2008-02-08

Convergence in games

It's been the buzz for some time but no one had, with few exceptions, been seeing too much of it but now it seems to start taking off: cross-platform convergence of games. It is a bit of a holy grail: the network operators (or carriers) are not always the most creative and daring bunch when it comes to trying things out and they take a very healthy cut of the revenues from a tough, fragmented and still relatively small market. No wonder then that a lot of people are praying for alternative solutions. But, alas, it never really worked: every games publisher will tell you that, other than for music, wallpapers, etc, the direct-to-consumer model never really worked for games; the operators dominate the space as the, by far, most important distribution channels.

This could be, one thinks, overcome when more users would actually get themselves familiar with the games in a less constrained environment, the web being an immediate answer. Many have tried, many have failed (even the superstars of mobile games, Gameloft, stopped their in-house offering). But, hey, maybe it was just the wrong approach. Trip Hawkins' brainchild Digital Chocolate showed with their approach to their award-winning game TowerBloxx how it can also be done: they created a Facebook app and an online Flash version of the game that have been roaring successes: allegdely, the Flash game saw more than 10 million plays to date and the Facebook app has had 430,000 lifetime users. For a property that sprung from mobile, these are very respectable numbers indeed. And whilst I have no idea if it actually helped selling more games (300,000 clicked the "buy now" button but, for some odd reason, they don't know how many actually bought it), it will have played its part to keeping the game in the front of people's minds - and that's half the work done, isn't it?

Other players are onto it, too: online gaming giant Oberon Media bought mobile publisher I-Play last year in order to offer a more comprehensive line-up across media boundaries. Real is doing similar things. It is probably only a question of time before EA connects its pogo.com online destination with its mobile titles. I also know of quite a few smaller developers that start to very actively incorporate the multi-platform into their game design and development considerations. Very encouraging, that is!

And it makes so much sense of course: handsets get more and more powerful, the garden walles gardens start to come down with flat-rate data plans for mobiles becoming more and more the rule: all in all, a perfect runway for the ascent of convergent media consumption.

Now let's add (mobile) Flash to the equation, and things could become very interesting indeed... (and, yes, I know, we may not yet have the install base but it's getting there...)

Helio numbers...

In Earthlink's earnings call, they unearthed some usage numbers for US MVNO Helio, the joint venture between Earthlink and South Korea's SK Telecom. And, despite the fact that Helio still seems to burn through cash rather quickly, these numbers do not look too bad:

- Helio's ARPU was more than $85 a month compared to an industry average of under $50.
- Its users average more than 550 text messages a month, and instant message penetration is 3x the industry average.
- A whopping 95% of Helio customers access the web through their mobile devices (industry average: c. 13%.
- In December, Helio's users uploaded photos from their devices to the web at a rate 5x of the industry average.

But then came the bad bit: Helio finished the quarter with just over 180,000 subs, which is a 28% growth rate over the prior quarter, but its revenues of $56 million may be an increase of 147% over the prior year but only 8% over the prior quarter. That means their top-line growth was not matched by their bottom-line one, quite to the contrary. The available news do not shed light onto why that is so but it is concerning as it means that they do either not have their costs under control (expending more per added user than per previously existing one) or they have a serious CPA problem: if the margin per incremental user gets slimmer, they may have to spend more to recruit them. Not healthy...

Because Earthlink has pulled out of additional funding requirements for Helio, the burden rests on SKT's shoulders. For how much longer is anyone's guess although, to be fair, SKT has shown a pretty healthy amount of patience in this.

2008-02-05

Barcelona, here we come...

I, as pretty much everyone else involved in mobile telecommunications in the wider sense, will be trotting to Barcelona this coming weekend and mingle with the crowds there, looking for further enlightenment at the Mobile World Congress (formerly known as 3GSM).

My agenda is filling up pretty quickly but if you would like to get in touch, get me acquainted to the next big thing, or divulge other exciting progress, drop me a note at volker (dot) hirsch (at) gmail (dot) com...

