Author Archive
Dave Bell: Accessibility is the holdback !UPDATED!
October 24th, 2006 by Arjan Olsder Posted in Analysis & Editorial | No Comments »
Dave Bell from Playphone has disclosed his feelings about the mobile games market to MocoNews. He explains that he feels the main holdback for the industry is not the content itself, but the accessibility. Dave sees big opportunities for D2C business, specially with branded games where you can promote the mobile game trough the already available marketing space surrounding the brand.
Update: Please find the full, excellent interview at Gamasutra
Carnival of the Mobilists #49
October 23rd, 2006 by Arjan Olsder Posted in Analysis & Editorial | No Comments »
Yet another carnival has been released by mobile opportunity. Starting off with an excellent boring story about the boring number 49, the excitement still manages to hit off. Good writing and we’re looking forward to the next one!
N-Gage prepares it’s comeback
October 23rd, 2006 by Arjan Olsder Posted in Smartphones & Tablets | 1 Comment »
All About Symbian reports the N-Gage is preparing to come back into the market. N-Gage will not longer present itself as a device, but as a service where consumers can buy N-Gage games and take part in the community trough the N-Gage Arena network (also known as Sega SNAP network). The N-Gage features will mostly be added to S60 3rd edition devices that allow horizontal use of the screen. This also means that current N-Gage titles will no longer work as they where designed for the original S60 1st edition platform. More details can be read in the full article.
Company Spotlight: Cheeky
October 23rd, 2006 by Arjan Olsder Posted in Interviews | No Comments »
Cheeky was one of the first to enter the mobile games market, but is currently struggling to survive. Mark Riply, CEO of Cheeky opened up to us and talked about the problems he faces and how he tries to wake up fellow developers and distributors.
[Arjan] So first off, I know Cheeky has been around for ages as I played your games back when the 3510i was still on the shelves. What was the reason for you to jump into a market that was pretty much underdeveloped back then?
[Mark] Well we’d pretty much done the Web games market to death. As Friendly Giants we had a portfolio of over 50 games – casual, hardcore, 3D – but we just couldn’t make enough money from it. I formed Cheeky on the back of a deal we struck with 3 (we were one of their initial line-up of development partners), which essentially funded our first six months. From that we could explore other markets.
Aside from that, mobile was my last hope at forging a new IP, before all the license holders jumped in a ruined the market as they have done with PC/console. Development costs were low, project times were low, so again it allowed us to explore new ideas without bankrupting ourselves.
[Arjan] Which of your first series of games do you regard as the overall Cheeky classic?
[Mark] From the first series I’d say Wooly World. It was quite experimental, in that the artwork was based around the works of Mackenzie Thorpe, and we tried to make it humorous with sheep shaggers, butchers and mad chickens. As far as sales go though, the classic was Bubble Tots. We sold over 40,000 copies of that fella.
[Arjan] You are known also as a blogger. As the last one you seem to cause a lot of disturbance by opening up the troubles you see on the market. The latest post for example displaying that a #3 game on AOL DE earned you 6 euro. Aren’t you afraid this might backfire on you?
[Mark] How can it backfire? I’ll earn 2 euro? 😀 I’m getting to the point with the mobile games business where I just don’t care any more. Take AOL – they make up their charts to rotate new content. I’ve since learned they’re not the only ones to do this. I can see their reasons for doing this, but it’s misleading to punters and publishers.
[Arjan] The troubles you have experienced in the market clearly seem to be the fundamentals for you to start the somewhat notorious private forums. Can you tell us a bit more about what the forums exactly stand for and who have access as it’s pretty much off limits for most of the industry.
[Mark] The forums are for a number of things these days:
- For developers to talk about techy things, business ideas, and general chat
- To report on pirates, and take action to shut them down
- To find out which distributor owns or provides content to a particular site
- To discuss distributors themselves – the good, the bad and the ugly
Only the last forum is strictly private – it’s only open to developers whom don’t distribute a significant amount of other people’s content. I say "significant amount" because most developers themselves are doing a spot of publishing on the side. Obviously having distributors themselves on this forum would stop developers talking openly about who the dodgy characters are.
Everyone who wants to join the forum is vetted. There’s a lot of valuable sensitive information on there, so unless you’re actively involved in mobile games development or publishing, you won’t be allowed on. What would be the point?
[Arjan] Also you noted on your blog that you are porting your J2me games to Microsoft’s XNA platform. What is your experience in this?
[Mark] XNA is great. It just works. When our latest game Blobbit Push is finished I’m going to switch to leading development on XNA, *then* port to Java/J2ME. Love or hate Microsoft (and I hate XP), they’ve always known how to make good tools.
I have a middleware layer called Platform, which defines a common API across XNA, J2SE and all the different J2ME handsets. The idea is you write your game to the API, then link it to the relevant Platform JAR/DLL and you’ve got a version for that device. Because Java and C# are so similar, I can practically take the Java code and plop it straight in to XNA. And vice versa.
The thinking behind this is to produce versions for XBLA, standalone versions for PC (i.e. that don’t require Java) which lead on to other opportunities such as Interactive Television.
[Arjan] Do you recon XNA has a more easy and safe path to the market?
