Daniel Blackburn | Carbon Based
Games Ltd.
Daniel is Managing Director of Carbon Based Games Ltd. located in
Huddersfield. During ten years working in the games industry Daniel
has worked on a number of new and innovative computer games, from
traditional boxed games on a variety of formats to web and Java
based games for mobile phones. In addition, since 2002 he has dedicated
more and more of his time to working as a consultant and creative
technologist working on Bluetooth, RFID, WAP and SMS projects for
the creative and cultural sector.
http://www.carbonbasedgames.com
Social Gaming with Bluetooth
Daniel Blackburn
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Introduction
The aim of this document is to discuss some of the possible social
gaming opportunities that now exist due to the recent proliferation
of Bluetooth enabled mobile devices. Although most of the things
discussed here will also be relevant for PDA's and other similar
Bluetooth mobile devices I have concentrated on mobile phones. Mobiles
phones are the most widespread of all the Bluetooth devices currently
available. They are also already carried by people almost anywhere
they go making them ideal for the types of social gaming I want
to explore.
From a technical point of view Bluetooth mobile phones have relatively
straight forward and open development platforms. Almost every new
model of Bluetooth enabled phone being launched can be programmed
in some way. On some of the more basic smaller form factor mobile
devices Java 2 micro edition(J2ME) can be used to used to develop
Bluetooth applications and games. On some of the more advanced smart
phones Symbian applications can also be developed to make use of
the phones Bluetooth capabilities. I don't want to go into the technical
details of developing for these devices here as there is plenty
of excellent information already available. Sun and Nokia have excellent
sites on general J2ME development(http://java.sun.com/j2me/
and http://www.forum.nokia.com/main.html).
Also Ben Hui (http://www.benhui.net/)
has some excellent information and code examples in the Bluetooth
section of his site. For Symbian the official site itself is probably
the best place to start although there are many other excellent
sites (http://www.symbian.com/developer/).
All the key development tools for both these platforms can be freely
downloaded from the above sites.
Although the technical issues of developing large scale multi player
games that use Bluetooth for communication is relatively straight
forward some of the user issues may be more complicated. One of
the main problems will probably be gaining a critical mass of players
to make the game work. If the only way people can play a game is
via Bluetooth they will soon loose interest if there are no other
users around them to interact with. One way around this is to view
the Bluetooth elements of the games as an enhancement rather than
the core game. This way users will still be able to enjoy the game
in a single player mode and Bluetooth interactions will just embellish
their game playing experience. One problem of this approach though
is that is limits some of the possibilities of what could be achieved
with wide scale mass multi player gaming via Bluetooth. One of the
great appeals to me of using Bluetooth in this way is that the single
player side of games are greatly reduced or removed altogether in
favor of interaction with other players. In a way it is comparable
to the initial lure of playing real players online over the Internet
for the first time as opposed to computer controlled artificial
intelligent opposition. Previously to play directly against other
players they had to be at the computer or console with you or in
some case on the same LAN. Now not only can you be anywhere and
play against real people via mobile phones networking capabilities.
But Bluetooth has the added excitement that the people you playing
with or against are within a few metres of you. They may be know
to you or they may not be. Sometimes it's fun or challenging just
to work out who you are communicating with over Bluetooth.Proliferation
and distribution of social Bluetooth games.
One way to establish Bluetooth social games initially would be
to allow users to set up there own games for just them and there
friends that they have invited into the game. 'Killer', the live
action role-playing game by Steve Jackson is a good example of this.
Although there are many variants of this game, essentially each
player had to kill or assassinate another player. This could be
done with a banana with gun written down the side or by throwing
a bucket of water with acid written on it over someone. No one know
who everyone else is trying to kill and more importantly who is
trying to bump you off. This means that your day to day life can
become pretty jumpy as you never know when someone might try and
kill you. One of the exciting things about playing a game like Killer
is that it can run parallel to your everyday life and for a period
of time it has a real impact on the way you live your life. Another
reason Killer is exciting is that people around you aren't in on
what you are doing. Even though the other people in the game are
trying to kill each other you still feel like you are part of something
that other aren't. The Killer model could be applied very easily
to a Bluetooth mobile phone game. Instead of using pretend weapons
your phone could easily become both a weapon and a way of detecting
if you have been killed by another player. (See http://www.sjgames.com/killer/
for more information)
Once people are playing in their own groups the leap to setting
up games on a larger scale is not so large. It may even be that
the two levels of game can run along side each other. Similar to
the way some fantasy football management games work. Although you
are competing nationally with the thousands of other fantasy managers
playing the game. Many games now let you set up leagues with your
friends or coworkers so you can compete against them. being ranked
7824th nationally isn't so cool but it is if that's good enough
to be winning your offices league.
Another factor that could help to speed up this process and make
it easier for game communities to expand is how the game is distributed.