I will be in town from Sunday afternoon (yes, also attending the Mobile Sunday event) all the way through Friday morning.

Linux Mobile on track

After delays on the part of the much awaited Android (see my original take on that here), one of the "other" Linux Mobile initiatives, namely the LiMo Foundation announced the release of its first version ("R1") on schedule for March. The beta version of the respective APIs is available on their website immediately. They also said there would be sneak previews of all the good things at next week's Mobile World Congress in Barcelona, and I will be sure to check it out!

The LiMo Foundation, which is backed by an impressive number of industry heavyweights (quite a few of which are also members of the Open Handset Alliance, the maker of Android), seems to be moving swiftly ahead, and their platform is, in their own words, basically the following:

"The LiMo Platform—leveraging standards and open-source projects—is a modular, plug-in-based, hardware-independent architecture built around an open operating system, with a secure run-time environment for support of downloaded applications. Linux was selected as the core technology for the LiMo Platform for its acceptability by the whole mobile industry, its rich functionality and scalability, its record of success in embedded systems and mobile phones and its potential to easily “cross-platformize” with other product categories." Middleware components for the platform can apparently be implemented in either C or C++ programming languages.

What seems noteworthy is that the good folks at the foundation seem to have managed to leverage the substantial resource of its members. Its chairman praised "the transparent, balanced and harmonious contribution process [...]."

Just before Christmas, the third consortium, LiPS, had announced that its first release was now complete.

However, it would appear of not so much being a race of who is first but of who manages to deploy on most devices. Given the membership of the three consortia comprises most of the big players (with the notable absence of Nokia although its recently acquired Trolltech is a member of the LiMo Foundation; read the excellent analysis on that deal here), one might ask if would not be perhaps the best idea to merge the whole thing, and deploy one common platform. Wouldn't that have real impact?

2008-02-03

But waiter, please, I did not order this (SMS)...

Now, this has been puzzling me for years: the US carrier policy (I am not sure how many still do it) of charging the recipient of a text message for that message. How odd is that? You sit in a restaurant, the waiter brings you a bottle of wine that you did not order. You do not drink the wine (because you did not order it and you do not like wine) but you are being charged nonetheless. There is even a bolder version of this: the same waiter works for a winery, and they send you that bottle as a marketing trick, say to lure you into booking travel to the Loire wine region. Yet again: you did not order it, you did not drink it, they charge you. No, you say, this is surely not possible. And I agree.

However, the US arm of T-Mobile (and I am sure others before them) is doing just that: if users that do not hold a special data plan (something like a don't-pay-for-wine-you-did-not-order-plan) are being charged for every SMS they receive, be it your teenage son telling you that he didn't make it [home/to school/to your appointment 3 hours ago], be it your partner announcing that he/she is on the tube and will be home in 10 minutes or be it the tourism authority of the Loire region working hard on improving travel to their area - you pay.

This now seems to backfire as there has been a class action filed against T-Mobile US seeking redress for exactly that. According to the report about it, "the plaintiffs allege T-Mobile USA’s texting policy violates federal telecom law and Washington state’s consumer protection-unfair business practices act" but, quite frankly, I would have thought it would also violate a string of other, more mundane laws about contracts and invalidity of coercive business practices, etc. Unfortunately for all of us who like to drool over those incredible sums in US law suits, "the suit did not contain a dollar figure for alleged damages."

It is about time that this stops: it estranges your customers, it provides for horrendous customer experience, and, really they shouldn't say they didn't see it coming...

2008-02-01

Super-Glu!?

It is the conference season, so I am falling a little behind but this is one that needs to be recorded here: The good folks from Glu announced that they would acquire AIM-listed 3D games specialist Superscape for $36 million (which however includes $11m in cash Superscape is still having in its savings account). On $7.2m revenue for the 6 months ending July 2007, this would equate to a revenue multiple of c. 1.7 (based on flat sales and a purchase price from which the cash at hand is deducted) which should be substantially higher than Glu's c. 0.6 (awaiting the announcement of their 2007 results).

