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Developing WAP- Games for GPRS Networks Stefan Pettersson Director Development Picofun Next Generation WAP, Stockholm, 7-8 May 2001.

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Presentation on theme: "Developing WAP- Games for GPRS Networks Stefan Pettersson Director Development Picofun Next Generation WAP, Stockholm, 7-8 May 2001."— Presentation transcript:

1 Developing WAP- Games for GPRS Networks Stefan Pettersson Director Development Picofun Next Generation WAP, Stockholm, 7-8 May 2001

2 About Picofun Founded January 2000 in Stockholm, Sweden Investors are Softbank, Carphone Warehouse and Startupfactory Sven-Christer Nilsson (former CEO of Ericsson Group) is Chairman of the Board Founding member of the Mobile Entertainment Forum (MEF) Selected by Time Magazine as one of Europe’s 50 hottest tech firms

3 About Picofun Picofun is the leading provider of mobile games in Europe with special focus on community games We develop our own games, publish and distribute 3rd party games from Europe, USA and Asia Our projects are based on technologies such as SMS, WAP, Bluetooth, PocketPC, Java, MP4 and location services Working with Ericsson, Motorola, France Telecom, Telefonica, Omnitel, KPN, Deutsche Telekom, One2One and more...

4 What We Did Designed and developed a WAP-based game for GPRS networks Tested and verified at MAI and Motorola Magnet center Deployed at… »Deutsche Telekom »Ericsson GPRS Containers at >40 operators »Ericsson Local Centers »Various Operator GPRS Trials

5 Challenge GPRS is the carrier – how does it impact WAP applications? Consequences for the users Consequences for developers

6 Mobile Internet Game Development Use the strengths of mobile Internet » Mobility- Play everywhere » Access- Play anytime » Users- Play against anybody Design with the environment in mind »Different target audience »Consumer expectations »Design for the payment behaviour It’s gameplay that counts!

7 GPRS Impact On WAP Game Design Always Online Increased Bandwidth Different Payment Model Push User behaviour changes!

8 Always Online Connecting no longer takes forever Connecting is more reliable Users play more often Users play in short bursts Game must deliver instant feedback Game should stimulate frequent login

9 Increased Bandwith Decreased response time Shorter load time Page transitions not as tedious User don’t find graphics as slow Use graphics to enhance gameplay Utilize bandwidth where appropriate

10 Different Payment Model Cost based on volume, not time No initial startup fee per call User not stressed by cents ticking per minute Cost no longer an obstacle to connect Design with payment model in mind Encourage and support spontaneous use

11 Push If appropriate designed, may replace SMS Interact with ”not logged in” users Allow ”offline” interaction in game Use to trigger game play

12 Game Comparsion: GPRS vs. Non-GPRS Fight ArenaPicofun Football Designed for GPRSDesigned for traditional WAP

13 Fight Arena

14 Picofun Football

15 Game Comparsion: GPRS vs. Non-GPRS Fight ArenaPicofun Football Game FeedbackInstantOnce per day GameplayRealtime Turnbased Action Manager GraphicsHeavy Use of Graphics Mostly textbased Interaction with Offline Users Push (when available) In-game Message System

16 Get the most out of game development for GPRS Think differently Be innovative Push the limits Learn from the past Use PC game development techniques User perception is everything!

17 On The Green

18 Questions? Stefan Pettersson stefan.pettersson@picofun.com www.picofun.com wap.picofun.com


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