Slashdot Log In
Cellphone Gaming Market Lacks Pull
Posted by
Zonk
on Wed May 03, 2006 12:17 PM
from the not-fun-equals-no-money dept.
from the not-fun-equals-no-money dept.
The Washington Post reports that, despite the best wishes of executives, the cellphone market has not yet taken off the way companies like Jamdat may have hoped for. From the article: "McAteer said the phone interface that consumers access when downloading games -- which usually lists only game titles -- is one of the biggest reasons behind the slow growth. As a result, the games that tend to sell best are those with instant name recognition among consumers, such as Pac-Man or Tetris"
Related Stories
[+]
A DS In Every Pot 282 comments
At last year's GDC Nintendo President Iwata made the claim that the company was reaching out to everyone, in an attempt to expand the gaming market. They were planning to appeal to hardcore gamers, folks who used to play games, and folks who have never played a game in their lives. At the time, it sounded like a tag line. Today, I have impressions from three titles which suggest they've got what it takes to make us all into gamers. Hardcore players can sink their teeth into Metroid Prime Hunters, and have one of the most intuitive FPS experiences ever to come to a console. Folks looking for some nostalgia can enjoy Tetris DS, blockstacking like it's 1985. Even your grandmother can try Brain Age, proving to her bridge club that even though her license says she's 80 she's got the brain of a 20 year old. Read on for my impressions of three titles that give powerful evidence to support Iwata's grand claim.
This discussion has been archived.
No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
Full
Abbreviated
Hidden
Loading... please wait.
market saturated at 3% (or close) (Score:5, Insightful)
I've got news for the game makers for the cell phone industry. Your market is probably close to saturated at 3%. Playing games on cell phones is a diversion, not an avocation. Users and potential buyers of games comprise a tiny fraction of the cell-phone audience. Almost any game at all, especially simple ones, will do to kill that 10 minutes wait at the train station. Anything more than a click away to add to the existing suite of games with the phone is no temptation.
I think the cell phone industry greatly overestimates any appetite for the cell phone to be the ultimate phone, pda, gaming machine, pc, soda fountain, reference, ad nauseum. Our wallets are finite (well, mine is), and we're not going to pay and spend time managing a suite of games to play on a cell phone where
Maybe the strategy is to find the endpoint of the consuming public's collective appetite for pay-for gaming on cell phones. I think they're close.
Re:market saturated at 3% (or close) (Score:4, Insightful)
"battery life sucked up by games subtracts from cell phone availability"
I use my phone for playing games, and I since I charge my phone every day, I don't really notice the battery life running out as being a problem. I realize I'm not everyone, but it can be done.
Parent
Re:market saturated at 3% (or close) (Score:2)
Re:market saturated at 3% (or close) (Score:3, Informative)
Other factors (Score:2)
* A cell phone has a lousy interface for gaming.
* The LCD screens on most phones have horribly high latency, making action games hard to play.
* The low horsepower of most phones prevent development of complex games.
I admit, I used to be big on cell phone games when I got my first phone that supported them. But after getting burned with a half-dozen asstastic titles, I realized that a PDA or a Gameboy would be far better for gaming, and broke the habit. The only pe
Re:market saturated at 3% (or close) (Score:2)
because you don't own the game? (Score:2, Insightful)
Yes you do. (Score:3, Informative)
The fact that you typically can't transfer the games to your new handset if/when you upgrade is another matter...
No market (Score:5, Insightful)
IF you can have a real game console, why bother playing on something that can, at best, recreate the experience of a C64?
Seriously, I was pondering getting into the cell game market. But the devices simply don't have the necessary hardware to create current game. A halfway decent game fills your available memory, you have a display the size of a stamp and a resolution that makes you wonder if that what you're shooting at is supposed to be a plane or a donkey.
Now add that half of the games won't work on YOUR cellphone, and if, your display will probably not match the one the programmer used (i.e. you'll either be missing some vital information which gets cut off or you have some black bars), i.e. a lack of interface standards to work with, add that more often than not the programmers used to create those games aren't quite the creme of game creators (most cell games are hacked together by recently graduated students, it's for most their first job ever) and you have a clean picture why the market doesn't take off:
After the first game, you never buy one again.
Re:No market (Score:2)
Re:No market (Score:2)
Unfortunately, those games rely heavily on good gameplay and interesting ideas. And that's definitly out of fashion today.
Re:No market (Score:2, Interesting)
Re:No market (Score:3, Interesting)
It's amazing how complex they try to make the graphics for a simple card game. Why couldn't they just display the cards and bets in a way that I could see them? I really don't need pictures of the people I'm "playing" against.
I also tried chess, and I'm not a great
Re:No market (Score:2)
The main reason for their failure will always be the controls, IMHO. Phone keypads will never be good for gaming - even Snake on the old black and white Nokias was pushing the limits of controllability. The N-Gage, a mobile phone specifically designed for games, still had seriously crappy controls compared to t
Re:No market (Score:2)
This is definitely true. I have a Texas Hold 'Em game for my phone that is pretty good. Only problem is sometimes a 3 card will be used like a 9 when evaluating hands. How could they miss such a large bug? I wrote the company that made the game, they wrote me back once, and then ignored me
Re:No market (Score:3, Funny)
The developers of "Flying Donkey Storm 3" really did some amazing work. You definitely can tell you're shooting at donkeys.
Have you seen some of the game offerings? (Score:3, Informative)
It was worse than I imagined. You used your arrow keys to move the crosshair to shot enemies that popped up like a cheesy carnival game. Absolutely horrible.
