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Dare hires Fishlabs to develop Barclaycard iphone game

July 1st, 2009 | 0 Comments | iPhone Games News

Off the back of the iconic Barclaycard ‘waterslide’ ad, Dare has developed an iphone game concept which will be available for free download from the apps store as of mid-July.  In keeping with the TV execution, the game allows the user to ride a series of waterslides through urban environments and Dare has hired Fishlabs as mobile technical developers to help bring the concept to life. 

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3D Multi-Player Mobile Gaming – when will it hit a cellphone near you?

June 18th, 2009 | 0 Comments | Mobile Games News, iPhone Games News

3D Mobile Gaming Ahead Of Its Time

We are a true pioneer in 3D multiplayer mobile gaming and have been working on games like V-Rally 3D - featuring online ghost racing and first person shooter Robot Alliance in a massively multiplayer online gameplay (MMOG) experience - all the way back in 2005. Of course, we had to face extreme technical hurdles back then and the functionality was quite limited. Also, the number of handsets that these games worked on was very small. Actually, only three devices from Sony Ericsson (F/K500i, K700i, S700i) could handle reasonable 3D graphics at that time. However, in order to exchange the game data online we had to stop the rendering every time we wanted to connect to the mobile network. Gameplay-wise it was far from what core gamers desired but it was revolutionary at the time.

No Business Without The Operator

Over the years, mobile phones became much faster. With 3D enabled mobile phones from Sony Ericsson and Nokia dominating the game downloads in 2007, theoretically, we could have addressed a potential user base of some 100 million mobile gamers with basic multiplayer online features. However, even with a reasonable user base installed, we still had the issue to implement new business models like subscriptions or micro-transactions with in-game billing dealing with 160 carriers worldwide. A task that was impossible, especially since most operators had outsourced their gaming business to aggregators who had no interest to go beyond simple pay per download models. But even if those business models had been in place the lack of flat rate data plans would have left any game utilizing connectivity floating dead in the river before it had a chance to start.

The iPhone – The Game Changer

Nobody had it seen coming. While the mobile gaming industry complained about fragmentation, operators taking too big a cut , crappy WAP portals and a value chain that hardly delivered any great value to the consumer, the iPhone came simply out of the blue. With computing power somewhere between Nintendo DS and Sony PSP, an even larger display, innovative touch and tilt controls and, even more important for connected gaming, no extra costs for connectivity, Apple took the lead in mobile gaming contributing 10% of the whole mobile gaming revenue with a handset market share of only 1.2%. Apple was clever enough to force operators to sell the iPhone with all-you-can-eat data plans to drive content downloads, with only one goal in mind, to sell more devices.

Generating Critical Mass

With the Apple App Store, made for developers to come up with innovative ideas, users have the power because content is ranked by users and the content created by third party developers not gaming managers.  This new store reaches a target group of more than 40  million wealthy early adopters who all use more or less the same device and with a direct business relationship, Apple started a new era in mobile gaming. They knew, only in an ecosystem where taking the extra risk is rewarded and a fair chunk of the revenue is given to the developer, could innovation and quality succeed. Following Apple’s tremendous success, other handset manufacturers like Nokia, Samsung, Sony Ericsson and lately LG have introduced or announced app stores. Finally, operators started realizing their approach of selling content is outdated and under the umbrella of JIL (Joint Innovation Labs) app stores will finally come from the operators. So the app stores are coming. Some still have teething problems but competition will force every stakeholder to get their homework done. Finally the number of handset users addressable for high-end mobile gaming is gaining critical mass.

In-App Billing – Monetizing Multiplayer Gaming

Now, with a market big enough for 3D multiplayer mobile games, it is again Apple who introduces the last missing part to even justify costly developments of MMOGs on mobile phones: subscriptions and in-game transactions.  With the latest firmware 3.0 for iPhone and iPod touch developers can monetize their applications beyond the pay per download model by selling subscriptions or micro-transactions for in-game items. This may be less important for games with simple multiplayer functionality - like turn based tournaments or asynchronous ghost racing as the multiplayer mode is not a necessity for the game - but a good way for games to diversify from its competitors and does not need to be monetized beyond a single payment per download.

However, in MMOGs a constant and expensive hosting service is needed to run the persistent game world and players of MMOGs expect constant content updates or they lose interest and flock to other MMOGs with a better offering. All this has to be monetized over the lifetime of the MMOG. Subscriptions are a proven model to do this for premium titles whilst casual MMOGs seem to be more successful with a business model gathering a vast number of players to play for free and monetize through in-game items.

LTE – Get Up To Speed

So Apple has successfully set up an ecosystem with about 40 million high-end connected devices and a strong shopping system that enables MMOGs on mobile devices today. However, these MMOGs won’t be truly “mobile” because only the Wi-Fi connection of the iPhone provides enough bandwidth to deal with dozens of players in a 3D scene simultaneously. It is LTE networks that is needed to bring MMOGs on mobile phones so users can be play their games literally anytime and anywhere. Also, with LTE as a new service operators have the chance to introduce subscriptions (only Verizon does already) and micro-transaction billing methods to make sure that developers/publishers will take the risk in massive development and the constant operating service of MMOGs. It is in the operator’s very own interest to do that as MMOGs will heavily drive the usage of data and content services and, if the content offering is compelling enough, keep the churn rate low. It might take a while to reach critical mass on LTE for core or even casual gamers on mobile devices to play against one other but it is inevitably MMOGs on mobile phones with ubiquity and constant connectivity that will reach an addressable market of more than 4 billion users.

(Originally posted on ng Connet Program Blog)

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Apple WWDC 09 – One year later. Light-years ahead, indeed!