Glu has been hit brutally following their announcement of their Q3 results, falling from somewhere around $10.40 per share to $4.19 tonight based on worse than expected growth and earnings. They had recently announced expansion into China - a market with numbing growth numbers but also hard commercial parameters - through the up to $40m acquisition of MIG, which however failed to help their share price.

Now, Superscape adds market share in more familiar pastures, namely in the US where 98.4% of its revenue are generated, and this may well have been the main reason for the buy: it will cement Glu's position in this key market. I am however not sure if there is more to this deal than that because the remaining parameters of Superscape do not look too good: the company focussed on the niche 3D sector, which did not fly as predicted (or should one say demanded) by the carriers. It is loss-making (and has been for a while if not forever). It grows less than Glu (as remarked by an analyst (report courtesy of MoCoNews).

Even if the deal rationale was synergies (reducing headcount as all they would really need from Superscape is their Moscow development facilities [which are a rather impressive operation as I could learn a few years back during a visit] and shut down their US and possibly UK offices), one would have to ask if this was the right deal. Superscape lost more than $2.8m on $7.2m revenue, so it is rather questionable if they could swing this into profitability quickly. I would posit that Glu would be rather capable of fighting for revenue and market share if it would not have to look at cost (their roster of titles is pretty impressive and they have been on an aggressive growth path), so would they not have been better advised to look for a profit-boosting acquisition as this seems to be their Achilles heel? Prove me wrong, Greg, please!

2008-01-21

Will Nokia be Connecting People with Facebook?

A nice piece of rumour was brought out by the fine folks at MoCoNews: allegedly Nokia is in talks with Facebook to cooperate on mobile. And if this was not enough, there is also talk about the mighty Finns taking an investment in Facebook, and this would arguably be somewhat more significant (in cash terms at least) than the $10m stake the Samwer brothers of Jamba-fame acquired last week.

MoCoNews speculates that this could involve something as prominent as the YouTube button on the iPhone. This of course would appear to be a challenge given that most carriers will determine themselves what is and what is not on the handsets that are being sold through their retail outlets. But then Nokia has recently made strides on that front recently (as will be shown below).
A move with Facebook would fit in seamlessly with Nokia's evolving strategy towards providing entertainment services rather than only being a hardware vendor (albeit the world's largest by far with a whopping 38% market share globally): 2007 marked a year were Nokia acquired a number of companies and announced a number of initiatives and products that push the company way further down the service provision end than ever before: it acquired digital map specialist Navteq (Finland's largest acquisition ever), bought the mobile marketing and advertising folks from Enpocket, it struck a content deal with Telefonica and another one with Vodafone, all gearing towards its comprehensive content offering Ovi (see here).

Anssi Vanjoki, Nokia's multimedia guru, went on record in saying that the Internet will be the tool that will tear down the carriers' walled gardens. He continues to preach his ongoing theme (I heard about this the first time 2 years or so ago) that carriers are no entertainment companies and should therefore not fiddle with content. That might well be true, I guess. Now, if it comes to the Internet opening those walls, well, Facebook ranks #7 on the Alexa traffic charts. And, distinct to the (few) higher-ranked sites, Facebook's clean set-up and approach would seemingly make a conversion to (higher-end) mobile handsets easier than with, say, MySpace (#6).

Finally, Nokia tried to coin the phrase of "circular entertainment" (I blogged about it here where I mocked their "survey" approach) where they hold that, by 2012, 25% of all media would be created and consumed from within a circle of peers rather than from traditional media. If or if not the numbers were correct, the concept is very convincing (read e.g. Jaiku-founder Jyri Engstrom's rather insightful thoughts on object-centered sociality). Enter Facebook... 'Nuff said, I guess...

2008-01-18

News Flash (Lite)

A while ago, I blogged about a cool new site French company Mobitween had launched, namely on user-generated games. Now, the good folks are a bridgehead in mobile Flash (they had their fingers in the code more or less from day 1). So, where is Flash Lite today?

