Making Mobile Games On Zero Dollars a Day, Part 1

There are two major real-world reasons that the shoestring development world for mobiles is rather more difficult than traditional startup software development:

  1. Broad phone support is nigh-impossible on a low budget.

    First of all, any BREW phones are right out the window: Qualcomm’s BREW platform is prohibitive to small fries, because they have a strict, expensive testing process for any app to be ‘approved’ for a particular handset/carrier, and customers with BREW phones can only install apps that their carrier makes available. This means you’ll need to recoup thousands of dollars in testing costs, as well as hire someone to manage carrier relationships (or do it yourself, you poor bugger). This model effectively cuts out everyone who’s working from a garage, or anyone who wants to give their app away for free.

    So that leaves us with Java ME as the other major platform. Java ME is, of course, sweetly intended to be a “Write Once, Run Anywhere” platform, but the KVM authors are all have their own eccentric disloyalty to the spec. This is the kind of thing that an outside observer wouldn’t believe to actually be a hindrance these days, I mean, it’s the year 2000 and hey, we’ve got flying cars! Alas, it’s truly amazing how cracked out some implementations can be. Coding errors aside, there are intrinsic differences in the handsets’ actual, physical capabilities anyhow: Screen dimensions, resource constraints, whether the phone has a Clear key, etc. These attributes must be addressed across thousands of devices regardless.
  2. People buy new phones more often than they buy new underwear. This is really an amendment to the first statement, because it causes two sub-problems:
    1. Your app may not work on their new device, and therefore:
    2. You must test new devices eternally.

    You can still install a good chunk of shareware from the Windows 95 days on a new Vista install without much trouble. Even if you couldn’t, it seems that the replacement rate of phones far outstrips that of computers (though I don’t have numbers for that one… lazyweb?), so people are likely to be making better use of their older apps and older OSs on their computer than on the phone.

In this environment, it’s extremely unlikely that we’ll see something similar to the runaway successes that we’ve seen in shareware, selling apps and games that scarcely need updating in a decade to keep doing well for themselves. While the shareware makers on the desktop are kicking back on their porch sipping lemonade and responding to fanmail, all us mobile indies have got the Sisyphusean task of sneaking into the Cingular store to test our apps on the hottest new Nokia.

I hate to leave off here on a down note, but I will be back soon with the more interesting upsides, and how to get rid of at least some of the pain that plagues us.

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