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Next Generation WAP, Stockholm, 7-8 May 2001

Next Generation WAP, Stockholm, 7-8 May 2001. Developing WAP-Games for GPRS Networks Stefan Pettersson Director Development Picofun. About Picofun. Founded January 2000 in Stockholm, Sweden Investors are Softbank, Car p hone Warehouse and Startupfactory

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Next Generation WAP, Stockholm, 7-8 May 2001

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

  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 • Consequencesfor 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

  13. Fight Arena

  14. Picofun Football

  15. Game Comparsion: GPRS vs. Non-GPRS

  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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