Je viens de correspondre avec Phil Steinmeyer, grand bloggeur Américan. il m'a permis de reposter son article qui semble bien intéresant :
I was a bit late to the cell phone party - I only got my first cell phone a couple years ago, and I don’t use it much (I work at home and generally spend little time on the road, so it’s kinda moot).
My phone is, I guess, a reasonable one - a fairly small Samsung X426 with a decent color screen.
As a casual game developer, I have certainly been cognizant that mobile phone gaming (generally featuring casual-style games) is a big and growing industry, but I’d never really played with it much. I tried to, but I could never get my phone to successfully download games, beyond the couple lame pre-installed ones.
I’ve stopped at the Cingular store a couple times over the years to try to get it resolved, and despite the salesman’s puttering with my phone, it wouldn’t work. Today I tried again, and low and behold, in about 30 seconds, a different salesman had it working by changing one setting in my phone’s menu options somewhere (I forget which).
Lesson 1 - mobile phones are unnecessarily complicated - to the extent that some salesmen can’t even make all their features work.
So, I downloaded a couple of games. Neither had free trials, as far as I could tell, so I paid $5.99 for one, and used a free comp. credit I’d gotten at the Casuality show for the other.
I won’t name names, but let’s say that these were both adaptations of well-known casual games - big hits in the PC space that are apparently also successful on mobile. They were from different publishers and different port-shops, so any issues were unlikely to be the result of a single party’s sloppiness. Overall, the games were…
Terrible. Just awful.
Barely any animation, low rez graphics, weak sound, and worst of all, trying to control these games with a cell phone keypad was a mess.
I’m not blaming the publishers, developers, etc. I strongly suspect the problem is just that the phone is not powerful enough for decent games. Even if it had a CPU as powerful as a desktop PC, the small screen and tiny keys would make the experience mediocre at best. But compounded with the slow processor, slow reaction times, and poor animations, it was a terrible experience.
So be it. But what I can’t understand is why this is a growth industry, and who is buying these games (more than once). I can see making a mistake one time, but I can’t see buying a second mobile phone game (unless, like me, you’re a developer trying to understand the phenomenon.)
Is my phone just uniquely unsuited to playing games versus other mobile phones, or are teenagers willing to put up with terrible games, or what? I’m really wondering how this can be a sizeable industry. I definitely understand the speaker at Casuality who said that Try Before You Buy is bad for business in mobile, because the trials are generally so disappointing…
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Most phones are hobbled by Java. Now, on a PC Java isn’t that bad. They have JIT compiling and virtual memory. On phones it’s a disaster. They’re byte-code interpreting everything, which is slow, and you have no virtual memory, which means you have to try and manage memory on a system that has no good language or VM features for doing so. On top of that, you get none of the cross-platform benefits. Every phone has its own bugs, quirks, screen size and performance problems so you have to at least tweak code for every handset. Also until recently allowable download sizes were minuscule, especially considering Java has no (effective) per-pixel drawing so you can’t use any tricks beyond palettization to shrink graphics. Java ME, to put it simply, is crap.
BREW is only intended for use solely on CDMA phones(think North america). For mass market deployment, your best bet is to develop in Java, and then maybe port to BREW and other platforms. Then there is WIPI for Korean phones (also C/C++ based).