sms game development making the most of a sucky technology greg costikyan [email protected]...

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SMS Game Development Making the Most of a Sucky Technology Greg Costikyan www.ungames.com www.costik.com costik @costik.com

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SMS Game Development

Making the Most of a Sucky Technology

Greg Costikyan

[email protected]

What Is SMS?Short Text Message ServiceBuilt into GSM from the startso everyone in Europe can “text” everyone else20 b + messages exchanged every month

Not yet successful in North America carrier walled gardens breaking down but lower prices for voice & pager/IM availability may continue to keep this smaller here

Why Develop SMS Games?

Everyone in Europe texts Comfortable with technology Perceived as cool (while “WAP sucks”) Potential large audience (and market)

Carriers & Aggregators eager for SMS titles

In North America, too, where they’re waking up to the missed opportunity

How Does it Work?a. Originator inputs

phone number & message.

b. Sends message over air to SMSC.

c. SMSC forwards message over Internet to recipient’s SMSC.

d. SMSC sends message over air to recipient.

SMSC Can Send & Receive with Game Server

User requests game by sending SMS to that number

Server is assigned a “Phone Number”

SMSC must know that phone number = server’s IP address—game service must have a deal with the carrier!

Header info identifies user’s phone number; server parses, processes, responds to user.

SMS Costs Money

Typically 10¢/message (7p in UK)

Carrier can choose to charge more or less for a game’s messages, or to charge a flat fee for a game.

Revenues shared with game serviceMarketing cost in making users aware of phone number to message

Game Should be Playable in Just a Few Message Exchanges

Otherwise will be too costly for many players

Try to keep it to <10 messages per game (or 1-3 per day for games played over a period of time)

Each Message Must Advance the Game

In most games, the result of interaction can be minor (turn left 30 degrees; a card is played). With SMS, a handful of interactions must combine to a satisfying game. A non-trivial design challenge.

Each Message <=160 Characters

That’s a =hard= limit.

Can break into multiple messages, but each costs money…That’s basically 25 words or less.

Localizing generally increases the number of characters in text.

Tricks to Help

2, not two.

Abbrev. if can keep clear.

Cn u use txting abbrevs?

Edit ruthlessly.

Put rules in separate “Help” message.Test all boundary conditions.

No Graphics Means...

Hard to show physical layout with pure text. Text adventures (N thru Door)—but a

lot of text used for navigation. Text representations (Ship 2 > 3,7)—

but hard to visualize.

Can’t Rely on a Monospace Font

This: looks like this:

CNRQKRNCPPPPPPPP........................PPPPPPPPCNRKQRNC

CNRQKRNCPPPPPPPP........................PPPPPPPPCNRKQRNC

Avoid Games that Depend on Locations

Most electronic games are an exploration of space

But it’s not true of all game styles: Word Games “Choose a Maneuver” Fighting games Tamagotchi

Hammurabi

#conquest

A Player’s Orders Are Text

A command-line environment.

Syntax Must be Transparent Syntax Must be Forgiving

Demand the least text entry possible.Allow “stackable”orders.

Latency is Off the Scale

Typically, a minute or more.

Interaction at discrete, separated moments.

Each message really must count

Dealing with LatencyTurn-based games. Round-robin Simultaneous movement

“Act whenever” games. Limited by real time

“Slow update” games.

Multiplayer or Die

Head-to-Head games

Limited-interaction large-scale multiplayer games

Handful of players

In-game messaging

“Smart Messaging”

Message concatenation (459 characters)

B&W bitmapped images (72x28)

Ring tones (single voice)

EMS: Enhanced Message Service

Message concatenation (3-6 messages)

Flip animations (32x32, 4-frame)

B&W images, max 1k (32x32)

Ringtones & sounds

10 pre-installed sounds

MMS: Multimedia Message Service

GIF89a animations, PNGs, JPEGs 640x480 in theory, in practice 174x133

Sound: AMR, WAV

No limit to message length

Punisher: The Mobile Game

                                                          

www.punisherthemobilegame.comwww.riot-e.com

Botfighters

www.botfighters.comwww.itsalive.com

Fisu

                                                    

www.fisupeli.comwww.smallplanet.fi

Mobile Rome

www.gripstudios.com

Doing Better

Messaging & Challenges

Persistence

Algorithmic, not Instantial

URLs

Nokia information & emulator for MMS: http://www.forum.nokia.com/main/1,35452,1_2_7,00.html (requires free registration)

Ericsson info & emulator for MMS:http://www.ericsson.com/mobilityworld/sub/open/technologies/messaging/index.html?PU=messaging (requires free registration)