Here's the install base numbers as recently released:

From just over 14% to 23% in a year (yes, I know, this is based on a flat 2 bn handsets out there)... In any event, that is rather respectable, don't you think?

Flash has the great advantage that its graphics are vector-based and therefore scalable. This means that most of the porting nightmare that contributes to 30-50% of the cost of mobile games, etc would fall away. Nice thought... It would make the whole commercial model of mobile games dramatically rosier. And it appears to be gaining traction: e.g. does Adobe make Flash Lite available on Verizon phones (and I've been told - confidentially - of one publisher having recorded more than 2m Flash game downloads on there already).

Flash is particularly good for casual games, which is, as everyone close(-ish) to mobile games knows, all the hype for the (small) mobile screen, and rightly so, as it is normally easier to adapt a casual game to the screen limitations (not even starting to talk about processing power) that are inherent to mobile phones. A natural fit, huh? Just look what Mobitween and their users have come up with! And I don't even get started on Atom/Shockwave (read an interview here) and all the others out there...

Is it then that we only need to wait until Flash Lite (finally) reaches the mass market? On the web, Flash hurt Sun's Java badly. Will the same happen on mobile? Or will Sun be smarter this time, and make sure that its currently dominant position will be reinforced by making it easier for developers to publish on their platform? The jury is out...

The Sun rises on QR -- posh mobile bar codes, that is...

The UK's favourite, erm, newspaper, the Sun, records good numbers with a recently introduced QR (Quick Response) codes using 3GVision's i-nigma application. This is how it works:

"The barcode-based technology enables users to scan their mobile phone over pages of the newspaper, which in turn uploads relevant information onto the device. For example, a football fan could read a match report and use the technology to upload video highlights of the game."

The Sun, the above source reports, has acquired 11,000 users of this, and all this in just over a month. This is quite respectable one might say although it is only a tiny fraction of the Sun's daily readership of 7.9m (as we are informed here). The Sun freely admits that it needs to educate consumers on how to use this; it explains the service online and also plans to produce a pull-out to add to this. This would point to rather high expectations of what the service will do.

The paper's hopes are that the service will help it to boost printed editorial and advertising content in the publication, and help print to become a more profitable medium (they are apparently suffering currently).

The advantage of this is, of course, quite obvious: the advertiser benefits as it can directly measure the effectiveness of its (QR-enabled) print campaigns through the amount of traffic received. The codes can even be used as vouchers. The user could simply scan a code and present the resulting data at a retail outlet to receive discounts or special offers. No surprise then that it is reported that a number of advertisers, including Sky, Ladbrokes and 20th Century Fox (the first and the last belong to the same Rupert Murdoch's media empire as the Sun though).

The codes, alas, are not so new: It is said to be the most common form of bar code in Japan today.

2008-01-11

EA, the iPhone and Mobile 2.0 in general...

EA's Travis Boatman, VP Worldwide Studios, recently commented about the adverse effects Apple's iPhone would have on the sales of mobile games. He moaned that, whilst the device was good, "it's a replacement for someone who had a Razr before. They still want their content but there's no distribution platform in place so there's a negative impact on the industry."

Now, is that short-termism or the understandable fear of someone who oversees classic game development studios of being replaced by something else, namely online games. Because this is in fact what the iPhone is promising: a replication of the web on mobile. One could say, it's the entry of mobile 2.0. Online games on desktops became prevalent with the ascent of broadband and data flatrates. This is exactly the environment quite a few people predict for mobile, too. And whilst it was "World of Warcraft" et al that gave the EA's of this world the shivers on PCs, it is now the iPhone - but not because it's the iPhone but because it is the first device that, due to its intrinsically different approach (OS, touchscreen), focuses solely and only on the web as the fulfillment medium of content dreams.