June 16th, 2009 | 0 Comments | iPhone Games News

apple-wwdc-09-moscone-centerWell, we haven’t been at any WWDC before so we can’t really make a comparison, no doubt, Apple is way ahead of its competitors and the show was also much more than we expected. But first things first. Still quite jet-lagged I missed to take a picture of Marc, our CTO, queuing up for the keynote. I can’t think of any developer congress where people literally wait in line for hours to get in. Now I know why they call it a Blockbuster, Moscone West had a nice queue of greedy developers to conquer a seat in one of the front rows in the riesig Ball Room, easily seating 5,000 people.

Inside, the atmosphere was like being at a rock concert. The crowd was critically anticipating the show to begin. The stage was indeed huge and massive speakers and colorful spotlights hung down from the ceiling and a big luminous Apple logo was glowing in the back. Looks like Apple wanted to blow us away. Phil Schiller, SVP of Worldwide Product Marketing, entered the stage and kicked-off with facts about this year’s conference: 5,200 developers from 54 countries around the world, “this is the best level of anticipation and excitement for our developers conference yet”, he said enthusiastically.

phil-schiller-macbooksIn the next 15 minutes Phil announced the new line-up of MacBook Pro, all with better CPUs  (up to 3GHz), more memory (up to 8 Gig) , better graphics and new battery (good for 1,000 recharges and lasting up to 7hrs). All models are even cheaper than their forerunners and are available today – great stuff – Followed by impressing stats about the Mac OS installed user base: In the past two years the number of OS X users has tripled to 75m today (well, mainly because of the 40 million iPhone and iPod touch users but still impressive).

What’s better than a Leopard?

Next topic was Mac OS in detail. Bertrand Serlet, Head of OS, took over and showed some interesting facts and figures about the improvements of Snow Leopard (90% of what was in Leopard has been refined in Snow Leopard) not without some sharp comments about Vista and its disadvantages. Most interesting: Snow Leopard runs up to 45% faster, it shares up 85% functionality with iPhone OS and it weights about 6GB less, through file system compression.

Safari 4 and Quicktime X reloaded

Along with Snow Leopard, Safari and Quicktime also get an update. Safari 4 now shipping for both Mac and Windows PCs impressed with great performance. According to Acid 3 test it scores 100/100 (benchmark executing HTML web pages) and outperforms Google Chrome and Firefox by far. Craig Federighi, VP of Mac OS engineering, had great pleasure to demo the speed of Safari opening the heavy NYT home page showing huge adverts for Microsoft’s new Bing search engine splashed all over it.

Quicktime got an overhaul of its user interface. Actually, there is hardly any user interface left. When you playback and the mouse is outside of the Quicktime window no status bar or controls are shown. Reduced to the max. Also, it works with any web server now. Bottom line: you can easily upload your video to YouTube. What’s really nice: Trimming options are included seamlessly and Quicktime renders your clips almost instantly for optimized output on HDTV, Apple TV, YouTube and other formats.

Now comes some heavy developer stuff

64bit, Grand Central Dispatch, OpenCL. You probably won’t need it for daily stuff if you are not a hardcore user but worth taking a look at it: With 64bit Mac OS applications are no longer limited to address only 4 Gig of RAM and of course a speed boost of software written in 64bit can be expected (Photoshop users happy now?). Next was multi-core. To benefit from the multi-cores in modern CPUs (we don’t see higher CPU operation speed but more and more cores to increase performance) software has to be organized in threads. Grand Central Dispatch is a new technology in Snow Leopard with built-in support for multi-core, which organises threads. Surprisingly, even Apple Mail benefits quite heavily from that as it uses a lot of threads. Finally, OpenCL, an open standard c-based language to utilize the computing power of modern graphic cards, gives developers up to 1 Teraflop (a trillion operations per second) at hands. Whatever you might want to do with that amount of horsepower underneath the hood if you are not a scientist.

Making New Friends

Personally, the last new feature of Snow Leopard made me think there is no excuse anymore to not have a MacBook Pro: Integration of Microsoft Exchange. So the MacBook Pro can now connect to our company email backend server without hassle, it looks better, it’s faster, it lasts longer, has a better integration with iPhone (tethering e.g.), I don’t need to worry about viruses and after turning it on I don’t have get me a coffee before I can start to work. Eh, hang on, that wasn’t all bad.

iPhone gets the rest of the show

Alright, most of the news was interesting but not why WE were attending in the first place. SVP of iPhone software, Scott Forstall, took the stage and we (iPhone developers) were listening much more closely now. “It has been an incredible year for the iPhone. It was less than a year ago that we launched 2.0 and with it the SDK,” he said. “The response has been staggering - developers have downloaded the free SDK more than a million times. There are now more than 50,000 apps on the App Store.” [applause] “Now we’ve been working really hard to grow the user base for your apps […] We have already sold more than 40m iPhones + iPod Touches […]That’s a lot of devices. And of course passed a billion downloads.”

iPhone Firmware 3.0 Highlights

Well, MMS support is surely not a highlight for Europeans as other handset manufacturers have been supporting this for quite some time now but in the US it seems to be a big thing though. You could argue the same about cut & paste but the way Apple implemented it is again way beyond the way their competitors did. Parental control, tethering (use your iPhone as a modem) and dynamic language switching is all nice to have but nothing that made me got too excited. The feature that finds my iPhone based on GPS or mobile network cell (useful when your iPhone is lost in a building) and alerts, even if silenced, did. Even better, “Remote Wipe” deletes all data (contacts, emails, photos etc.) on the device. Anyone who ever lost a phone knows what I am talking about.

Next is peer-to-peer Bluetooth connectivity: “great for games, will automatically find the other player over wireless or Bluetooth, no carrier needed.” Well, that’s cool but Sony Ericsson had that in place, when was that again? Ah, 2006. But no complains, they integrated the API quite nicely so there is not much to do for the developer to set up a match.
Connecting to 3rd party hardware, like the diabetes monitor demoed, might be also useful for an external game controller for all those PSP lovers still holding up all the buttons it offers. Well, buttons are out, touch and tilt is in! Get it, folks!
Embedding Google maps into applications is for sure great for some utilities but I have never been a fan of location based games and such. Neither do I believe in digital books. Hence,  Scroll Motion passed without any reaction on me. Last one I remember was the integration of TomTom navigation on the iPhone. Since most new cars come with a satnav system anyway I don’t know if that’s going to be a burner. However, I only I’ve only been riding 20+ year old cars for quite a while so you got me.

