Author Archive
More about game controls
November 2nd, 2006 by Arjan Olsder Posted in Smartphones & Tablets | No Comments »
Do you all remember the post we put up in regards to control issues in fighting games merely two days ago? Yesterday, by coincidence MobileIndustry has put up a more general editorial about game controls on mobile devices.
Company Spotlight #5: Greystripe
November 1st, 2006 by Arjan Olsder Posted in Interviews | 1 Comment »
This company spotlight is not as usual devoted to a developer. This time we are proud to have an interview with Greystripe’s CEO Michael Chang. Greystripe caught a lot of attention all over the web (including this blog) due to the launch of their GameJump.com ad-subsidized, free mobile games portal.
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Game Federation acquired Daydream game assets
October 31st, 2006 by Arjan Olsder Posted in Brand Licensing | No Comments »
Its industry rumor time again at the mobile games blog as close sources just confirmed the acquisition of all gaming assets of the developer formally known as Daydream. The new owner of these assets is Game Federation. Game Federation is known for its connected gameplay facilities and with games like Netbaby Grand Prix and Botfighters, it looks like they made a strategic purchase. The deal meant also the transfer of the Happy Tree Friends license to Game Federation according to our sources.
Mobile fighting games can be fun
October 30th, 2006 by Arjan Olsder Posted in Analysis & Editorial | No Comments »
I have been working as a content manager for almost three years now at Overloaded and in that time I have seen dozens of fighting games coming into my inbox. Fighting games for consoles have always been a huge success with famous fighting series like Street Fighter, Mortal Kombat, Tekken and many more, so it makes sense.
As a collector of (handheld) game consoles, a few months back I managed to get my hands on an old almost worn down Neo Geo Pocket from arcade legend SNK. I got attached to the little thing in no time and spend many hours playing games like Metal Slug and even BaseBall Stars. As the Neo Geo Pocket pretty much failed big-time in Europe against the GameBoy, it’s pretty hard to get games. However my friend Ping Fang in the USA mentioned it was easier to get some good games over there. After a few weeks he managed to get hold of the most famous fighter games for the console like Fatal Fury and SNK vs. Capcom. While playing those games with their limited use of colours and pixels, not even to speak about the limitation of just 2 action buttons, I started looking back at some of the mobile fighters I tested.
Why did most of them fail to attract my attention while they where technically more advanced then those SNK games? The answer is probably simple. Just about all of them try to create a fighting game with complex moves that need a lot of button pushing as we are used to on the current consoles. With the limited device input capabilities, that is a pure nightmare! This while a SNK game like King of Fighters bases it’s choice of moves mainly on the position of the characters. So while you for example normally punch with the A button when standing in front of your opponent, it can turn into a shoulder throw when standing at the same spot as your opponent. Now that is smart thinking as the game suddenly offers many more moves. Also systems like the build up of power for causing even more damage to your opponent really help in creating a better experience.
So what would be the ideal configuration of a fighter game? I recon using the D-Pad for moving of course where a D-Pad with 8 directions is perfect. The 3 and 6 button could be used for punching and kicking for right handed people, while the 1 and 4 would do the same for left handed gameplay. Even more ideal would probably be a device where you can play horizontal. The D-Pad under one finger and the other ones on the softbuttons on the other side of the device. The SonyEricsson models like the W550i would be great for that (though the D-Pad is not the best one). But what if the device would not support an 8 directional D-pad? Well, who presses down and left or down and right at the same time? So you can move to the normal replacement buttons like using 1 for a jump to the left side, 2 for jumping up etc. and use the 0 and # or 7 and * as action buttons.
I’m not a programmer, so I cannot evaluate the possibilities to implement this on let’s say 80% of the devices on the market. However what I do hope is that game developers try to pay more attention to the user interaction instead of pumping up their games with to many possibilities. At the same time, I hope device vendors will put more attention to implementing good D-Pads that allow fluid play. Face it, the Gizmondo and N-Gage showed us that nobody want’s to use a console for calling, but the consumer does want to use it’s mobile phone for gaming!
What makes the consumer tick
October 30th, 2006 by Arjan Olsder Posted in Analysis & Editorial | No Comments »
Compete has released a study to the behaviour of consumers on mobile networks in relation to content. The study kicks off with the question how important certain aspects are to the consumer when choosing it’s mobile network. 31.3% of the consumers noted down that the content offering does count in their choice of network. However pricing models, coverage (this must be a US study) and devices are still by far more important. This also shows probably why MVNO’s like Amp’d and Helio still appear to have problems getting huge numbers of consumers into their networks. The study also shows that from the consumers they questioned, 13% in interested in mobile entertainment like gaming, and 9% is already using it. So that 4% should be the easiest part to activate into buying mobile entertainment/games. Another interesting figure shows that from people who are already shopping for mobile games, 38% is interested in receiving free games in exchange for advertising. From the consumers that didn’t really use mobile entertainment, 15% would be interested in this offer. This means the potential for ad subsidized gaming is really good. You can read the full study here.
Playman website renewed
October 30th, 2006 by Arjan Olsder Posted in Games | No Comments »
I have to admit I always loved the way Mr Goodliving handled promoting new mobile games by the use of minisites. It has been quiet for a while and now I see why. Mr. Goodliving has launched a totally renewed website for their sports star Playman. An excellent example of mobile game marketing worth a good look.
Mass hysteria at French MVNO Kelly Mobile
October 30th, 2006 by Arjan Olsder Posted in 1 | No Comments »
LG’s new creditcard phone
October 30th, 2006 by Arjan Olsder Posted in Smartphones & Tablets | No Comments »
It seems to be a war zone in Korea as LG yet again launched a phone to attack Samsung. With the Chocolate they had already beaten the Samsung E900 to the market. This time LG aims for the Samsung P300 and Samsung P310 with the launch of the LG KE320. The KE320 combines the credit card like design with the style of the Chocolate. We ask ourselves how playable such a design is though
Interview with Tim Closs (IdeaWorks3D)
October 28th, 2006 by Arjan Olsder Posted in People | No Comments »
MobileIndustry.biz has put up an interview with Tim Closs based on the company’s release of Airplay 3.0. Read the whole interview here.
Disclaimer:Arjan Olsder is the Vice President of Pixalon Studios. Opinions expressed on this publication do not have to represent those of Pixalon Studios. |
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