[Mark] Well XNA is certainly more straightforward than porting to hundreds of different mobile phones =) Everyone is jumping on the XBLA bandwagon though, so we’ll have to wait and see.
[Arjan] Will this mean we will also see your games on XBOX 360?
[Mark] Hopefully! Like I say, its become a fiercely competitive market.
[Arjan] Do you look at other possible platforms for your games?
[Mark] I look at every platform possible. iPod is the one I’m keeping a keen eye on. It’s a closed shop at the moment, but hopefully once Apple have created a toolset for it there will be a developer programme where you can submit content for distribution through iTunes. I hope they do open it up for third parties to develop for because Apple have it sorted – a true mass-market device, a cool brand, and most importantly an established distribution mechanism.
[Arjan] From all games you developed, what do you recon is the best one and why?
[Mark] From a technical standpoint, GR++. That was 9 months of hard graft, trying to squeeze every last drop of performance. Blobbit Push is the most enjoyable game to play though I think – it’s a Sokoban game, but with lots of different enemies you have to avoid. Stoo’s done a cracking job on the level design and the graphics are gorgeous. The desktop version should be out in the next week or so, with the mobile ones close behind….
[Arjan] Looking at the competition in the market, which game has inspired you most and why?
[Mark] Anything that tries to do something *different*, rather than simply take a license and slap a crap game on it, or another tedious port of some console or Amiga game. Anything that tries to make a game for the phone and the situations when you’re stuck with a phone as your
only source of entertainment.
[Arjan] Is there any closing statement you wish to make toward the readers?
[Mark] Don’t do it! Develop games for mobile phones, that is. Become a plumber instead. I’m sure it’d be infinitely more rewarding and your customers will actually pay you. =)
EA and O2 to open the market
October 23rd, 2006 by Arjan Olsder Posted in Games | 1 Comment »
EA and O2 have closed a deal to provide O2 consumers with free mobile games. To promote mobile games, O2 will introduce the Gaming Monday during the month of December. On these Monday’s, consumers are able to download Need For Speed Carbon, The Sims 2, FIFA 2006 and Tetris for free. Both EA and O2 hope to open the market further to the consumer.
Max Studio wins The Cutting Edge Coding Competition 2006
October 23rd, 2006 by Arjan Olsder Posted in Game Awards | 1 Comment »
Max Studio (thanks Piro, for sending the url), a company operated mainly by five young people has won The Cutting Edge Coding Competition 2006 with their game Burning Armor Code E. As price winners, they get a new iPod video, $ 5000 worth of advertising on clickgamer.com and a two year license on Edge.
The Cutting Edge Coding Competition is being held by Clickgamer and Elements Interactive to promote the use of their Edge platform. The Edge platform is a middleware client to simplify porting of mobile games on C based languages like Symbian and PocketPC.
Breakpoint inked exclusive deal with Capcom
October 23rd, 2006 by Arjan Olsder Posted in Brand Licensing | No Comments »
Breakpoint has announced that it will exclusively launch the newest Capcom titles in several countries like Poland, Russio, Hungary, Chech Republic, Slovakia, France, Romania, Bulgaria and the Balkan countries.
"We are proud to cooperate with Capcom, a legendary player in the games industry," said Pawl Nowak, CEO of Breakpoint. "Breakpoint is quickly developing and we are planning similar agreements in the immediate future," he added.
Yosuke Yoneda, Mobile and New Business Development Director of Capcom, remarked: “Combining the power of Breakpoint and Capcom brands in this collaboration is going to bring benefits for consumers as well as both partners. We look forward to working together.”
Look at Namco
October 23rd, 2006 by Arjan Olsder Posted in Games | No Comments »
The guys over at QB managed to get hold of an education video from Namco about mobile games. Worth a look for sure!
You are not allowed to hate guns!
October 23rd, 2006 by Arjan Olsder Posted in Games | No Comments »
Sometimes, weird things happen within this industry. One of the most recent examples came into our mailbox last weekend from developer Fun And Mobile. They announced that Handango has partially removed (the game is still available on some devices) their mobile game as they considered it of adult nature. So listen up kids
New changes at the blog
October 23rd, 2006 by Arjan Olsder Posted in 1 | No Comments »
Today, our thanks go out to Ashu Mathura. Ashu, founder of this blog has now officially transferred it to me. As most of you already know, since a few months I have taken over the daily posting on the blog as Ashu is busy pioneering the mobile advertising space with his company called MaDs. This also means we have new Google ads on top of the pages as they now have to pay the rent ;).
Together with this announcement, I’d also like to say I’m happy to see the Blog is clearly rising in popularity. Last Tuesday we have almost hit 600 unique visitors in one day while we have a 400 a day average. Currently the blog is burning 6.5 GB in bandwidth consumption each month and also rising.
So not only thanks to Ashu, but also to all of you who show interest in the mobile games & gaming blog by commenting, contributing, sharing inside info or just reading!
Disclaimer:Arjan Olsder is the Vice President of Pixalon Studios. Opinions expressed on this publication do not have to represent those of Pixalon Studios. |
Partnerships:Contact Us:
|
Other (Dutch) Publications:Copyright 2004-2010 Digishock Publishing. All Rights Reverved. |

