Less Snake, More Quake: The Demise of Lo-Fi Mobile Games

by Jordan Yerman | October 24, 2007 at 07:48 am
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I just read a heart-wrenching little article about the dearth of free mobile-phone games. I don't think I've ever opened the games on my mobile, but I see this as part of a larger picture: mobile phones as revenue generators beyond airtime and data-transfer charges. Instead of  cutesy timewasters like Snake and Brick Breaker, the Games folder in your new handset is just a vaccum, which nature hates... kind of like how coach-class passengers now have to pay for snacks.

Simple cell-phone games—Snake, Tetris, that one where you break bricks with a bouncing ball—are perfect for those situations where you need to kill time, like waiting in a line or riding a bus. They're also free, which is key for people like me, who are poor enough to have to wait in lines and ride the bus. At least I thought those games were free. On my quest for a new phone, I visited retail stores for five major service providers. Except for the wallet-busting BlackBerry, every single phone I looked at had no free games. Sure, they all have plenty of demos—limited-functionality versions of titles like NBA Live 07 and Tom Clancy's Rainbow Six Lockdown. If you like the demos, you can buy the full games for a full price. (Prices for mobile games vary by developer and service provider, but most seem to cost a shade under $10.) As I searched in vain for free, no-fi games like Snake, it hit me that the mobile games I knew and loved had gone extinct.

How the H-E-double-hockey-sticks can you play Rainbow 6 on a little mobiel screen?! But I digress. While Justin Peters' complaint is legit, it won't be long before developers take advantage of the ever-more-sophisticated mobile operating systems, making it easier for users to add their own value to already-expensive handsets.

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