Why Do Venture Capitalists Love Mobile Gaming? 30
Thanks to the San Jose Biz Journal for its article discussing the boom in funding for mobile phone game creators and publishers. The story notes that venture capitalists "made six gaming investments totaling $50 million in all of 2003. In the second quarter of 2004 alone, there were five [largely mobile gaming] deals totaling $86 million." Apparently: "Java-enabled handset sales tripled in 2003 to 95.5 million units and sales of Qualcomm's Brew platform reached 11.6 million in 2003, up from 3.5 million the prior year." Although "mobile gaming is young enough that it's cheap to produce a lot of games and see which ones stick", do you think these large investments are going to pay off?
Elevator effect (Score:4, Funny)
Simple. (Score:3, Insightful)
Re:Simple. (Score:3)
Re:Simple. (Score:3)
Re:Simple. (Score:2, Informative)
Unfortunately for Joe End-user this ideas's slightly incorrect. The networks regularly come to us for our new game and want it to run on XYZ new handsets, where X is a decent piece of kit and Y and Z are devices that could barely outthink a wristwatch.
They just want to have something new to sell with whatever they've got 50,000 units of rotting in a warehouse. Technical specs rarely appear to enter into the marketing picture.
Don't play (Score:5, Insightful)
1) when I would want to play one would be where there would be other people around (like on the bus), and there is rarely an option to turn off sound;
2) the screen is very small, and if the sunlight catches it wrong you can't see it very well;
3) the keys on a mobile phone are normally just not good enough for playing a complex game, or ever some simple ones.
I don't know how most other people feel about this, but personally I don't think I would back mobile phone game creators based on my own gaming experiences and preferences.
Then again, I'm not everyone else...
T.
Re:Don't play (Score:1)
Re:Don't play (Score:3, Informative)
1) The Gameboy has a headphone socket (or failing that, a volume knob)
2) Its screen (while not great) is bigger than your average mobile phone's, which makes all the difference for games.
3) It has controls especially designed for games
Many of these VC's are unlikely to get a return. (Score:5, Insightful)
They see market penetration of handsets, and also see a fairly open market. (Open as in "not locked down by any one supplier") They immedially see $-signs and jump in like a mad thing.
Problem is, in order to get the attention (for the most part) these VC's want licensed games in exchange for their money - see easier sales and greater returns that way. Which is fine, but getting a license (usually) costs money from the original purchaser. How much would it cost to buy... Sonic, to pick an example? Up go the operating costs.
Then these games have to hit a wide variety of different handsets in a short timescale to a very high quality (often with restrictions mandated by the license owner). That requires alot of staff.
Between the two of those, it means the burn rate is _huge_. Many of these companies appear to be securing VC simply in order to keep operating.
Then you have the final coup de grace - the market (apparently) requires price differentiation between standard titles and branded "premium" titles - talking 10 to 15 Euros for a single title, and guys, that's just not sustainable as a business model. Piracy's through the roof as there's very little DRM on the titles, and they're astoundingly easy to re-distribute (given footprints circa 100k). You get coverage but not sales.
This is why (in my biased opinion) branded games are going to be a swift route to Chapter 11 for some producers and the VCs that fund them - the impulse-buy market needs lower prices and that's not feasable given the costs inherent in producing a branded game.
For what it's worth, I understand that some of our stuff sells for just over the price of a ringtone, and sells well. Impulse-buy works, people.
Re:Many of these VC's are unlikely to get a return (Score:1)
Google for "Over the air" provisioning (or OTA). Most existing J2ME phones support this approach to application provisioning, at least the subset of J2ME phones that I have experience with.
Basically if you can run an HTTP server, you can provision java apps to most J2ME phones.
Boredom (Score:3, Insightful)
There's a one word explanation for the VC interest (Score:2, Interesting)
They love it (Score:3, Insightful)
What would you give for the opportunity to get some ground-floor money in on the Sony Walkman, or Nintendo Gameboy, or even any number of those cheesey game/watch things Radio Shack was selling by the truckload a few years ago? Mobile devices are one of those items that, if it hits, EVERYBODY gets one.
probably (Score:4, Insightful)
Mobile gaming to me equals = (Score:2, Insightful)
Using a device that is suited for gaming with games that are actually fun to play and not just low res rehash games chopped down far enough to allow the Java engine o' the day to play it on a screen the size of my watch.
This is simply one more way for a cell phone company to sell you one more "service" or "improved phone".
I'm not buying.
It's 1985 all over again (Score:5, Insightful)
Eventually, games were almost *too* easy to produce, as the market was flooded with such garbage that it nearly destroyed the videogame industry.
Now with the advent of these fairly simplistic (in terms of capability) mobile gaming devices, once again we have the danger of history repeating itself. Not that I think the whole industry will collapse; certainly not. But with all this venture capital flying around, it's beginning to look like the
A few reasons (Score:3, Insightful)
Greed. (Score:3, Insightful)
Mobile games are stupidly easy to make with modern tools since the target platform is about as complicated as a home console was back in 1985. The problems in making games suitible for such a target have been well documented and mostly solved. And while you cannot make an Xbox team with one or two people working out of a garage, you can do just that with a mobile game.
END COMMUNICATION
no (Score:3, Insightful)
No it wont. The phone is just not suited for games. Most of the games I've tried are clearly not worth the $5-6 they would cost if I had bought them. The graphics are by far worse than the original now 10+ years old Game Boy and the game concepts are very basic. The only thing that phone games have going for them is that they are most often very simple designs that can be programmed by a single non-professional programmer. It could be a starting point for the future game developer.. or something. But even that is unsure...
Re:no (Score:3, Insightful)
The phone is not suited for games which are not designed for phone. If the game is not some twio week knock off from old console title, but specifically designed for phone resolution, controls and an enviroment in which the game played, the game could be a lot of fun. Think about games using camera, bluetooth or games which could be played in two minutes breaks etc. Thre is a lot of possibilites here, but all of them requie a lot of research and hard work, not a
Re:no (Score:2)
Think about games using camera, bluetooth or games which could be played in two minutes breaks etc.
I agree completely. The
Going to pay off? (Score:2)
Instead of stories questioning already viable profitable companies, maybe slashdot should look within and question itself. Not EVERY technology company is drowning, only ones with rediculous stock tickers like LNUX.