I remember the days when a cellphone was just a cellphone.
Why's that, again? (Score:4, Insightful)
1) Battery life. I'm not going to waste charge on gaming. I need my cell phone too much, and spend too much time without access to a charger.
2) Cost. Considering that my Verizon game service charges something like $6-8 per game, why would I bother? Chances are I'll feel like I wasted that money -- I have better gaming experiences with stuff we wrote in BASIC and Pascal in grade school.
3) Suckage. Besides the fact that so many games available for cell phones suck, the phone itself sucks for gaming. From screen size to processor speed to control issues, a cell phone is a sub-par mobile gaming device. If I'm going to spend $400 on a phone that handles games well, I'd just as soon buy a PSP or a DS, thank you.
Too Complex (Score:3, Insightful)
That's the reason, IMO, that Pac-Man and Tetris do so well. The controls are easy, straight forward, and the games are easy to get a hold on. Let's keep in mind that the average cell phone user probably isn't a gamer, and is looking for an easy-to-play distraction in a game on the cell phone. They don't want something complex. Pac-Man requires use of the little D-Pad (at least on my phone), and that's it. Tetris works with the D-Pad and OK button. Easy! Enjoyable! Sold!
Cell phone developers should look at ways to take games, simplify them to work on the control layouts available for cell phones, and keep things simple. Of course, the people interested in games on cell phones will primarily be gamers, but cell phones just can't handle complex games, and they really shouldn't try to port games like CoD, Splinter Cell, or any of the other kinds. Keep it simple. I'm sure some people would even enjoy Pong, or a simplified top-down shooter like 1942. I would certainly buy one of those games. In short, cell phone developers should K.I.S.S.
Wrong application (Score:2)
Phones are mainly aimed to personal mobile communication.
Even the camera and the limited PIM features are used very rarely and usually only if there's no other option.
We all hope that manufacturer will focus on better communication features, capabilities and performances instead of wondering about stupid questions!
Mobile gaming can be accomplished with, say, a PSP. And if you need multi plyer gaming, link it to your mobile
Need a new/different paradigm (Score:2)
Another reason (Score:3, Insightful)
How hard would it be to have trial versions that only give you a couple of levels or that expire after a few days?
I totally agree (Score:3, Insightful)
Plus who is writing the descriptions for these games? They tell you almost nothing about them, and since the trial version is usually $2 to $4 it's a pretty big expense just to see if you even like the game. A screenshot at the very least would be extremely helpful, but perhaps a 5 second demo clip, or even a [gasp!] free 10 minute trial would entice people to buy more games since it wouldn't be such a shot in the dark.
Also I don't know about what other carriers offer but I just don't understand how the widely popular PopCap games aren't offered. I believe they license to Microsoft, but either way someone is missing out on a lucrative phone game market on that end. I think popcap games would be perfect for a phone - quick, colorful, insanely addictive, and completely a temporary distraction, easy to pick up and no need to desperately save your place.
Who knows? Maybe all of those games and more ARE available right now, but I'll never know because I'm never going to pay $4 just to find out if SuperUltraMegaShapeBlaster is something I'd like to play.
Idiot companies (Score:3, Insightful)
In the information age, people making game purchasing decisions where they are actually expected to pay money (and $5 is not insignificant) expect to have reviews, screenshots, possibly even videos at their fingertips to educate them before they make their purchasing decision.
Of course I'm sure the cell companies are reluctant to supply that otherwise everybody would know what utter crap 99.9% of those games are.
And now, a different perspective... (Score:3, Informative)
Yes, many games aren't ideally suited for the cell phone's controls, but considering that many of our games are 3D and have the graphical levels equivalent to a PS1, to say that the games look like "Atari" or whatever some of you guys have been saying is ridiculous. All I'm saying is that citing technical limitations when commenting against the cell phone game industry is ridiculous and shows just how out of touch you are with the technology that is already out there and owned by millions of people RIGHT NOW. Just because you or your friends are stuck with something like a Samsung A620 or an old Razr model doesn't mean that many other people own better devices.
The days of slowly-refreshing LCD displays and pitiful resolutions are over. Yes, those phones still come out, and they're given out like candy to the lowest-paying customers, but many people already have extremely high-performing phones (LG 8100 is one of my favorites). The resolution is very high (considering the size of the screen) and with recent announcements by some graphics hardware manufacturers of increasing their cell phone presense, expect cell phones to become exponentially more powerful in the very near future.
As far as controls go, we're now seeing ergonomically-designed phones like the LG 9800 (look this beauty up) that are the size of normal phones but, when flipped open, have a full QWERTY keyboard and directional pads that work great for gaming. The number of models that work like this is, again, going to increase, just like the hardware performance has been increasing at an astronomical pace in just the last 3 years. So yes, maybe some games aren't suited for SOME current phone models yet, but there are already devices out there that ARE, and the number of these models will only increase.
Now, I grant you that the pricing scheme of "renting" games, and the fact that cell phone carriers do a piss-poor job of marketing the content, stands in the way of wider availability. But to say that there's no market out there (when it's growth has yet to slow down) or that the games suck (read the reviews, many of these games are critically-acclaimed), or that the hardware isn't suited for gaming (look at all the MODERN phones coming out now, and all the phones that will be out in a year or two) is RIDICULOUS and shows nothing but ignorance on your part.
Mobile gaming isn't for everyone, and the best sellers will likely always be quick puzzle games and 2D platformers, but that doesn't mean that millions of people don't want to buy them (they do, and more will in the future), or that these games can't be wonderfully-designed, or that they all have to look like Pong.