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SMS Game Development

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Ringtones & sounds. 10 pre-installed sounds. MMS: Multimedia Message Service ... open/technologies/messaging/index.html?PU=messaging (requires free registration) ... – PowerPoint PPT presentation

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Title: SMS Game Development


1
SMS Game Development
  • Making the Most of a Sucky Technology

Greg Costikyan www.ungames.comwww.costik.comcost
ik_at_costik.com
2
What Is SMS?
  • Short Text Message Service
  • Built into GSM from the startso everyone in
    Europe can text everyone else
  • 20 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

3
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 theyre waking up to
    the missed opportunity

4
How Does it Work?
  • Originator inputs phone number message.
  • Sends message over air to SMSC.
  • SMSC forwards message over Internet to
    recipients SMSC.
  • SMSC sends message over air to recipient.

5
SMSC Can Send Receive with Game Server
  • Server is assigned a Phone Number
  • User requests game by sending SMS to that number
  • Header info identifies users phone number
    server parses, processes, responds to user.
  • SMSC must know that phone number servers IP
    addressgame service must have a deal with the
    carrier!

6
SMS Costs Money
  • Typically 10/message (7p in UK)
  • Carrier can choose to charge more or less for a
    games messages, or to charge a flat fee for a
    game.
  • Revenues shared with game service
  • Marketing cost in making users aware of phone
    number to message

7
Game Should be Playable in Just a Few Message
Exchanges
  • Otherwise will be too costly for many players
  • Try to keep it to lt10 messages per game (or 1-3
    per day for games played over a period of time)

8
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.

9
Each Message lt160 Characters
  • Thats a hard limit.
  • Can break into multiple messages, but each costs
    money
  • Thats basically 25 words or less.
  • Localizing generally increases the number of
    characters in text.

10
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.

11
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 gt 3,7)but hard to
    visualize.

12
Cant Rely on a Monospace Font
  • This looks like this

CNRQKRNCPPPPPPPP........................PPPPP
PPPCNRKQRNC
CNRQKRNCPPPPPPPP........................PPPPP
PPPCNRKQRNC
13
Avoid Games that Depend on Locations
  • Most electronic games are an exploration of space
  • But its not true of all game styles
  • Word Games
  • Choose a Maneuver Fighting games
  • Tamagotchi
  • Hammurabi
  • conquest

14
A Players Orders Are Text
  • A command-line environment.
  • Syntax Must be Transparent
  • Syntax Must be Forgiving
  • Demand the least text entry possible.
  • Allow stackableorders.

15
Latency is Off the Scale
  • Typically, a minute or more.
  • Interaction at discrete, separated moments.
  • Each message really must count

16
Dealing with Latency
  • Turn-based games.
  • Round-robin
  • Simultaneous movement
  • Act whenever games.
  • Limited by real time
  • Slow update games.

17
Multiplayer or Die
  • Head-to-Head games
  • Limited-interaction large-scale multiplayer games
  • Handful of players
  • In-game messaging

18
Smart Messaging
  • Message concatenation (459 characters)
  • BW bitmapped images (72x28)
  • Ring tones (single voice)

19
EMS Enhanced Message Service
  • Message concatenation (3-6 messages)
  • BW images, max 1k (32x32)
  • Flip animations (32x32, 4-frame)
  • Ringtones sounds
  • 10 pre-installed sounds

20
MMS Multimedia Message Service
  • GIF89a animations, PNGs, JPEGs
  • 640x480 in theory, in practice 174x133
  • Sound AMR, WAV
  • No limit to message length

21
Punisher The Mobile Game
www.punisherthemobilegame.com www.riot-e.com
22
Botfighters
www.botfighters.com www.itsalive.com
23
Fisu
www.fisupeli.com www.smallplanet.fi
24
Mobile Rome





www.gripstudios.com


25
Doing Better
  • Messaging Challenges
  • Persistence
  • Algorithmic, not Instantial

26
URLs
  • Nokia information emulator for MMS
    http//www.forum.nokia.com/main/1,35452,1_2_7,00.h
    tml (requires free registration)
  • Ericsson info emulator for MMShttp//www.eric
    sson.com/mobilityworld/sub/open/technologies/messa
    ging/index.html?PUmessaging (requires free
    registration)
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