
The Fantasy of the Forever Game
by Justin Hall
Already people are
playing games through their PDAs and phones, transmitting gameplay
through the sky, using the wireless web. According to a recent Red Herring article, "Now the
hot thing to do on wireless application protocol (WAP) phones is to play
games."
But being on the cutting edge of roving
distraction isn't necessarily fun. Wireless web connections reach
speeds exciting in the 1980s: 9600 to 14.4kbps. Typically, the displays
are black and white, and most are smaller than a belt buckle. With most
wireless web games, you send each of your moves to the server and wait
for a reply. Playing Blackjack on WirelessGames.com,
between each hand you'll have a few seconds to contemplate
strategy and guess what card comes next. Not exactly engaging
interactive gaming.
But it's going to be a while
before we see rich 3D worlds through our mobile devices. Nintendo just
announced their next generation portable gaming device, the Game Boy Advance and even it
doesn't support 3D graphics. It does, however, have an as-yet-undefined wireless
component, where it will plug into a mobile phone to play
games against other people. if you look at Game Boy Advance screenshots you'll see that
they look far more enticing than most WAP games look today; still they
are probably years away from being wireless. Even granted the limited
technology on hand, if the right story is being told, people will
respond. Great software can make a relatively primitive device worth
many hours of your time.
I used to carry a PDA, a Palm Pilot,
with a few games on it. The leading adventure game for the system,
Kyle's Quest, had an open system and an adventure creating tool.
Nearly 40 user created games emerged, allowing me to wander everywhere
from Gilligan's Island to Arkham Asylum in my Palm! Tetris drove
the success of the first mainstream portable game device -
Nintendo's 1989 Game Boy. Tetris is a beautiful game of simple
geometric block stacking; a game that appeals to a incredibly wide
range of people.
Snake may be the closest thing to
Tetris on a mobile phone - a simple addictive single player game. But
it doesn't utilize many of the communication capacities of
wireless. Take a popular video game, connect all the players, and put
the game in everyone's pocket, we could see an explosion in the
scale of games as we know them.
Get A-Life
Imagine little critters inhabit your phone. You
breed them, to collect different species. You trade with other breeders
for the creatures or resources you need. Eventually your creature
competes with other creatures, or battles with them, to establish your
place in a heirarchy and to enlarge your collection. These are now
familiar game concepts, thanks to the success of Pokemon, the monster
collection video game cultural force, and Tomagotchi, the electronic
keychain gadget-pets. These games emphasize collection, which is great
for game manufacturers. Players have to buy additional supplements or
games to "Catch them all" and if they get their friends
hooked they can harvest their friends for additional creatures as
well.
Early wireless game pioneers have not slept through
the Pokemon craze. nGame's Alien Fish Exchange looks like a
nice mix of Pokemon and Tamagotchi, using the wireless web behind it
to inspire competition. In the game, you breed fish from a moon of
Jupiter for restaurants across the galaxy looking for rare species to
feed their customers. They were definitely inspired by virtual pets
like Tamagotchi; reading about the game design gives a good sense of
their design inspirations and the decisions they were forced to make
bringing the game to WAP.
Wapagotchi (soon to be renamed) was
one of the first early WAP entertainment successes. You've adopted
a young being from Mars and you must feed and entertain them.
Entertaining usually means playing some kind of simple
game-within-the-game, and eventually as your being evolves, you'll
see your standings in comparison to other Wapagotchi parents.
Both Alien Fish Exchange and Wapagotchi are definitely single
player experiences; the games center on resource management and your
relationship with your pets. Someday wireless may offer a ready pool of
challengers when you're ready for your creature to fight or
interact. Besides virtual pet breeding and combat, the next frontier is
a wireless game that you play in active conjunction with other people.
Wireless Quest
As popular as Pokemon has been, it's a
trend that will soon run out of steam. The eye-grabbing revenues in
gaming these days come from massively-multiplayer online role-playing
games. According to Forbes.com, "Almost 40 million
Americans now play [online games] regularly, and the market is
projected to hit nearly $800 million in revenue within three
years."
