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AnywhereYouGo.com Wireless Developer Discussions Stockholm, 26 October 2000
Game Development
for GPRS Networks
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Topics
• Mobile Internet Gaming
• WAP Games
• Game Development for GPRS
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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
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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...
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Game Development for GPRS
• Always online – no dialup
• Increased bandwidth
• Different payment model
• Push
= User behaviour changes!
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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
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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.
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Game Development for GPRS
Different payment model
• User behavior changes
• Design to fit payment model
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Game Development for GPRS
Push
• Will replace the need for SMS
• Involve ”offline” users in game directly
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Game Comparsion: GPRS vs. Non-GPRS
Fight Arena Picofun Football
Designed for GPRS Designed for traditional WAP
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Fight Arena
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Picofun Football
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Game Comparsion: GPRS vs. Non-GPRS
Fight Arena Picofun Football
Game Feedback Instant Once per day
Gameplay Realtime Turnbased Action
Manager
Graphics Heavy Use of Graphics
Mostly textbased
Interaction with Offline Users
Push Internal Message System
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Get the most out of game development for GPRS
• Think differently
• Push the limits
• Use PC game development techniques