No new iPhone or what?

More apps using iPhone 3.0 firmware were shown but all very niche like tuning amplifiers for electric guitars or monitoring and displaying data for physical experiments. 135min had passed and we listened patiently to all the hot and the luke-warm stuff, too. But hey, what about why we came here? Phil Schiller comes back on stage: “To call the iPhone 3G a hit would be the understatement of the year. The iPhone has changed how people think about their phones - it wasn’t too long ago that people were frustrated with these… what I’ll call crappy devices.” And he doesn’t stop bashing the competitors: 2/3 of all mobile browsing (most be US) is done on an iPhone or iPod touch. Schiller compares the iPhone App Store’s 50,000 apps to Google Android’s 4,900, Nokia’s 1,088, RIM’s 1,030, Palm’s 18 – big ouch!

iPhone 3GS – The S stands for speed!

“The iPhone 3G has been great, so that’s why I’m excited to tell you about an entirely new version - the iPhone 3GS.” I guess no one expected the suffix 3GS. “The S stands for speed - because it’s the fastest, most powerful iPhone we’ve ever made.” Apparently, about three times faster on average, depending on benchmark. Launching messaging is 2.1x faster, loading apps (SimCity) is 2.4x faster, loading the New York Times homepage 2.9x faster.  Good to hear that Apple also improved the battery life, how much this really adds when playing games needs to be seen.

iphone-3gsWith the integrated compass and the 3 megapixel camera, also taking VGA videos at 30 fps, it looks like they have some more new cool tech features implemented but for us as 3D game developers this is less relevant. So, the big news about the iPhone 3GS for us at Fishlabs was the new graphics chip, faster CPU and more memory. Especially the new PowerVR SGX GPU by imagination supporting OpenGL ES 2.0 drew our attention. The only thing as a developer that concerns us is that the iPhone 3GS will drive fragmentation. Well, we will see how that goes in the near future.

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The iPhone – Made for Games Like Galaxy on Fire™ - Part 2

May 21st, 2009 | 0 Comments | iPhone Games News

iphone-game-gof-schrott_02Okay, that’s enough flying around. Time for some action. The first mission with the space junk is quickly resolved and I blow away the rubbish outside the space station in no time. The way the debris bursts with a tremendous explosion when I hit it is fantastic. I don’t have to wait long for the first mission with potential for enemy contact.

iphone-game-gof-bolarI still have to grin at nervous, one-eyed Bolar. Right then, let’s get him home in one piece. As expected, we have company on the way. My first encounter with the Vossk in over 3 years. As before, their dull, dark grey hulls make them difficult to spot, even on the gigantic display of the iPhone, but the head-up display reliably shows them as an enemy target.

First enemy contact on the iPhone

iphone-game-gof-salveTheir spaceships are significantly better than my little Icarus in weaponry, armour, and manoeuvrability, and a frontal attack was not a good idea even in the past. I duck under the first salvo and fire my booster to get behind the enemy fighter with a wide loop. All right, now you’re going to get it. A fine salvo from my twin lasers hits the target and the Vossk fighter’s energy bar declines significantly. I’d love to finish him off, but the time limit to get Bolar to the next waypoint is getting short. A quick moment to orient myself and then set course for the yellow dot at the edge of the screen. Bolar whinges away at me, and I boost again. Time presses. After another attack by the Vossk, which I am also able to parry, I bring Bolar to the last waypoint. He’s happy as a clam that we made it in one piece, and I pocket the credits. It’s a pity I had to let the Vossk get away, but I’m sure we’ll meet again soon.

The Doctor offers a lucrative assignment

iphone-game-gof-doc_02Word of my deeds appears to have got round. Doc Washington hires me as a wingman. He won’t tell me much, just that we are guaranteed to run into trouble. Sounds like fun. The money is right, so off we go. At first, the journey is quiet. We reach the first waypoint without incident. Doc’s spaceship makes a much better impression than mine; his business seems to be doing well. As soon as possible, I’ll take a look around and see what the market offers for better ships and weapons.

The dramatic music announcing the approach of enemy units pulls me out of my thoughts of a new spaceship. Vossk fighters. I ignite my booster and hurry toward them to draw their fire, so that Doc can attack the Vossk with his powerful lasers. I am able to shake off the Vossk with time-tested evasive manoeuvres and launch a counterattack. With satisfaction, I wipe out two of the Vossk, whose ships are much better than mine. Well, it all comes down to the pilot, doesn’t it?

iphone-game-gof-doc_03But where is Doc? I aim for the green dot on the radar until the green marker appears in the middle of the screen. Far away, Doc is in a hot dogfight with the last Vossk. I fire the booster and hurry to help him. The Vossk doesn’t last 10 seconds under fire from both our lasers. BOOOM – and Vossk wreckages flies through space.

