is fragmented among platoforms which are neither binary- nor source-compatible. e.g., Palm OS, Pocket PC, Symbian, J2ME, Brew ...
3. An indie game written for a particular PC configuration will run on almost any PC of that configuration. OTOH, mobile devices differ a lot among themselves. Even devices from the same series (e.g., Nokia's "Series 60") may have minor differences among them For example, the Nokia 7650 has a standard keypad, and the Nokia 3650 has a circular one. Things like these makes it neccessary to test your game on every phone you intend to target.
4. Indie games are generally shareware. In the mobile games area, there is currently no concept of shareware (that I know of). A user always purchases and downloads the full version.
Mobile industry forecast
* It is expected (or maybe it has already happened) that the number of mobile phones would exceed the number of PCs in the world.
* The incoming generation of phones is capable of downloading and playing games.
* Mobile gaming is supposed to be worth several billion USD within the next 3-4 years.
* Mobile gaming is yet to have its first "killer idea".
Given these points (and others you may have noticed), what do you think/ feel about this opportunity? Are you planning to enter this field, would you rather wait and watch for now, or are you sure you will want to keep focussed on the PC market only? :)
For those who may not be familiar with the mobile game scene, here are a few points I could think of:
Similarities
1. Typically (I believe), Indie games are made for short bursts of play, i.e., 10-20 minutes in which you could complete one or two levels. Mobile games are also made for short bursts of play, e.g., while waiting in a queue or riding in a bus.
2. Indie games are usually made by small teams, on small budgets, and in much shorter durations than retail PC games. Ditto for mobile games.
3. Indie games generally tend to focus on the puzzle genre. Mobile games, due to restrictions like processor speed, one-handed play etc., are also more suited to the puzzle genre.
4. Indie games generally target the casual gamer. So do mobile games.
5. Indie games are downloaded, and so are moblie games :D
Differences
1. Typical prices of Indie games: $10 - $25. Typical prices of mobile games: $3 - $5, although some games (e.g., Rayman) also sell for higher, say $15.
2. In the PC world, windows has 90%+ marketshare. In the mobile world, the share is fragmented among platoforms which are neither binary- nor source-compatible. e.g., Palm OS, Pocket PC, Symbian, J2ME, Brew ...
3. An indie game written for a particular PC configuration will run on almost any PC of that configuration. OTOH, mobile devices differ a lot among themselves. Even devices from the same series (e.g., Nokia's "Series 60") may have minor differences among them For example, the Nokia 7650 has a standard keypad, and the Nokia 3650 has a circular one. Things like these makes it neccessary to test your game on every phone you intend to target.
4. Indie games are generally shareware. In the mobile games area, there is currently no concept of shareware (that I know of). A user always purchases and downloads the full version.
Mobile industry forecast
* It is expected (or maybe it has already happened) that the number of mobile phones would exceed the number of PCs in the world.
* The incoming generation of phones is capable of downloading and playing games.
* Mobile gaming is supposed to be worth several billion USD within the next 3-4 years.
* Mobile gaming is yet to have its first "killer idea".
Given these points (and others you may have noticed), what do you think/ feel about this opportunity? Are you planning to enter this field, would you rather wait and watch for now, or are you sure you will want to keep focussed on the PC market only? :)