The outlook is not all gloomy, however. Multiplayer games can succeed in the mobile environment when they're tailored to appeal to casual gamers, and to address network operators' concerns. Let's look at kinds of multiplayer mobile games that have met success in recent years.
The first mode of networked interactivity that attracted mobile operators was the addition of "community" features to standard single-player games. Network-wide high-score lists, tournaments, and limited chat have all been features that could be rolled into existing single-player games. Because these changes were applied to games that were already popular, the publishers assumed little risk, and the operators could quantitatively compare the cost of the increased network activity to the increase in revenue per subscriber. Community-based competitive appeal and word-of-mouth advertising led these experiments to succeed.
Turn-based games soon followed. Because a player's pause to think between turns is usually greater than the latency on the wireless network, turn-based games can be equally compelling in single- and multiplayer modes. Board games like Chess or Checkers consume very little bandwidth between moves and have done well in their multiplayer mobile incarnations.
The number of players is significant. Two-player games are easy to administer because a user needs to connect to only one other user. By contrast, games with more than two players require a virtual "lobby" where players can meet online before joining a game. Because the additional cost and complexity can be prohibitive, several companies exist for the sole purpose of providing this middleware, and some mobile operators provide these services as well. Card games like Hearts and Texas Hold'em are popular examples that do well in the mobile multiplayer space.
Today, many companies labor fiercely to bring real-time multiplayer gaming to the mobile domain. The compelling hallmarks of these games, however - tens to thousands of subscribers immersed in the same game world, playing in real time for hours on end - cut against the grain of each of the difficulties networked games face in the mobile marketplace. Success will come to those who carefully negotiate each of these obstacles.
By Michael Powers
The first mode of networked interactivity that attracted mobile operators was the addition of "community" features to standard single-player games. Network-wide high-score lists, tournaments, and limited chat have all been features that could be rolled into existing single-player games. Because these changes were applied to games that were already popular, the publishers assumed little risk, and the operators could quantitatively compare the cost of the increased network activity to the increase in revenue per subscriber. Community-based competitive appeal and word-of-mouth advertising led these experiments to succeed.
Turn-based games soon followed. Because a player's pause to think between turns is usually greater than the latency on the wireless network, turn-based games can be equally compelling in single- and multiplayer modes. Board games like Chess or Checkers consume very little bandwidth between moves and have done well in their multiplayer mobile incarnations.
The number of players is significant. Two-player games are easy to administer because a user needs to connect to only one other user. By contrast, games with more than two players require a virtual "lobby" where players can meet online before joining a game. Because the additional cost and complexity can be prohibitive, several companies exist for the sole purpose of providing this middleware, and some mobile operators provide these services as well. Card games like Hearts and Texas Hold'em are popular examples that do well in the mobile multiplayer space.
Today, many companies labor fiercely to bring real-time multiplayer gaming to the mobile domain. The compelling hallmarks of these games, however - tens to thousands of subscribers immersed in the same game world, playing in real time for hours on end - cut against the grain of each of the difficulties networked games face in the mobile marketplace. Success will come to those who carefully negotiate each of these obstacles.
By Michael Powers