No mercy for GOF iPhone aliens

iphone-game-gof-christine_02Christine has the first delicate mission for me. A Vossk weapons convoy has been reported. Together with Christine’s wingman, we go hunting to stop the delivery. We fly in formation for a while. I enjoy the view of the smoothly flying Terran fighters with their triple engines. Suddenly, enemy targets pop up on the radar: three large Vossk freighters with an escort of four Vossk hunters. We break formation and dive into the fight. Now I have to keep an overview. My weapons are intelligent enough that they only hit enemy objects, but with a total of seven ships constantly circling between the gigantic freighters, you have to watch out who is behind whom.

iphone-game-gof-vosskI quickly identify the pirate whose hull is already heavily damaged. His evasive manoeuvre does him no good. With a little effort, my lasers find their target. They tear apart the enemy spaceship with a tremendous explosion and a mighty fireball with a secondary ring impulse spreads through space. Quite a sight.  In the meantime, my wingmen have done good work, only one fighter can still be seen on the radar. Not for long. The remaining Vossk doesn’t stand a chance against three Terran hunters, and his life also ends in a ball of fire. The three Vossk freighters are now defenceless against us. We attack them one after the other. Their hulls are strong, but they can’t withstand the constant fire of our lasers forever, and gigantic explosions tear the enormous freighters to pieces. Satisfied, we turn for home.

To be continued…

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The iPhone - Made for Games Like Galaxy on Fire™ - Part 1

April 30th, 2009 | 8 Comments | iPhone Games News

Galaxy on Fire iPhone Game Splashscreen 480 x 320Tremendous computing power, a huge display, rich sound, and analogue controls via touch or motion sensor. The iPhone was just made for out space shooter game Galaxy on Fire™. For some weeks, our mega-hit is rocking on the iPhone and iPod touch. We have completely reworked all of the graphics, elaborately recomposed the soundtrack, added new sound effects, and developed a new survival mode and analogue controls, for a real outer space feel. But one thing at a time.

Pure outer space eye candy on the iPhone

Galaxy on Fire Main Menu on iPhoneRight from the start-up sequence, Galaxy on Fire™ for the iPhone has a new look. The FISHLABS logo shimmers in the interlaced monitor design and all of the menus are correspondingly designed. An homage to the early 90s, when many of us spent hours playing Wing Commander and Elite. The first 3D scenes run in the background, more reminiscent of the PC games of the late 90s than a mobile game. Gigantic spaceships glide slowly past the camera, while small fighters fly patrol in front of a huge planet. All of this is accompanied by the familiar Galaxy on Fire™ main theme, but in a rich orchestral sound – I feel like I’m sitting in the cinema.

When is the film finally going to start?

I already have the main menu behind me. I chose the story mode. Of course, I remember the intro well, on the Sony Ericsson K700 at the time. It was impressive, because it was fully animated in 3D, rich in detail, fluid, and with an astonishing visual range. Impressive for a platform where only 2D games had run before. The new intro on the iPhone will knock you out of your socks. A twinkling background of stars shimmers, lone asteroids spin slowly by. The first semi-transparent text box is displayed, while the camera pans gently to one side and a splendid nebula enters the picture. In the middle is a planet, illuminated by a gleaming sun. Subtle lens flares play in the virtual optics. I select continue and the camera pans to a high-resolution, bright orange planet, with a space station in orbit rotating around its own axis in 3D. Eden Prime, AD 3587. It begins. Finally.

Arrival on the iPhone – I mean Eden Prime

Galaxy on Fire Game Arrival on iPhoneMajestically, the SS Ulysses approaches and flies past the camera close enough to touch. The numerous details on the hull of the Terran battle cruiser are clear. On the stern, the gigantic ion drives pulse in bright cyan. Has my jaw dropped? Christine bids me welcome. Sweet. She doesn’t know that we met three years ago. No matter. I don’t let on and follow her to the hangar.

My first mission in outer space on the iPhone

Galaxy on Fire in the Hangar iPhone Game ScreenshotIt is roomy here. At the end of the camera pan through the spacious hangar, I spot a small something hovering above the floor. Hmm, it looks as though my first spaceship is still little more that a tin can with rocket engines. Whatever, I listen patiently to Christine’s instructions, and then my first test flight.

Galaxy on Fire first Mission in outer Space iPhone Game ScreenshotWow! What a frame rate! Small particle fly towards me, my Icarus, with its glowing drives, stands out fantastically from the glittering backdrop of stars. The head up display provides all functions at a glance and, thanks to the huge screen, covers very little of the scene. While Christine explains the basic operation of the controls and the HUD to me, I look for the fire button. The bottom right looks good. PHEEEEW, PHEEW and the first twin laser shots fly toward the horizon in a glowing green. Wicked sound. Again. PHEEEEW, PHEEW. That was definitely missing in the Java version.

In the meantime, Christine approaches the first waypoint. Her ship is far in the distance, recognizable only as a yellow tail and the green marking in the HUD . She is probably wondering where I am. What was that she said about the controls? Ah, the analogue stick in the lower left. This is supposed to work? I’m surprised, the controls are very good. Amazingly smooth, the 3D scene flows past me and I fly in every direction until I start to get dizzy.

Now I really have to hurry to the first waypoint. On a normal mobile phone, the booster would be the ‘3’, but that doesn’t exist on the iPhone. Hmm, maybe the double arrow next to the analogue stick? WOOOOOHOOOOO! Boring tin can? With a noise like a turbine, the Icarus takes off like a bat and my head rocks back slightly, as if I could actually feel the acceleration. Conditioned like one of Pavlov’s dogs. I hope no one is watching me play.

To be continued…

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iPhone Games – what else?

February 13th, 2009 | 4 Comments | Mobile Games News

iPhone, iPhone, iPhone! Right now, you hear and read about almost nothing other than the unbelievable successes of Apple with the iPhone and the App Store, and every competitor is measured against this. Over 500 million applications have been downloaded since the launch of the App Store a little more than half a year ago. More than 20,000 applications are now available – most of them games. Gameloft, the second largest mobile games publisher, has announced that Apple is by far their largest customer. In addition, one has to consider that Vodafone, the world’s largest mobile network operator with over 300 million users, has at least 10 times more potential customer than Apple with their iPhone and iPod touch users together. Current analyses impressively record the high acceptance of applications among iPhone users: according to ComScore, at least one third of iPhone users in the USA have downloaded a mobile game. For normal mobile phones, the share is a mere 3.8% in average.

