| Home | News | Reviews | Gallery | Videos | Calendar | Blogs | Cheats | Demos | Contact Us |

|
With the battle for consoles raging hard, the competition in wireless gaming is just as keen. As Namco's wireless division thrusts iconic characters like Pac-Man and Dig Dug into the fray, others are busy trying to create or convert their own material for cell phones. In some cases, such as Electronic Arts, the answer has been through acquisitions. But the question has always been is there a big enough audience? And can publishers make enough money to sustain the immense development effort it takes to make increasingly complex games for hundreds of phones? We sit down with Scott Rubin, Vice President of Sales and Marketing for Namco Networks, to talk about gaming on wireless handsets.
Game Over Online: With Namco Networks’ rich content depth, what are the biggest challenges of bringing over existing Namco franchises to the mobile space?
Game Over Online: We know Namco can pull that off Scott but is there any chance Namco Networks may grow its own content?
Game Over Online: We’ve always read and heard that other regions like Europe and Asia are far ahead of North Americans in wireless gaming. Does this hold true and if so, what are some of the barriers that prevent mobile gamers here from enjoying the same kind of entertainment as people do overseas?
One of the major differences between the North American market and Europe and Asia is the carrier/publisher relationship. For example, in Japan, for a small monthly fee, consumers can access a catalog or channel that contains about 20 games, which typically rotates on a monthly basis. In America, games are typically sold a la carte.
According to reports I’ve seen, the most popular mobile games internationally and domestically continue to be casual games, like PAC-MAN or Dig Dug, that are easy to pick-up and play, providing a few minutes of entertainment while on the go.
Game Over Online: Let's talk about the phones themselves. Console makers tout the five year hardware refresh cycle whereas cellular phone makers are usually doing one every six months. Does it make it harder to develop and publish wireless titles for so many pieces of hardware?
Game Over Online: Recently, folks have put out Pac-Man for iPod. Does Namco Networks see a future for gaming on things beyond cellular phones and PDAs?
Game Over Online: With mobile games becoming more mainstream, is there any value to piggy backing mobile game releases with their console/PC counterparts?
Game Over Online: Some of the hottest topics in gaming these days involve multiplayer and online games. Where mobile games have lagged in graphics and sound, all cellular phones come with wireless capabilities and the ability to communicate online. Are mobile games in a unique position to capitalize on this?
What makes the mobile platform unique is its 24/7 connectivity and the fact that you can utilize network features anywhere at anytime. We have seen improvements in network performance and have taken full advantage of the networked nature of mobile phones. Today, Namco Networks is a leader in using cutting edge networked technology, such as the head-to-head multiplayer gaming used in Pool Pro Online. As network performance becomes more stable, connection speeds increase and latency improves, we could offer more head-to-head games, including ones that require continuous player interactions, such as in fighting and racing games. As a developer, we are using this connectivity as a way to bring fun, quality mobile games to consumers in new ways.
Game Over Online: Do you feel mobile games are having a significant impact on making gamers out of people who otherwise would not consider themselves a gamer? Do mobile games attract more female gamers?
Many top downloaded games are casual games including Namco’s arcade classics such as Ms. PAC-MAN, Pole Position II and Galaga . If casual games are done right, they have a zero learning curve, allowing consumers to learn the game within the first few minutes. These attributes make them attractive to the mass market including people who traditionally would not consider themselves a ‘gamer.’
Game Over Online: Unlike buying games off the retail shelf or even downloading them online, mobile games are distributed via wireless carriers. There has been a lot of talk about the relationships between content developers and carriers at the recent CTIA Wireless show in Los Angeles. Have carriers been helpful to game publishers like yourself?
Right now, the industry’s biggest challenge is to raise consumer awareness. We believe that it is not just the carriers’ job to educate consumers about mobile games -- it is also up to us, the publishers, to help educate consumers. Namco has been working closely with the carriers to increase consumer awareness through things like co-promotions, sweepstakes and tournaments.
Game Over Online: Tell us what you think mobile games need more of. Is it graphics? Is it sound? Or is it something else?
Game Over Online: And finally, Scott, what’s your favorite game on your phone right now?
|
Copyright (c) 1998-2009 ~ Game Over Online Incorporated ~ All Rights Reserved
Game Over Online Privacy Policy