Deck Label: Vancouver is quickly
becoming a hub of the new mobile gaming industry, reports
Michael McCullough
Michael McCullough
Vancouver
Sun
Saturday, March 22, 2003
CREDIT: Mark van Manen,
Vancouver Sun
Nokia's Rob Milne with new
N-Gage wireless console phone and tiny game chip. Ten
people are on the payroll and more are being
hired.
CREDIT: Vancouver
Sun
Atomic Dove's logo. The game is
one of more than 100 products Air Games sells to
wireless carriers. It claims 600,000
subscribers.
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Rob Milne may be at work, but he carries an electronic game
console with him at all times. If he wanted to, he could play
Tomb Raider in the midst of a staff meeting.
Milne can justify it, and not just because he heads up
cell-phone giant Nokia Oyj's new gaming division out of the
company's research and development centre in Richmond.
The prototype console, known as the N-Gage, is also his
mobile phone. For that matter, it's his FM radio, MP3 player
and personal digital assistant -- all in a package about the
size of a wallet.
Once they go on the market next fall, Nokia expects to sell
millions of these devices to young men in the working world
who just can't seem to shake their high-school gaming habit.
Like many in the industry, the company has recognized that
the future of wireless is about more than voice and text
communication. It's about entertainment.
And Vancouver, already established as a hotbed of both
wireless technology and electronic-game development, seems to
be emerging as a hub of this new entertainment medium.
Nokia chose Vancouver for its gaming centre for two
reasons, says Milne, the co-founder of Vienna Systems, a local
startup Nokia acquired in 1998.
First, with Electronic Arts operating the world's largest
gaming studio in Burnaby and several smaller developers
clustered around the downtown core, the city has a deep pool
of gaming talent.
Second, Vancouver is as well-located as anywhere to the
Nokia game group's satellite offices in Tokyo and Helsinki, as
well as game publishers along the U.S. west coast.
Ten people are already on the payroll and Nokia is
advertising for seven more. Milne says there's no telling how
big the operation will become. The entire electronic gaming
industry --hardware and software -- was worth $31 billion US
last year.
For now, the group is developing two proprietary games for
the N-Gage: Kart Racing and a puzzle game called Bounce. In
addition, five major software publishers -- Sega, Eidos,
Activision, Taito and THQ -- are developing N-Gage versions of
their existing console hits such as Tomb Raider and Sonic.
The games will be distributed on tiny memory cards about
the size of a quarter and sold through retail stores.
"Following the standard game-industry model, what we're
doing is setting ourselves up like any other console
manufacturer, where we're both going to have third-party
published games
. . . as well as having Nokia-developed games," Milne
says.
The beauty of N-Gage is that it has not one, not two, but
three modes of play, Milne says. You can play against the
machine, you can play with other N-Gage owners in the same
room (networked via the local wireless standard Bluetooth), or
you can use the wide area network to access game services such
as downloading new characters and game levels, upload high
scores and chat with other users.
It doesn't have the rich graphics or high speed of a
PlayStation2, but N-Gage has a big advantage for its busy
18-to-35-year-old target market: It allows you to play the
games you love when you have time to kill -- on the bus,
enjoying a morning coffee or waiting in the doctor's
office.
"The person who buys this is someone for whom gaming is
part of their lives," explains Charles Chopp, manager of media
relations for Forum Nokia. They are young adults who grew up
with portable GameBoys and consoles at home, and still want to
play games even though working life makes it more
difficult.
"They make time for gaming and they want the best tools in
the best environment," Chopp says.
The wireless gaming business in Vancouver predates consoles
such as the N-Gage, however. Air Games Wireless Inc. has been
developing games to be played on cellular phones for three
years now and according to managing director Frederick
Ghahramani, it's been operating in the black for most of that
time.
Air Games now sells more than 100 products including
Casino, Hangman and Atomic Dove to 35 different wireless
carriers in 14 countries, Ghahramani says. It has about
600,000 subscribers.
