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 Porting Mobile Games - Overcoming the hurdles
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Disclaimer: I program in BREW for a BREW Developer.

a) There are other devices standards besides J2ME.
b) Verizon Wireless makes use of the BREW system, and is the largest carrier in the United States
c) Tira Wireless has a service designed to port to J2ME and across multiple phones. I will give them this, it is a difficult job, as each phone has it's own issues that must be dealt with.


My 2-cents on the issue:
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I am not an accountant
I am a programmer
I am NOT a bussiness planner
These are just my thoughts on mobile porting (which I deal with a bit), and reaction to the information in the article
I suggest you do your OWN FACT CHECKING
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

There are 3 types of Ports (that I consider)
a)Standard platform -> Mobile
-PC -> J2ME Phone
b)Mobile Standard -> Mobile Stantard
-J2ME <-> Brew
c)Mobile Phone -> Different Mobile Phone
-Between phones.

The 2.5k is a number that's between b and c. C is usualy cheap, B is a bit more time consuming and expensive, but A is the most expensive. A involves the creation of a new product from a brand/design which is more then just 2.5k, but fot 12.5mil I expect that to be a "minor" fee.

The numbers are inflated. I highly suggest making a feature of the "ports" to support multiple languages in the app, nessitating only the price of tranlations per port.

20x50x2500=2,500,000

This number can be reduced a bit even more by developing apps that automatically adjust to the phone they are put on, (A multi-port will usually involve phones w/ similar speeds, and screen size)

So if the 50 populare phones are compressed down to 10 ports or less (5 phones appeice on AVG is very possible, although there will be ports for "speacial" phones (1-3 phones), and some with 14+ phones)

20x10x2500=500,000

Ok, now for the downside, these numbers don't include the inital port cost of moving the "game" to that specific platform. Also, developing for these spectrum of devices is not an easy task, and a serious task force is reguired just to learn the details of each device (through extensive internal testing, and documentation)

I can't really give a recomendation about how to handle this. If your group doesn't do Mobile game development already, I suggest finding an expeicerd contractor(s) / group to do the iniatal port with specifications that it should support multiple languages, and automatically adjust to a ceratin inital multi-port. Then either use that same company to do the porting to other phones, or find a cheaper company to do the rest of the porting.
If you already do Mobile gaming in the field that your doing porting, then it comes down to how much internal investment you want to commit. There's a speed/money issue with doing the research in house, but conversly, relying on a outside source may also be problematic.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I am not an accountant
I am a programmer
I am NOT a bussiness planner
These are just my thoughts on mobile porting (which I deal with a bit), and reaction to the information in the article
I suggest you do your OWN FACT CHECKING
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Great feedback on the article. Thanks. I thought I could perhaps offer some clarity and a few more facts.
Most game publishers are now porting their applications across over 100 handsets for distribution by mobile operators around the world. InFusio, for example, recently stated at the Mobile Entertainment Market trade show in London, that they have to create over 80 versions for European distribution only...more than that are required if they are going to port to the US carriers.

Your suggestions regarding making the application easier to port - dynamically finding screen sizes, and creating multilanguage versions - are great ideas...if you can squeeze them into the 64K limit of a Nokia series 40 device. That depends on how complex the game or application is.

Regarding your point on prices for porting between mobile devices. I would like to see what everyone thinks is a reasonable cost estimate for porting between devices. Remember there is a lot of overhead getting the devices, learning them and testing the apps on the actual device (not just the emulators).

wayne



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a company called portys (http://www.portys.in) who are experienced in mobile porting and does game porting for well known mobile game developing companies. They charge around 600$ per port

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There are a number of companies in East Europe and Asia who can port for much lesser than their US or European counterparts. I have a list of few who could port it at around 750$ probably negotiable. If they port for lesser it would just be an advantage to the organization outsourcing work. Here is a list of organizations who are invloved in wireless handset porting in Asia: Mobile2win, Aalayance, Paradox, Mportal, Eximsoft, Thinkways, Oceanus, 360. IMI. You cud try ur bet with any of these guys.

Traps


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We've worked with a lot of the porting houses in India, some of whom are listed here. But we've faced MAJOR quality issues which make us wonder, if they can't port the game without all these bugs, what's the point?? We ultimately rely on a company that has operations in India (therefore saving us money) but that is US-based and run by people who "get it". Check out Octane (www.octanetech.com) if you need the job done right the first time.

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Hi All,

I am in a project of porting J2ME apps to BREW.

Ther are several API's being used in J2ME and there is no corresponding library available in BREW. SO how to handle these situations ?

Eg: There s an API called Sound, Player and Volume Control in J2ME, whereas there are no libraries available for the same in C/C++ ...

Please help me out in coming up with a good solution.


Thanks in Advance....

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