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Creating MMOGs for Mobile Phones
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SKU GDCM-06-027
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Creating MMOGs for Mobile Phones,
2335

GDC Mobile: Game Design, Lecture

Elina Koivisto
, Nokia Research Center

Tommy Palm
Head of R&D, Jadestone Group AB
This session summarizes fiver years of experience of creating MMOG (Massively Multi-Player Online Games) for mobile phones and provides concrete examples from recently finished projects, such as SPIRITS, for Nokia's N-Gage platform, and SEA OF FORTUNE, for Java phones. Issues highlighted include: ^/BR^^/BR^ -Designing with the limitations in mind^/BR^ -Battling latency and other problems related to mobile networks^/BR^ -Handling match making and player interaction ^/BR^ -Supporting player-to-player communication^/BR^ -Game user interface for one hand input device^/BR^ -Iterative design and testing ^/BR^ -Operations and maintenance of service^/BR^ -What types of MMOGs can be expected for mobile phones

The audience learns about the possibilities and pit falls of mobile MMOG development, how to create networked games for a high-latency environment, how to create mobile games in iterative manner and use playtesting methods in that process.

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