The company began developing simple games itself, but now
also publishes games developed by others. While theoretically
the game should be fun to play irrespective of the platform,
designing games for wireless poses its own challenges,
Ghahramani says.
The small screen and low power works against "twitchy"
games such as Doom or Mortal Kombat. Instead, wireless games
tend to use more imagination and less graphics.
The founders of Air Games were inspired not so much by
mainstream video games as by bulletin-board systems from the
early days of the Internet.
That said, Air Games' biggest hit to date is Atomic Dove, a
more complex game for hard-core gamers introduced in 2001.
It's been described as a mobile version of the board game
Risk.
The company now has offices in Gastown and London, England.
Its games are available in Canada on the Telus, Rogers
AT&T and Bell Mobility networks. Air Games derives its
revenues from those network carriers, either as part of a
service package or as an option.
"We aim to take a consumption-based revenue stream, so the
more someone uses a game, the more money we make," Ghahramani
says.
The carriers are more than happy to give game developers a
place on their networks, and with good reason.
"Gaming just drives traffic through the roof," Ghahramani
says.
"Wireless games really are probably the fastest-growing
segment of our business, representing in excess of 50 per cent
of the wireless Internet usage for our customer base,"
confirms Paul Healey, president of Bell West.
Bell picks games to put on its network -- there are now
more than 100 -- based on their quality and usability for
customers, Healey says. Some, like the current hit Jumbuck
Speed-Dating, seem to take off in weeks with little or no
promotion.
"There are some people who are extremely aggressive on the
minutes. They use literally thousands of minutes a month,"
adds Ken Truffen, Bell's group manager, business development.
But the majority of the 43 million wireless gamers worldwide
are more casual users, playing a few minutes here, a few
minutes there.
Certainly the big game publishers have sat up and taken
notice. Sega is introducing three wireless games in the coming
months: Monkey Ball, Soccer Slam and Fast Lane. Electronic
Arts is working on a wireless version of Tiger Woods Golf.
Importantly, most of the push by developers right now is in
open-infrastructure, Java-based games for phones, as opposed
to games-designed consoles such as N-Gage. Truffen says he
believes the primary market for wireless games will continue
to reside in phones.
"Do I see proprietary handset manufacturers driving the
business? I don't. I think it's going to be Java developers
that are driving the business," he says.
Ghahramani agrees. Consoles will appeal to affluent North
American teens and young adults who already play games on
consoles at home. But for the worldwide market, where most
people can only afford one device whose cost is subsidized
through a service plan, the phone is that device.
"Ultimately, when you look at things from a global
perspective ... the majority of gaming will continue to
operate on mobile phones," he says.
Ghahramani sees wireless gaming becoming a component of the
broader electronic game industry. Instead of wireless-only
games or wireless versions of video games, users will play
multi-platform games where they have limited access on their
wireless devices to games they're playing at home on their
PlayStation, GameCube or Xbox.
Lynda Brown, the CEO of Vancouver startup GoBe Media Inc.,
says she believes wireless will come into its own as games
take advantage of its unique features, such as portability and
real-time action. You might be able to participate in a retail
chain's contest when you are within a certain radius of the
store, for example.
"The immediacy of the wireless medium is that much
greater," she says. "I think it's a very different
medium."
Currently juggling with financing, GoBe plans to develop
games for a hitherto untapped market, "tweens" aged 10 to 12.
GoBe envisions an integrated platform game that allows kids
limited play on the computer or console games they play at
home via wireless devices.
"I think if you look at how kids are using the mobile
phones or wireless devices that they do have, you'll see
there's a lot of trading of music, SMSing, chatting. On some
of the newer phones, you can share photos and beam photos
across," Brown says.
This new wireless environment -- where the mobile phone is
as much a TV, a computer or an arcade game as a thing to call
home with -- comes naturally to youth, Bell's Healey says.