Traditionally mobile phone games and applications are distributed
in two ways. Over the air direct to the phone or via a computer
connected to the phone. Bluetooth offers a new viral like form of
distribution. With users being able to forward a copy of the game
client to other potential players over Bluetooth.
Potential Game structures
In the beginning there was 'Player 1'. One person playing against
the computer. Then came 'Player 2'. People could play against real
people and even cooperate with them against the computer. Both player
were still tied to the games console, computer or arcade cabinet
though. Then two things happened. Games got portable through consoles
like the game boy. And multi player became mass multi player via
the Internet. Now you didn't have to be next to the people you were
playing and there was a lot more of them. When mobile phones came
along initially it was back to level 1. 'Player 1' competing against
the computer more often than not by guiding a snake. Then with WAP
and other protocols people could use there phones to play against
other people again. Bluetooth is designed as a replacement for cables.
And when it appeared on phones it's obvious first use was to allow
people to play against people nearby without the need for cables.
This is effectively the same model as people connecting Gameboys
using link cables to play against each other. I think the interesting
thing that Bluetooth will bring to gaming on mobile devices is not
the organized meetings but the chance ones.
Games will be able to automate interactions so that the users doesn't
even have knowledge that it is taking place. Games could alert the
user when they detect another player. A brief piece of gameplay
could then take place before the connection is lost. Or the players
could agree to stick around for a bit to play some more.
It will be interesting to see how games like this will effect the
lives of the people playing them. With GPS games such as mogi (http://www.mogimogi.com/)
some players would detour from their everyday routes to go and pick
up a virtual object. With Bluetooth enabled game will people try
to get within range of someone while there phone is in their bag
so they are unlikely to hear it so that they can steal virtual objects
without their knowledge. Or will they stay clear of people at work
because they are at a high level than the game than them and they
want to avoid defeat again. Or will they be constantly checking
their phone because they're convinced someone is trying to virtually
assassinate them an could set of a bomb at any time. Meaning they
would need to run with there phone to get it out of range of the
blast.
Possible games
Below are a couple of game ideas and themes that utilize some of
the features discussed in this document.
Blue Plants
Part Tamagotchi nurture style game and part trading game. Players
have virtual gardens or greenhouses on their phone containing plants
that they must look after. To encourage the users to leave the game
running on their phone even when they are not playing the amount
of time the application is running could effect the amount of sun
that your plants get. The only way to get more plants is to get
them pollenated. As there are no bees in this virtual word this
job is done by the people playing the game. If they come into Bluetooth
range of another phone with the game on the plants will be pollenated
to the mutual benefit of both players. In this way players can expand
their garden and make it more beautiful. When their garden has matured
players could gain the option of using it as a screen saver. There
could be downside to these chance encounters with other virtual
gardeners though. Pests and diseases could also be past on as well.
The idea being that this game is very laid back and doesn't have
to impact heavily on a player day to day life. You don't have to
be looking at your phone when these automated events are happening.
Instead you can take a look how your garden is doing when you have
a spare 5 minutes and catch up on what has happened today. And maybe
catch up on a bit of virtual weeding. Although this type of game
is mainly passive if someone who you bump into on a regular basis
is playing the game but not looking after their garden. You might
start to avoid them or at least briefly stop the game running to
avoid any of their pests spreading to your garden.
Trading card game
Players could have a pack of virtual cards that depict characters
or objects. In a similar way to real world trading card games such
as Magic or Top Trumps. When users come into contact with other
users their top cards could be compared and the winner would keep
both cards. Unlike Top Trumps though where you usually only play
against a couple of players in this instance you could be playing
against hundred or thousands of players online. And the people you're
playing against would change as you go about you day and bump into
new players.
In top trumps style games one user picks an attribute and those
attributes are compared. The player with the highest attribute keeps
both cards. To allow for two levels of involvement in the game you
could set the game to just pick one of the attributes automatically.
This way you would not have to have any involvement at the time
and could simply look at how many cards you had won or lost at the
end of the day. However their is some skill to selecting you cards
best attribute. Some users may prefer for the game to tell them
when an interaction has taken place so that they can select the
best attribute on the next card ready for the next player to come
along. Rather than comparing how many cards you have against the
person you are playing with at that time you are really competing
with everyone playing the game.
Conclusion
It's been interesting to spend some time exclusively thinking about
Bluetooth and some of the new opportunities for gaming that it brings.
And also to further explore some of the game ideas I've been looking
at. I really hope that we will see more games of this type appearing
in the near future. Either through traditional commercial models.
Or because of the relative ease of development and the openness
of the development environments through enthusiasts and artists.
I myself am particularly interested in the virtual card trading
game area and hope to take this further. As well as being comparatively
easy to develop I think it is a style of game that people will have
some familiarity with initially.
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