Water Cooler Games

a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment



ABOUT
About This Site - RSS Feed

Ian Bogost (editor)
Gonzalo Frasca (editor)


SPONSORS
Visit Persuasive Games
Visit Powerful Robot


COMMUNITY

The Trouble with Handhelds for Indies
January 7, 2006 - by Ian Bogost

iRiver G10Gonzalo and I love handhelds. Especially the Nintendo DS and the GameBoy Advance, but the PSP has grown on me too despite its lack of interesting software. I've always been fond of handhelds, from the Mattel eletronic games to Game and Watch. I remember lusting over the NEC Turbo Express, the first 16-bit portable handheld which, ingeniously, played the same game carts as the underappreciated NEC Turbo-Grafx 16 console.

Handheld tech "lags" behind consoles by a generation or two, for those people who are concerned about such things. For the rest of us, handhelds offer a welcome respite from the blind pursuit of visual fidelity. The genius and simplicity of games like WarioWare and Feel the Magic gives me hope for the future of small, simple games.

The problem with handhelds, of course, is that they are closed platforms, the progeny of Nintendo's invention of the first party licensing system that both saved and cursed the industry. Despite the fact that the GBA and DS (and even the PSP) are relatively easy to program, and despite the fact that thriving hobbyist and homebrew communities exist for all these platforms, they are still difficult to tackle for indie developers -- and what I mean in particular are those interested in distributing and selling their games.

With CES on this week, new announcements of potentially exciting handheld gaming devices. The latest candidates are the Gamepark GPX2 and the iRiver G10. And despite the slickness of these two new entries into handheld gaming, I fear that they will offer no real improvement in the state of indie handheld gaming.

Every now and then new handheld devices appear, promising new opportunities for indie development. First it was PDAs. Palm and PocketPC were open platforms, relatively easy to program, and had wide install bases. Games did succeed on these devices to some extent, but they were largely limited to puzzle and card games. The owners of PDAs, not surprisingly, were mostly professionals with limited interest in games as a primary activity for their devices. Furthermore, the input methods for these devices were built for datebooks, not for gameplay (despite the later introduction of stylus play in the DS, that control mechanism still has a lot of improvement ahead of it).

The Tapwave Zodiac tried to combine the openness of the Palm with the controls and expectations of a gaming devices, but it remained a fringe device. The company discontinued sales and support last year.

Then it was mobile phones, and they remain real but very difficult options still. Carrier strongholds and consolidation in mobile publishing means that mobile developers essentially need to do their own marketing and distribution. The platforms are open, but each manufacturer (and sometimes each handset) has its own APIs and idiosynchracies, so writing games for a wide audience is actually very difficult.

Then there were devices like the Gizmondo, which seemed like a great idea. WindowsCE-based, so open platform, yet a closed device so no porting issues. SD-card media, so the potential for indie distribution. Even some unique features, like GPS. Unfortunately, the price-point (over $400) and apparent corporate idiocy of the company (SmartAds, buying Bentleys for all their executives, never managing a US release, etc.) have essentially doomed the device to obscurity.

Which leads me back to the Gamepark and iRiver devices. These gadgets are undoubtedly cool. Gamepark runs Linux on a dual-ARM core, 64MB RAM, with a big 3.5x2.5 LCD that displays 170k colors. Naysayers have criticized its poor battery life and lack of network support, a Linux device definitely has promise for its open platform. Unfortunately, the GPX2 costs almost $200, a prohibitive sum for the average buyer (especially one who has already invested in a PSP or DS). The iRiver is even more impressive: an 800x480 260k color display, running Windows CE 5.0. CE is an open platform (albeit not as open as Linux), and the device also sports a wireless add-on. No price announced yet, but with that big, hi-res LCD, you can bet it's at least $200.

So, what's wrong with these two? The history of alternative handheld gaming devices suggests that a successful one would need to have the following:

  1. low price-point
  2. high general install base
  3. open development environment
  4. supportive ad-hoc distribution model

The Zodiac couldn't manage either of the first two. The Gizmondo was never going to get past the first. Mobile phones lack the last one, which is a killer. I think the iRiver and Gamepark are going to fail on price and install base, since they offers little convincing general utility outside the geeky technofetishist (getting Linux to run on any device seems to have become a first-principle hack).