Mobile Games Forum 2009: It’s all about iPhone and App Store

It’s no wonder that at the Mobile Games Forum in London two weeks ago every discussion centred on iPhone games and the App Store. Even the keynote speech by Suresh Sudera, Head of Games at Vodafone, used Apple’s success as a model. As essential problems for developers, Suresh named the extreme fragmentation of mobile phones (umpteen hundred versions of a mobile game are required to market it worldwide on as many devices as possible), low margins (depending on the contract, the developer receives 25-50 % of the end customer price), and insufficient marketing (limited essentially to advertising within the network operator’s WAP portal).

Interestingly, our blog at the beginning of the year – which announced that we would focus on iPhone games and other smartphone platforms and that we would not be developing new games for sale via network operators for exactly the reasons mentioned above – caused quite a stir. It is significant that even the top publisher THQ, with unbelievably strong brands such as Star Wars, Indiana Jones, and Worms, has now headed in the same direction after severe losses.

Are iPhone Games and App Store really so much better?

But why is Apple so successful with games for the iPhone and iPod touch? Is Apple that good or are all the others that bad? Indeed, Apple triggered a revolution with the iPhone and the App Store. The iPhone is by far the most powerful device for mobile games and even partly outperforms the PSP from Sony. The biggest advantage of the App Store is certainly the seamless connection to the iPhone. Every user connects with the service as a matter of course. Because this takes place via data cable with the PC (side loading) or directly via WiFi, there are, of course, no connection fees, which is the case for most network operators, if a user does not have an appropriate data rate. The iPhone is even better positioned for use on the go, because Apple has ensured that the device is only offered together with a data flat rate. Thus, customers never stumble into a cost trap with their iPhone.

3:0 for Apple.

During use over the data cable or WiFi, it is immediately apparent that browsing through the applications is significantly faster and more intuitive than on a WAP portal. The amount of information for every application is also outstanding, with an extensive description, five high-resolution screenshots, and, last but not least, user evaluations and recommendations. Standard WAP portals offer only a brief text, screenshots only as an exception, and evaluations and recommendations such as at Amazon are usually sought in vain. One laudable exception here is the mobile games portal for Vodafone Germany, for which surfing within the portal is also free.

Vodafone scores their first goal, 3:1.

Thanks to the direct business relations without a middle man and the ability to be able to make daily analyses of downloads by country and to update applications and marketing materials every day, the success or failure of games and any marketing measures can be immediately evaluated. As a game provider, we are thus able to react very quickly to customer demands and market changes and constantly improve our offer.

BAM! Shortly before the end of the first half, Apple scores again against the network operators and sends them to the dressing rooms at 4:1.

Lots of light – lots of shadows?

Currently, the only, but also serious, disadvantage to the App Store is the glut of applications. With 20,000 applications, one quickly becomes spoilt for choice, and hundreds are added daily. Despite the recently added categories and user evaluations, it is difficult to find the good games.

That also affects providers. If your titles aren’t in the Top 25, you will generate relatively few downloads. As a result, the number of fun applications and very simple games is very large, and there is a ruinous price war, because providers themselves are allowed to set the price point. Ultimately, this leads in turn to the disadvantage of the user, because elaborate and really good applications (games) have a hard time asserting themselves. That makes the development of high-quality games or very special applications (games?) for a particular target group extremely risky. But there are already rumours that Apple is establishing a premium category for a few publishers. Likewise a defect which Vodafone Germany has identified and they have already successfully launched a premium category.

Vodafone closes in, 4:2.

Comparing all of these advantages with the situation of selling mobile games through network operators, where, as developers, we receive a mere 25-50 % of the end customer price, must support hundreds of different mobile phone models, and have to work with countless partners, Apple’s business model is by far the fairest, most flexible, fastest, and thus also the most profitable. And ultimately, that leads, in turn, to better applications to the advantage of the end user.

Apple sweeps Vodafone and friends from the pitch, 5:2.

Do other mobile phone manufacturers even have a chance?

Let’s put it this way, every half-hearted attempt to close the gap with the iPhone is doomed to failure. Apple’s iPhone was a wake-up call for the entire industry, and other manufacturers who fail to go all out now will be left in the dust. Among the so-called smartphones, Apple is already far out in front and will certainly not rest on their laurels, but will open up other target groups.

However, it must be remembered that a large part of their success comes from the fact that Apple has limited itself to the high-end segment. The margins here are high and only one product had to be developed. That saves on development and marketing costs. The other mobile phone developers will certainly thin out their portfolios considerably and bring significantly fewer models onto the market in 2009. In any case, the other providers will also have to directly offer a high-quality range of applications and services. It is no longer enough just to offer a mobile phone with a camera and MP3 player. There have already been relevant announcements.

What are Nokia, Sony Ericsson, Android, and Microsoft doing?

Nokia has expressly declared that they will generate a significant part of their sales through extra internet services and are already well positioned with OVI and the integrated game offer N-Gage. Similarly to the iPhone, games from Nokia can first be downloaded to the PC and then copied to the mobile phone, which saves on transfer costs over the mobile network. A solid DRM system provides the relevant copy protection. Extensive community features, such as on-line high scores and user evaluations for games round out the offer from Nokia. The strategy of only allowing access to selected publishers with high-quality games and pre-installing their mobile games on umpteen million devices as a try & buy version could make a critical difference from the App Store. In addition, Nokia leads in the area of growth markets, i.e. Brazil, Russia, India, and China, and, with telephones which may not be as powerful as the iPhone, but are cheaper, offer the game consoles for the mobile gamers of tomorrow.

Apple and Nokia go into halftime 2:2.

