Get Your Game On
The next generation of games is more cinematic, networked, and addictive than ever. And it's arriving now, in the living room, on your PC, and in the palm of your hand.
Wataru Maruyama
From the April 2005 issue of Digital World magazine
Imagine 64-bit PC games that offer breathtaking environments you can lose yourself in, at least until you meet that perfectly rendered lizard thing with big, sharp teeth and all-too-keen artificial intelligence. How about new consoles and games that bring photo-realistic combatants together from all over the world to do battle right in your living room? And then there are new portable players and cell phones that let you play whenever and wherever you want. In the coming year, gaming will get very interesting. Let's go play.
Mobile Gaming: It's Not Just for Kids
Mobile gaming is set to mature significantly this year, led by new games arriving for Nintendo's $150 DS. Games that run on the dual-screen device can offer multiple in-game perspectives (first-person on the top screen and a map view on the second, for example).
And because the unit's screen is touch-sensitive, DS games can set up situations where you'll need to tap the screen with the stylus, input numbers, and perform other hand-eye tricks. The device's built-in wireless features let you play multiplayer games with up to 15 other DS users.
On March 24, Sony Computer Entertainment is scheduled to roll out its PlayStation Portable (PSP) handheld in North America, following the device's successful launch in Japan at the end of last year. In the United States, the PSP will carry a $250 price tag, the company says. The unit can spin games, movies, and music using Sony's Memory Stick Pro Duo, as well as proprietary UMDs (Universal Media Discs). The PSP also has wireless capabilities and a 4.2-inch display.
Serious gamers are likely to snatch up both Nintendo's and Sony's portable players. Meanwhile, however, other gaming companies are targeting an entirely different mobile population: cell phone owners.
Fun on a Cell Phone?
More than 170 million cell phone subscribers live in North America alone, according to Jeff Nuzzi, the director of global marketing for THQ Wireless. "There are three things you leave your house with: your keys, your wallet, and your cell phone," he says. That opens up many opportunities for play. "If you want to play for 5 minutes while you wait at your doctor's office, you can."
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Nuzzi concedes that even the best cell phones aren't graphics powerhouses. As a result, game designers can't just fall back on pretty graphics to keep players satisfied; they have to create fun games.
Another challenge facing developers involves the way that a player interacts with the game, since the average cell phone lacks a game pad controller, says Chris Campbell, games marketing director at Mobliss. The company is currently developing a cell-phone fighting game called Brady Bunch Kung Fu.
"You're not going to play a game using two hands," Campbell says. "We have to develop ways for the player to have a good experience without becoming frustrated by the limitations of their phone."
A cell phone's inherent connectivity also opens a wealth of interactive possibilities. For example, a game might offer clues that let you use your cell phone's text-messaging capabilities.
In 2005 you'll see a significantly wider range of cell-phone games, plus more games that play on the major consoles as well as on today's common cell phones.