Someone then also smartly noted that "[t]he problem of transferring games to new phones has actually plagued the mobile gaming industry since its inception. When users upgrade to a new phone, they most often can't bring a game that they bought for their old phone along with them." And the market data seems to confirm the challenges the industry faces: the percentage of mobile phone users who have ever bought a mobile game increased from 10 percent in 2005 to just 12 percent in 2007; that's not much...

Moving from downloadable games (or other content items) to ones that can be played (or consumed) online reduces the complexity to users enormously. Due to bandwidth challenges, there are some constraints as to what can be played with a certain level of satisfaction online and what can't: as a rule, everything turn-based, casual puzzles, etc would appear to be adaptable, heavier, more action-related games can't. However, is this any different on the desktop or, for that matter, the console? Has anyone ever heard of online versions of Call of Duty or EA FIFA? No, because they would not translate in such a constrained environment. Now, Tetris (published on Apple's iPod by, guess what, EA), Zuma, Luxor, Bejewelled, Poker, on the other hand, provide a rather splendid user experience even when played online and, lo and behold, they are predominantly found as online games on the desktop, too.

The same applies to other content sectors, too: prior to YouTube, the consumption of video via desktop was niche. One might watch a DVD on a long-ish train ride but who in their right mind would download shorter clips to watch them later (well, maybe with the exception of certain post-watershed offerings)? YouTube came and made it easy to consume AND operated in an environment dominated by an economical usage ecosphere, i.e. data flat rates and sufficient bandwidth, and off it went.

For EA (and any other mobile games publisher) this may mean that, in the mid term (i.e. once now pertinent issues such as data charges, bandwidth constraints, etc have been tackled), users will go online on their mobiles, too, to play such casual titles. However, fans of more intense genres will continue to download. The challenge is therefore not so much someone like Apple and any of their products but the current distribution and commercial environment (namely regarding billing) that would appear to slow down take-up. So, yet again, the finger points to the operators who, from their position understandably (why would they be reduced to a bit pipe if they don't have to?), are in the way of turning mobile into a media consumption channel like any other. The front is however getting diluted: more and more operators throw their data plans into the open and offer more generous plans to users (led by 3 who even offer dedicated Skype mobile phones with the respective data plan to come with it).

And what will EA do? Well, continue to publish games which only make sense when played on dedicated devices. Oh, and they will probably release the Sims as an online version... Not so bad then...

Mobile Bloggers unite: in Barcelona

Mobile bloggers who read this and have not yet registered (well, can you then really be mobile bloggers?), note that Rudy de Waele, mobile blogger extraordinaire, with the generous support from his people at MyStrands hold yet another Mobile Sunday ahead of this year's Mobile World Congress (I am still itching to write 3GSM...) in Barcelona, more specifically on Sunday, 10 February.

Mobile Sunday is, in their own words, "an unofficial, informal and generally cool and funky gathering of mobile bloggers and their chums", and, yes, I'll attend in the vain hope that something cool and funky will rub off...

You'll find the registration page here.

See you all in Barcelona!

2008-01-07

ESPN Mobile gets 4.9m hits in 24 hours (10% more than on PC site)

MoCoNews points us to an article reporting about some noteworthy stuff on the usage of the revamped ESPN Mobile (you will recall that the full-blown MVNO they had tanked horribly and the service was then re-launched as a mobile internet destination). They (well, not they but "an executive briefed on the data") said that for one 24-hour period, ESPN's wireless NFL section, with 4.9 million visits, topped the PC NFL section's 4.5 million visits. And that's impressive!

In the same article, M:Metrics was quoted to point out that it was convenience that did the trick, and this is of course where the data might be a bit distorted (it might not be but it's unclear): ESPN Mobile is available in two flavours. ESPN MVP is exclusively to Verizon high-end data subscribers who get it for free. So this basically supports the case that the mobile internet will become a fully-fledged "competitor" to the "old" internet once bandwidth and cost for bandwidth will be similar to the internet proper; and that is not a big miracle, is it? The normal ESPN Mobile is available to anyone but may be subject to data charges. It would be interesting to know the shares the two sites/apps have in the above data.