With PlayNow, Sony Ericsson also has their own portal for mobile content which is directly accessible from the mobile phone. However, the offer is more comprehensive than consistently high-quality, and the information on the individual games is as meagre as with most network operator WAP portals. Since there is no evaluation system, customers have to buy a pig in a poke. Community features or the option of side loading are also lacking and providers of high-quality games are missing an effective copy protection (in general, not effective for Java games). Sony Ericsson needs to improve in every area if entry into the high-end field is not going to be missed. The latest announcements regarding focus on high-end handsets give reason to hope that something will happen here.

But even with all these deficits, it should not be underestimated that Sony Ericsson is far ahead of their competition in the area of Java and, with their positioning and proximity to the parent company Sony, they are much closer to the subject of games than their competitors. Sony Ericsson is correspondingly popular with mobile gamers in Europe (mMetrics), Russia, and large parts of Asia. In itself a good basis from which the development into the smartphone field and the expansion or restructuring of PlayNow could be extremely successful.

Sony Ericsson trails Apple 2:1 at the half, but could still surprise with a new attack and a changed defence in the second half.

Google’s Android platform with its Marketplace has similar approach to Apple’s strategy. The publisher receives 70 % and takes over marketing themselves. However, Android is ultimately a Java platform, which offers no protection against software piracy. The first mobile phone with the Android operating system, the G1, with its performance data and especially the design and manufacturing quality, cannot keep pace with the iPhone. An important aspect particularly for gamers. In addition, Google is only known for searching and finding information and its free additional services, such as Google Maps. Google earns money exclusively with advertising. But the sale of mobile content simply does not fit in this strategy – even if Google apparently want to generously pass this income to publishers and network operators. Therefore, it is more than doubtful if users are prepared to pay for games and other applications in a Google environment they expect to be free. Even more doubtful is if potential users are prepared to let Google permanently peer over their shoulders in everything they do on their phone: the activation of the G1 requires a Googlemail account via which the entire usage behaviour can be followed by Google.

With its unfortunate line-up, Android had a bad start in the first half and will have some catching up to do at 0:2. Whether the team from the Internet search giant will find the right means of deciding the game in their favour is more than an open question.

Involved in the smartphone business for years, Microsoft has made a good name for themselves with business customers thanks to Windows Mobile and strong partners like HTC and Sony Ericsson (!) as well as an excellent connection to the Office environment. However, Windows Mobile has not been able to establish itself as a mobile game platform due to the lack of an App Store and missing end customer marketing. Even at Handango, one of the largest on-line providers of Windows Mobile applications, Windows Mobile-based games have rather a niche existence – despite the high-quality games which are far superior to Java games thanks to the native Windows Mobile operating system.

With the already announced Skymarket, about which little is known, Microsoft may be able to close this gap quickly. That Microsoft is able to conquer even relatively unrelated markets late in the game has been impressively demonstrated not least by the astonishing success of the Xbox360 over the presumed top dog Sony and their Playstation 3.

Trailing 1:3 at home. In the first half, Microsoft has been slow to get into the smartphone game and it has taken a while for the communication between the players from different clubs to agree. But it wouldn’t be the first match that the software giant has turned around in the second half or even overtime with massive pressure thanks to their immense reserves. We expect just about anything from this team.

Conclusion

2009 promises to be an extremely exciting second round in the field of mobile games. The victory in the download business will probably be determined among the mobile phone manufacturers. Even if Vodafone and T-Mobile (USA) appear to have recognized the writing on the wall and announced or even implemented extensive improvements, there will hardly be any fundamental change. There is too much fragmentation in mobile telephones and too many problems with the business model with middlemen and different management in the various regions underlying the sale of applications via network operators. In other words: We don’t see a global App Store coming on mobile network operators.

Among the device manufacturers, or rather the platform operators with Microsoft and Google on board, Apple is clearly in the lead. But the iPhone is not the best mobile phone for everyone to play games on. Nokia still sells several times as many devices and even Sony Ericsson, together with their proximity to Sony and possibly with an alliance with Microsoft, is certainly in a position to secure a large chunk of the mobile games business. Heads-up for Mobile World Congress in Barcelona next week as for sure we will hear some announcements from the usual suspects.

In this context not the players for once, we have fortified ourselves with beer and sausages after the exhausting first round and now eagerly await further developments and, of course, the results of the game.

Game on!

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The best mobile games do not make a profit

January 5th, 2009 | 19 Comments | Mobile Games News

Snowboard Hero won several top awards and for sure one of best mobile games of 2008What a year for FISHLABS! All of our mobile games were showered with awards. German and international online magazines gave top marks by the score to Powerboat Challenge™, Rally Master Pro™, Gladiator – The Mobile Game, and Snowboard Hero™. As a result, FISHLABS led the international charts for the best mobile games in 2008. Not bad for a small company with just 30 employees. Naturally, we were tremendously pleased with all of this recognition and are very proud of it.

Unfortunately, none of this guarantees that high quality and innovation will earn back the expenses of the costly production of such mobile games on the open market, to say nothing of making a profit – the purpose of every professional company. There are a number of diverse reasons for this:

  • Even high-quality mobile games are offered at a relatively low price
  • Mobile network operators keep at least 50 % of the revenue
  • Distributors help themselves to up to 25 % of the end-user price for the more or less simple task of passing on the mobile game
  • Mobile games are marketed like ring tones – the name of a mobile game is the only distinguishing feature, the customer only learns about quality and innovation after the purchase
  • There is no effective copy protection for mobile games. They are downloaded illegally over the Internet in huge numbers – there are roughly ten times as many illegal downloads of our mobile games as legal (and that is just those that we are aware of)

All of this would not be so serious if these problems had not been known for years. Unfortunately, almost nothing has changed in this regard, and we do not expect there to be fundamental changes in the market for mobile games in the future. Mind you, by this we only mean the market for mobile games which are sold by network operators and Internet portals.

New sales channels for mobile games

In 2009, FISHLABS will rigorously pursue other methods. Above all, we will, for the time being, not develop any new Java mobile games for sale via network operators and Internet portals.

