GDC: Risks and rewards of taking your game global

CCO, VP of Glu Mobile weigh benefits, rocky road of producing mobile games for an international market, stress that riches abound if done correctly.


SAN JOSE, Calif.--EA Mobile exec Mitch Lasky, in his keynote speech at the 2006 Game Developers Conference this morning, was critical of the current US mobile gaming market for failing to reach and secure consumers with consistent, easy-to-attain, and innovative games. It's no surprise then that an afternoon session at GDC focused on the necessity for mobile developers to target the global market rather than keeping their product localized.

In a tightly scripted and to-the-point 45-minute session, speakers Robert Nashak and Kristian Segerstråle, CCO and vice president of production at Glu Mobile, respectively, articulated some of the design challenges that mobile publishers face when targeting their games to international markets, and they offered suggestions for designing successful global mobile games. Speaking to an audience of mobile developers, Nashak and Segerstråle addressed some esoteric design issues and outlined the ideal developer-publisher relationship as one where the developer thinks about what would be profitable for the publisher.

Citing handset fragmentation (the exponential increase in handset models across carriers) as a topic that has been "flogged to death," Segerstråle got to the crux of the issue. The problem, in his eyes, is not only the number of handsets, but also the difference in capabilities between the simplest phones and the most technologically sophisticated models.

Moreover, he argued, that gap is getting bigger and bigger. Accordingly, mobile publishers have to invest an increasing amount of time and effort into porting these games so that each carrier can serve content fully to its constituency, almost regardless of handset model. The focus should not be on ports or handsets, but rather on SKUs. Nashak defined SKU for the audience: "basically any [game iteration] that gets distributed that takes into account language and other bits of localization, handset technology, and also operator or carrier technology." His argument was that thinking about writing software based on platform or handset alone is far too limited and that the SKU is instead a better indicator of possible design variables.

They offered Marc Ecko's Getting Up, one of Glu's more successful games, as an example. In the US alone, with only one language involved, the game's porting process involved 203 devices, 203 ports, and 563 SKUs--563 individually customized versions of the game.

Part of the way they begun to manage this incredibly complicated process was to meticulously maintain an enormous engineering document containing all the peculiarities of each SKU, effectively facilitating the port of each game for their employees. Because of the numerous technological peculiarities endemic to various parts of the world, the speakers heavily suggested an open and flexible relationship between the developer and the publisher, since going global amplifies the consequences of decisions made early in the design process.

Most game publishers would welcome innovation of all types, but Nashak and Segerstråle cautioned against "wow factor" innovations, like incredible 3D graphics or other processor-intensive developments that work only on sophisticated handsets. Instead, they enthusiastically supported what they called "grow the market" innovations: killer apps, areas of innovation that encourage the user to download more content, or mechanisms that encourage viral distribution, for example.

Said Segerstråle, "The 3D stuff and the networking stuff, that's obvious at the end of the day--but it will only ever work on a small amount of handsets. And you'll never really be able to differentiate in a big way in those areas. Whereas to be honest, there's so much room for innovation--both technical and design innovation--in the area of making mobile games truly unique and making them actually grow the market."

The speakers summarized their advice to the developers at the end of their talk--think like a global publisher, concentrate on framework and information management, keep accurate and up-to-date design documents, and specialize and innovate. Despite the fact that the lecture focused on many design pitfalls, the enormous amount of work that thinking globally entails, and the fact that the complications of going global encourage only limited forms of innovation, the speakers stressed the necessity of selling games internationally and the enormous profit waiting for them if they do so successfully.

Got a news tip or want to contact us directly? Email

Join the conversation
There are 15 comments about this story
15 Comments  RefreshSorted By 
GameSpot has a zero tolerance policy when it comes to toxic conduct in comments. Any abusive, racist, sexist, threatening, bullying, vulgar, and otherwise objectionable behavior will result in moderation and/or account termination. Please keep your discussion civil.

Avatar image for gatsbythepig

number 16

Avatar image for ncr100

The way the mobile gaming industry is set up nowadays, the carriers make all the money and the developers make pocket change, porting to 563 handsets .. imagine how many phones and service contracts they have to buy! A solution where there's no profit for the carriers, and hence, you'll never see this, would be to open up the game market so you could buy games for your phone at or any EB Games outlet.

Avatar image for John_of_Fire

"the game's porting process involved 203 devices, 203 ports, and 563 SKUs--563 individually customized versions of the game." WOW that is just nuts. Imagine if that time went into the games instead of tweaking them for each type of phone service.

Avatar image for chrisdojo

mobile games..... lol. these have a long way to go still.

Avatar image for Thanos_of_MW

I agree with Achilles438. I bought a cell phone just for emergencies. I want it for the telephone functionality. Gaming on it was a novelty that lasted 2 minutes and wasn't at the level of even a Gameboy. This is all coming from the phone manufacturers trying to make these things into Swiss army knives. I am not planning on "upgrading" my phone (Motorola v400)

Avatar image for Donkeljohn

Mobile is the mrket in Japan and parts of Europe.

Avatar image for frankeyser

i play a mario type game on my phone all the time... and i have alot of fun playing it when i have a few minutes here and there to burn and i cant take out my ds or psp.

Avatar image for Reetesh

Presently the Games which are small and Puzzel type have that UNIVERSAL appeal. All the Downloadable games that Have been releasing for the X360 which are Also a conversion from the "Already present in internet" games should be good coming out in Mobiles.

Yeah I know there are Already some but games like these which can Be played and stopped in 5 minutes are good fo Mobile. Serious games in Mobiles are only good to Drain the Battery and nothing Else i suppose. coz if one wants to play on the go a handheld is the thing S/he wants

Avatar image for Achilles438

They are defeating the purpose of the mobile phone, when I got my phone it was for one purpose, to talk and to be able to be contacted. If they wanted me to play games, they would have bought a portable gaming system. I think they should leave the mobile games the way they are.

Avatar image for HaloMaster21

GDC seems boring

Avatar image for thefjk

........................................................... ...........................................................

Avatar image for fistfull_of_me

i dunno, i don't play mobile games

Avatar image for Hellisunreal

3D doesn't matter.... it's like the 90's all over again. I guess the ppl. at Glu think no ones gonna upgrade their phones. I suppose their speaking in terms of the short term in this respect.... cuz he SKU's are definietly long term goals.

Avatar image for SQUALL20XX

No I don't agree with you , they will and you will see .

Avatar image for Sil3n7Knight

Mobile games are never going to REALLY break into the market...