But I don't want to divert from the fact that 4.9m mobile hits inside 24 hours is great by any measure. Sport is a wonderful starting point for mobile internet usage anyway as it is so time-sensitive (it is not really the same thing to record a live game and then watch it hours later after the city is steeped in the team colours already) and people all over the world are so passionate about their favourite sports and teams. Great stuff, surely!

Handmark gets its hands on Astraware

One is a leading content provider for the niche smartphone market, the other a leading games developer for the niche smartphone market (Palm, Windows Mobile, Blackberry, etc), now they will become the leading content publisher for the niche but quickly growing smartphone market. Enter the reported acquisition of Astraware by Handmark.

Handmark publishes smartphone versions of e.g. Tetris and Scrabble and also runs the Pocket Express mobile news service. Astraware does the same for Bejewelled, Zuma and Chuzzle but also has a sizable portfolio of generic games and applications. They also have their coding hands in iPod games. As a lot of high-end smartphone stuff is retailed through shops where Handmark has a decent footprint, the two should improve margins on Astraware titles immediately. Presumably their distribution footprints for the remainder (e.g. is Astraware a Microsoft Gold Partner and embeds lots on Windows Mobile devices) also provide for some synergies.

Unfortunately nothing was reported on deal terms but, on the merits, this makes sense. Good luck, guys!

Yahoo follows suit: presents development platform for mobile

After all the buzz in the back-end of last year over the Google-led Open Handset Alliance and their Android OS, Yahoo! has now presented its own view on how to reduce the complexity within the mobile landscape by announcing a development platform for "mobile internet applications".

It is, alas, not the full bag of tricks: Unlike Android, which is of course basically an OS, the Yahoo! scheme only foresees tools to allow the creation of widgets to run under the company's Yahoo! Go mobile service or in any mobile web browser. This means that "mobile internet applications" in Yahoo speak do not include "classic" mobile applications (developed in J2ME, BREW, Symbian, etc, and then downloaded to a user's phone), and the latter will not benefit from the initiative.

The question (and this may well be one of the big ones for 2008) is therefore if the (short) age of downloadable applications is already dawning. Because, unlike the Internet, mobile is a cluttered space with a gazillion operating systems and middleware layers on even more different devices competing for market share. Ease to port applications at least across handsets and ideally also across operating systems is therefore the crucial factor. Only if downloadable applications (including indeed a software package like Yahoo! Go) really are displaced by the mobile internet proper would this change.

Commentators note that Yahoo! Go is not normally available on handsets as most tier-1 operators will (and apparently each and every US carrier currently does) simply remove pre-installed applications prior to delivery to customers. However, this does not seem to matter too much as far as the new initiative is concerned as it is said to run on every browser, too. It may take away from discovery and therefore usage so this is where it appears to chip away on the benefits: Whilst the Yahoo! move would seem the much less complex initiative compared to Google's attempts to take on the OS heavyweights, it comes at the cost of lower usability for users and also less actual benefit for developers: why would you develop for that platform if visibility, discovery, usage and therefore commercial reward are foggy at best?

I'm not convinced (yet).

2008-01-04

Even Gameloft can fail, apparently: disconnects Connect

Mobile games giant Gameloft, the one company in the space that seemed immune to failure, apparently shuts down its Gameloft Connect D2C service. Gameloft had started this as a iTunes-style application with all the bells and whistles: it was a downloadable PC application that allowed users to browse Gameloft's catalogue online and bypass bandwidth restrictions (and billing charges) of mobile networks by utilising the computer's bandwidth. Games could be loaded via a PC-handset connection and activated by SMS.

However, now it seems to only signify that direct-to-consumer propositions for mobile games are a tough business. They may have wanted too much: mobile games are a very real business but they seem to be too niche still to justify a full-blown integrated product like this, in particular when it is not a one-stop shop but only provides access to one publisher's catalogue (even if such a good one such as Gameloft's). A real pity that!