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Playing Multiple Characters in MMOs across PC, Mobile

Posted On: August 7, 2006 - 5:37am by Dan Roy

I'd like to pick up on some ideas that came out of a panel from E3 this year, called "Massively Cross-Platform Games," which I found via Gamasutra.

One of the bigger issues facing cross-platform support is the difference in system specs and controllers. Ichiro Otobe, Chief Strategist for Square Enix, said that [...] the solution may be assigning different gameplay tasks in the game world to different systems: "What if the person on the console is the pilot, and not the foot soldier? [We need to] tailor the gameplay more specifically for the console itself."

Mr. Otobe: "I have a 360 in my office, a PS2 in my den, and when on business trips I play games on my notebook. Crossplatforming is also about allowing one person to access the same game world from different locations and situations."

Otobe summarizes nicely two of the primary motivations for cross-platform play. First, friends may have access to different platforms, but still want to play with each other. Second, consumers may have access to multiple platforms and want to play from whichever is the most convenient at the moment. Actually, both motivations boil down to the same thing: if I like a game, I want to be able to access it when, where, and how I want it. My thinking about extending existing PC MMOs to mobile phones generally falls into the second category, though, of giving consumers access to the game from whichever platform is most convenient at the moment. It's certainly easy to think about players who only play the game from their PC, but would there ever be players who only play from mobile? Possible, but harder to envision because it's further from what we see today. I'll take a guess, though.

We already have people playing MMOs on PCs, obviously. They frequently have more than one character and use higher-level characters to help lower ones by providing equipment, social networks, etc. We also already have people playing MMOs on mobile devices. I'm less familiar with this space, so I'm not sure whether players frequently have multiple characters. Still, we can envision a player who has one or more characters on the PC and one or more mobile characters, and that each category of characters has strengths and weaknesses. So, maybe only mobile characters can fly, or only mobiles are small enough to fit into tight spaces, or only mobiles can buy or produce potions of teleportation but they can then pass those potions back to PC characters. Maybe because of the complementary skills, guilds must have mobiles and PC characters, just like needing tanks and healers. In this scenario, it's easy to see that some players may go entirely mobile while others may stick entirely with the PC. A significant percentage would probably play both, though.

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I don't like the idea of

Ryan S. (not verified)   |   September 20, 2006 - 3:45pm

I don't like the idea of playing with people on different, especially mobile, devices. Say I'm playing a character on a PC and trying to complete an objective that requires the aid of others. It would be really frustrating if the person I'm working with suddenly disappeared from the game world because she turned off her mobile phone because she's boarding a plane or something.

Since it's so easy for a mobile gamer to just "turn it off", characters controlled by such a device will never be as complete as a character controlled by a stationary system. Thus I feel that few people will find value in create a charater that's controlled by the mobile system.

Mobile Players Disconnecting

Dan Roy   |   September 28, 2006 - 8:18pm

Ryan, you raise a good point. Mobile players can and probably will disconnect at all the wrong times. That's why I think interactions between mobile characters and PC characters or even between multiple mobile characters should be brief and atomic. Trading, for instance. If I'm playing on a PC and need an item only a mobile can create, I can buy that item from any mobile. The interaction could be of the style of the auction houses system in WoW - the mobile character puts the item up for sale and the PC character gets the item instantly upon purchasing, even if the mobile character is no longer online. If both players need to be online simultaneously, like if one player is helping to transport another player, the interaction should be brief and to the transportee should be able to very easily find another transporter if the first one disconnects. In sum, the game can be carefully designed to minimize the negative impact of the inevitable disconnections.

Making the Idea a Reality

Katelyn Olmstead   |   August 7, 2006 - 10:54pm

I like the idea of being able to play the same game, on multiple platforms, with the character(s) having unique traits based on the platform they come from. It could make the game play experience more intriguing, challenging, and of course fun. It will also support the player in becoming more familiar, more fluent perhaps, with other platforms, which I feel is never a bad idea. The question I have is; what problems do you potentially see in having all the platform creators (Sony, Nintendo, Microsoft, Nokia, etc.) work cooperatively to make this idea a reality? I can easily see how a nice profit can be made from it, but I also wonder where it could go horribly wrong. Your thoughts?

Obstacles to Cross-platform Gaming

Dan Roy   |   August 8, 2006 - 4:19am
Great question, Katelyn. Here's my reply.

Pocket Pc Development

Rick (not verified)   |   August 7, 2006 - 11:24am

It seems like what stands in the way of most pocket pc and other mobile development is the absence of a good cross-platform development toolkit. J2ME seems the closest thing to this but #1 it's java and #2 it's not supported by pocketpc.

To have a mmo you need a decently sized audience but who wants to write 6 different versions of the same program.

Improving Cross-Handset Deployment

Dan Roy   |   August 7, 2006 - 12:00pm

You're absolutely right, Rick, about the difficulties of deploying across multiple handsets. The bigger studios like EA Mobile (formerly Jamdat) and... wait... I guess there aren't any other studios like EA Mobile. Anyway, the big studios have all streamlined the process of porting between handsets. I know that doesn't help the small developer or the students just getting started, but there's such an incentive to make development easier that someone is bound to do it soon. It may be one of the game developers, but my guess is that it's most likely to be a platform provider like Microsoft. OK, again, are there any other platform providers like Microsoft? No. Maybe it will be an open-source group. The next question, then, is what is soon. I'm not sure. Three years? It's definitely a market opportunity for some energetic entrepreneur with the right connections.

I guess my main point is that the audience is there or will be, and whoever realizes that won't mind writing six different versions until some blissful point in the future when they only have to write one version.