EverQuest is the most popular massively
multiplayer online role-playing game. Over 200,000 PC users currently
subscribe, paying $10 a month to keep a character alive in a virtual
world. Everquest is not alone; Asheron's Call, Ultima Online, and
the upcoming Shadowbane each host thousands of users logged into their
PCs, running around in their underwear, fighting beasties in mythical
lands. And the players are chatting, celebrating their birthdays there,
having guild meetings; it's the Virtual Community in a graphically
vibrant form.
While wireless may connect you to your
community, it's not quite ready to handle those kinds of graphics
or player interactions. Wireless adventure games today are mostly
interactive fictions, like the classic game Zork; unfolding stories
that respond to sentences from the player. The LudiWAP Adventure Games add to Zork
a few pictures and pre-typed sentences. It's similar to Hairy Harry's House, another
WAP adventure game. There's a picture for each location in the
game, and you choose your next destination from a menu. These games
have been designed to work better with the limited interface of a
mobile phone, still there's no presence of other players. Looking
at the structure of WAP, this may be about as good as it gets for
adventure games today.
Next generation wireless could serve as
a framework for a rich fantasy worlds where people can explore social
relationships and impossible adventures. These are the heart of
role-playing. If you doubt the capacity of devices this small to render
robust fantasy worlds, check out DragonBane for the Palm. While the
game's plot is a bit thin, the graphically rich world offers a
genuine escape from any airplane flight.
Now imagine if you
had a fantasy character alive in that world. A half-elf from a broken
home who was trying to make a living as an itinerant swordsmen. Or a
brave pirate who enjoys wearing bright clothes and searching for
treasure. Or maybe a cunning cybersleuth with elite computer hacker
skills. Alongside the mundane existence you are experiencing now, that
world waits for you to continue the fun with your online friends.
Now imagine your mobile device is your access to that world.
When you power it up, you've powered up a true portal - beyond the
flat screen is a deep world of social relationships and high adventure.
People already refer to EverQuest as "EverCrack," joking
about its addictive quality; imagine if you didn't have to stop
playing EverQuest anywhere you went. This scenario may not appeal to
everyone, especially people who haven't been brought up to enjoy
electronic entertainment. But increasing numbers of people are;
according to a recent poll in Newsweek, 80% of American teenagers play
videogames. As they grow up, the idea of carrying games around with
them all the time may seem like fun.
I work for Gamers.com, which is a great
education in the young world of gaming. We have an online database
with everything from information on traditional pen and paper
role-playing to the latest PlayStation 2 and X-Box news. We're
WAP-ifying our giant games database later this year, so we can help
our Gen-Y audience find their games in the wireless world.
As
a gameplayer, I'm excited for the day when I no longer have to
carry both a mobile phone and a Neo Geo Pocket Color. I hope that the
companies making mobile devices will develop friendlier hardware
interfaces to facilitate people spending hours at a time gaming on the
wireless web. Today few mobile devices are built to be gripped and
pushed at the way a game machine is. Try playing an hour of games on a
mobile phone, or a Palm, and an hour on a Neo Geo Pocket Color, and
you'll see which is more ergonomically suited to the task of fun.
I dream of a device with a small joystick that you could hold sideways
to play games between adult-sized hands, that could connect to the
wireless web and find a movie time tonight for my girlfriend and me.
Imagine a kid raised with that device that plugs her into a
worldwide network of games at all times. We will have harnassed
thousands of years of technologial development so that she can game
collectively and continuously, experiencing life in remote worlds,
feeding and sustaining her virtual pets. It'll be like she's
using her imagination, only she'll be paying a monthly
subscription!
A child of the Digital Age, Justin Hall has a deep attraction to the world of videogames. Now the Director of Innovation at Gamers.com, he's been a writer, web publisher, oft-cited speaker, and all-around gaming aficionado for all of his adult life.
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