Galaxy on Fire 2 mobile game free to download, screenshot with terran battleshipWith the long-awaited sequel to our best-known mobile game, the space shooter and trade simulator Galaxy on Fire™, we will rely entirely on the new marketing concept which we successfully introduced with Rally Master Pro™: Galaxy on Fire™ 2 will be available for free download directly from our website and a few selected partners. Anyone who wants to can download the game to their PC to save the mobile transmission costs. In any case, Galaxy on Fire™ 2 can be played for a few hours (!) absolutely free. Only in the later course of the game must the game be unlocked for 100,000 myFISHLABS credits. In western countries, the purchase of a myFISHLABS Credits Gold Package for 5.97 Euros is enough for this. We have also taken great care that myFISHLABS Credits are priced lower in emerging markets in accordance with their purchasing power and that the most important payment systems of each country are available. 

Copy protection for mobile games with extra benefits

In order to adequately protect Galaxy on Fire™ 2 against piracy after the free playing period, the mobile game uses an online connection to our OCEAN™ server to check whether the individual player is authorised to use the paid premium area of Galaxy on Fire™ 2. This check occurs only once per game session and the one-time 10 KB data transfer is minimal, in order to keep the cost to the player as low as possible. The game security data are kept in the phone’s memory until the game is ended. Thus, Galaxy on Fire™ 2 will even work in the underground, so long as there has been a brief connection to the OCEAN™ server beforehand.

Of course, honest users consider copy protection to be an imposition. Why should honest buyers have to accept difficulties or even extra costs for a product they have paid for in full? The answer is simple: because this product and other like it in the future will not exist if it is too easy to obtain a free (illegal) version and the manufacturer cannot make a profit from their product.

But our copy protection also has its good side: above all, download fees do not apply. Depending on the mobile phone contract, that could be up to 15 Euros for a large mobile game like Galaxy on Fire™ 2. Furthermore, we offer up to two cross upgrades. Thus, players can start playing Galaxy on Fire™ 2 on one mobile and keep playing even after changing to another model from a different manufacturer (!) for the second time. The saved games are stored on the OCEAN™ server with every authorisation and loaded as needed. Even without changing mobiles, this is a useful function, for example when your mobile receives a firmware update. And at the same time, all premium players are entered in the international high scores table.

We can’t wait to see how Galaxy on Fire™ 2 and the new sales concept are received in the market. Even if data flat rates have not yet been widely established and we will probably lose some users in the short-term, online connectivity in mobile games is the future and FISHLABS is always one of the leaders!

With that in mind, game on and a successful 2009!

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FISHLABS mobile games at the YOU 2008 in Berlin

October 23rd, 2008 | 5 Comments | Mobile Games News

We hold our promises: The FISHLABS mobile games will be back in the public - this time we’re at the YOU 2008 in Berlin from October 24th to 26th!

Win Sony Ericsson mobile phones and FISHLABS mobile games packs

The FISHLABS mobile games are on the road again.So here’s the deal - anyone who couldn’t be at our booth in Leipzig gets another chance, this time in Berlin. Once again you can win a Sony Ericsson W760i Walkman phones or a Sony Ericsson F305 gaming phone in our YOU 2008 contest. And even if you don’t win a phone, you won’t be left out on the fun - any participant without a win will receive a FISHLABS mobile games pack for free, which you can then install on your mobile phones. And we’re talking about full mobile games here, not simple demo versions.

The FISHLABS mobile games bus is back on the road

Fill me out - you can win Sony Ericsson mobile phones or FISHLABS mobile games once again!You’ll find our booth in Hall 23b with the booth number 213 - in our direct vicinity you’ll find Wikipedia, StarFM and the “Mädchenbus” - so it will be hard to miss us! As was the case on the Games Convention, we’ll present our mobile games as a real eye-cathcer: Anyone who knows our mobile games bus, will recognize it in an instant at the YOU and will know that FISHLABS is back!

Mobile games on the big screen

Our visitors at the Games Convention loved them: The FISHLABS mobile games on the big screens - never before have mobile games been on display in such sizes. The well-tried FISHLABS quality came to shine on those big screens and showed that we’re able to deliver high visual quality at low prices. So what are you waiting for? Visit us at the YOU 2008 in Berlin and experience the FISHLABS mobile games at first hand - it will be worth it!

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FISHLABS rocks the Leipzig Games Convention 2008 with its 3D mobile games

September 19th, 2008 | 3 Comments | Mobile Games News

We called it and we did it: We rocked the Games Convention and man DID we rock! Whoever visited us at our booth in Hall 5 could witness the sheer insanity that was FISHLABS - and to the people who weren’t there: Man, did you miss out on something!

Happy winners of our mobile games and a Walkman phone

FISHLABS Games Convention 2008 - Happy winner of a Sony Ericsson W760i Walkman phone with a FISHLABS mobile games pack preinstalledJust like the happy winners of a Sony Ericsson W760i Walkman phone, who couldn’t believe at first that they’ve actually won something. Or the endless numbers of mobile gamers, waiting for their free mobile game to be beamed on their mobile phone! And last but not least the huge amount of visitors, which we’ve been able to please just with a Sony Ericsson lanyard or a FISHLABS T-Shirt, in exchange for their participation in our prize.

It’s been four very exhaustive but worthwhile days with the visitors at the fare, from which most people didn’t expect THAT kind of visual quality from a mobile game, as we displayed our games on five big plasma displays at our booth. On which we countered that just FISHLABS mobile games look that good!

THIS is what mobile games can look like? Here at FISHLABS, they do!