One of the reasons PC/Mac is the best environment for indie games is that they ascribe to all these principles. Low price point, given the general utility of the devices (after all, you can get a Dell for the cost of a Gizmondo); very high install base; open development via a variety of toolkits and IDEs; easy ad-hoc distribution through the internet.

A successful handheld platform for indie gaming would have to follow this model. The iPod is probably the closest thing to a successful one: high install base, built-in distrbution channel via iTunes, relatively low cost given the variety of models out there and the fact that many owners have essentially amortized the cost of their devices. It might be hard to design games for the buttons and wheel on the device, but it's an interesting constraint to consider. But of course iPod is missing a key ingredient: open development. Maybe one day that will change. Until then, we're stuck with phones and PDAs, for better or worse.



Comment from Ian Bogost on January 7, 2006

There's an exception to this rule for specific user groups or environments. For example, groups building so-called Serious Games for businesses may find that every employee of a certain company comes equipped with a PocketPC. And it's possible that the Gamepark and iRiver devices could be successful in that environment too, but I think it's a fringe example.

Comment from nick on January 13, 2006

Very interesting thoughts here, Ian - I replied in a post on Grand Text Auto since I wanted to lead-in with some discussion of my recent consumer activity.

Comment from Mihel on July 8, 2006

What do you guys think? Should manufacturers encourage indie developers?

Comment from robi on July 16, 2006

VERY SORRY
hal
mus
rq
dav
gl
afro
alis
bob
sh
airline-ticket
britney-spears
down-comforters
inkjet-cartridge
gorginio
vahtang
actual diana dying photo pr
actual-diana-dying-photo-princessz
Richard

Comment from bhewr on August 7, 2006

very sorry
72588
38161
84114
apply for sears credit card
1apply for sears credit card online
bill consolidation
paris-hilton
vizunchik8150
my web

Comment from dehf on August 23, 2006

64027
16739
68424
86957
29700
61379
21090
80810

Comment from Peter Smith on November 28, 2006

acne skin care acne treatment acne scar affiliate programs internet business affiliate programs Air Travel air ticket Air Travel air conditioning air purifiers air purifier bmw bmw bmw cell phone prepaid cell cellphone cosmetics cosmetics cosmetic surgery debt debt help debt consolidation lenders lenders lenders


POST A COMMENT

Thanks for signing in, . Now you can comment. (sign out)

(If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting.)


Remember me?



TRACKBACKS

SELF PROMOTION

RECENT ARTICLES
Liz Losh on the NASA MMO Fail

Recently I made some strong remarks about NASA's decision to pull (or "reconfigure") the funding plan for their long-planned educational ...

iTunes App Store can reject you for any reason

Following my occasional series of gripes about Apple openness (1, 2, 3, 4), I thought I'd share a part of ...

Boxing Politician Games. Again.

It happens every election cycle, it seems. Games that allow players to make their favorite candidate box against their least ...

Me on Advertising and Games in the Guardian

If you read the Guardian, you may have noticed that they are running a series of articles and opinion pieces ...

Libery City Satire

In case you didn't notice, Grand Theft Auto IV was released yesterday. The coverage is predictably overwhelming, although standing out ...

I am a Gorilla

NASA MMO Update: Brains Pulled, not Funding

NASA MMO Budget Cut from $3m to $0

Air Traffic Chaos

Our Article on the Dean Game Goes Online


FAVORITES

ALSO VISIT
RECENT COMMENTS
Ian Bogost on Libery City Satire

tanner on Libery City Satire

Tele3dworld on NASA MMO Update: Brains Pulled, not Funding

Tele3dworld on NASA MMO Budget Cut from $3m to $0

Ian Bogost on NASA MMO Budget Cut from $3m to $0

more comments... 

ADVERTISERS






  Copyright © Ian Bogost & Gonzalo Frasca, unless otherwise noted. Re-printing for commercial purposes by permission only (contact us: ). Re-printing for educational purposes is allowed with proper attribution.