FISHLABS Games Convention 2008 - Our booth was packed with gamers playing our mobile games, from dusk till dawn!No matter what age, position or reason for being at the show - anybody who took a glaze at Galaxy on Fire 2, Gladiator, Blades and Mages or Powerboat Challenge felt the urge to get one of those FISHLABS mobile games. And we felt this urge at our counter, where visitors pushed each other to be the next in line to get one of those free mobile games, which sometimes took some time: When 300 mobile phones pollute the air with their Bluetooth signals it becomes hard to single out one of them…

FISHLABS Games Convention 2008 - A day at the fare can be hard - this is why people gratefully relaxed at our booth with our mobile games!As a day at the fare can be somewhat exhausting, many people chose to relax a little bit at our booth - thanks to our cozy seats, which some people found so cool that they’ve tried to take some with them!

Get some FISHLABS mobile games for breakfast!

We’ve been up front at the main hall as well - the first booth people could put their eyes upon was: FISHLABS mobile games with our classic 75er Ford Transit. This is where people could get their flyers right away and take part in our prize. As you see, there was no escape from us!

Even the trade visitors got their fair share of FISHLABS mobile games - we placed some bigger-than-life mobile phone at the entrance to Hall 2, where we presented ourselves as part of the “Hamburg@Work” booth. Lots of people gazing at the visual quality of our games here as well.

FISHLABS Games Convention 2008 - A real 'shining beacon' of mobile games: Our booth at Hall 5!We even made it into the nightly news - the ARD Nachtmagazin taped our booth and people playing FISHLABS mobile games for their coverage of the first day of Games Convention and had one of our promoters show them a mobile game in detail.

We’ll meet again - with our bus and the FISHLABS mobile games at the YOU in Berlin!

Sounds too good to be true? You’re bothered, that you couldn’t make it to Leipzig this year? No problemo! We’ll be back at the YOU in Berlin from October 24. to 26 in Hall 23, Booth 213 - be there!

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FISHLABS Mobile Games to have a big show at the Games Convention

August 11th, 2008 | 5 Comments | Mobile Games News

The Games Convention is just around the corner, and our preparations are in high gear. This time, we will have three booths: you will find our promotion van right inside the entrance in the large glass hall, where our mobile games can be downloaded free to your phone via Bluetooth. Our promotion girls will then show you the way to our main booth G20 in Hall 5.

Sony Ericsson W760i Walkman mobile phone drawing

The perfect mobile phone for gamers: Sony Ericsson Walkman Phone W760i - to win several times a day at FISHLABS booth G20 in Hall 5 at Games Convention.At our generous booth in Hall 5, you can not only get a first-hand impression of our upcoming games, we will be giving away a super-cool Sony Ericsson W760i Walkman mobile phone every 2 hours. In addition, we will be holding drawings for FISHLABS games packs, each with 5 full versions. That way, you can start playing right away. You should probably just relax on one of the many cube seats at our booth, because our games won’t let go of you so quickly.

First FISHLABS mobile game on Symbian with OpenGL ES

Powerboat Challenge on Symbian platform for Nokia and Sony EricssonOur business partners will always be able to reach us at the GameCity Hamburg booth F11 in the Business Centre in Hall 2. There we will demonstrate another ‘world premiere’: Powerboat Challenge™ on the Symbian platform with full OpenGL ES hardware rendering. Even with four boats at once, full-throttle graphics, and all of the light, reflection, and water effects switched on, the native game runs at maximum visibility at an unbelievable 30 frames per second in full resolution and landscape format. That is mobile console gaming at its best!

Galaxy on Fire™ 2 gameplay video ready to go

Along with our current mobile games Powerboat Challenge™ and Rally Master Pro™, we will also be showing the release candidate for Gladiator and the first playable version of Galaxy on Fire™ 2, which you have been eagerly awaiting. For those of you who may not be able to travel to the GC, we have put together the very first gameplay video for Galaxy on Fire™ 2.

Of course, this video does not represent the final version of the game. Above all, we still have not fully implemented the head-up display and so we have left it out here. But you can already see what direction the gameplay is going: for example, you are no longer tied to one station, but can fly directly to nearby planets and their stations and move freely between star systems using jump gates.

You can also get an eyeful of the new graphics quality in the sequel in this video – and that even though these are not even the final graphics! You can expect not only gaming highlights, but also visuals that may be unique in the field of mobile games!

Take a close look, and you will discover even more gameplay features: for example, the option of taking control of the turrets yourself. Very handy when you are attacked from behind  or when flying past larger battleships, if you want to take out their guns with targeted fire. Or the new special weapons, such as EMP bursts, which incapacitate your opponents for a brief moment, so you can finish them off. And the nukes are nothing to sneeze at – they’re a real blast! Especially if you have to destroy a real monster ship or too many enemies are after you all at once.

FISHLABS on GCDC Mobile Games Panels

FISHLABS will not only be in the exhibition area of the Games Convention, but will also be taking part in three mobile games panels on Monday during the GCDC:

The State of the European Mobile Games Industry

Abstract: The European mobile games industry has developed its own quality and style that is unique in the world. Europe is also the home of Nokia, Gameloft and high profile international developers such as Ideaworks3D, Fishlabs and Digital Legends. Many European studios (Elkware, Iomo, Haiku, Sumea, etc.) have been bought by Japanese and American studios in the recent past and this is a trend that is likely to continue in the coming years.

Enough reasons to ask ourselves: can we grow the mobile entertainment business ourselves? Can we do our own research and development? How about Financing? Can we improve the European market commercially? Any best practices in the games or media industry?

On or Off Deck: Is there a future for mobile games distribution without the operators?

Abstract: 2008 started with the launch of NGage, the announcement of the Iphone SDK and Google’s Android program. Big companies seem to discover the potential of mobile game distribution, a potential that was already discovered by Jamba, Zed, Buongiorno and Sony Ericsson with Fun and Download. C4M sees a future in the Japanese distribution model based on free games, others are experimenting with distribution via e-mail, virtual item buying and in-game advertising.

This panel of experts will give you an insight in the present and the future of off deck distribution strategies.

Multi Platform Publishing Strategies

Abstract: To be announced.

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