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  • Q&A: Bob Shireman, Chief Publishing Officer, SkyZone [05.03.07]
  • TitleMobile content provider SkyZone Entertainment and developer MachineWorks Northwest recently announced that SkyZone is to publish an original game based on the console and PC title Prey. In this Q&A, Skyzone's Chief Publishing Officer Bob Shireman discusses Skyzone's choice to take FPS titles mobile.

    Games On Deck: Tell us about SkyZone.

    Bob Shireman:
    SkyZone was spun out of SK USA's Media & Entertainment Division as an independent company in 2003. Our relationship with the SK Group - the leader in wireless, Internet, and digital media services of South Korea - gave us a strong foundation to bring expertise in the form of content and technology to the US and Latin American markets. Korea is a few years ahead of the US in terms of making high end content successfully available and it was, and is, the mission of SkyZone to leverage that heritage in the US, Latin American, and European markets.

    GOD: You've recently announced plans to bring Prey to mobile. Why have you decided to focus on offering such "high end" entertainment in the mobile space?

    BS: We aren't necessarily "focusing" on high end entertainment. Prey for mobile is another value driver for our portfolio of products that does a few things for SkyZone. Firstly, it shows we are serious about marquee content acquisition. Secondly, it rounds out our offering. Mobile gaming is more than just casual gaming and Prey gives us a product to showcase that. Thirdly, it allows us to forge partnerships with technology and hardware providers to continue to push the envelope of mobility and mobile technology offerings.

    Screenshot
    Prey on mobile

    GOD: Aren't you worried about limiting your audience, either through requiring high quality handsets to play the games or through offering games casual gamers aren't interested in?

    BS:
    Absolutely not. I look at Prey for mobile as the exact opposite of limiting our audience. To me, we are extending the reach of SkyZone to an audience that may not be as mature as the casual game audience and it's going to take great product to acquire and retain that segment.

    I believe in the pervasiveness of the cell phone as a mobile computing platform. Given that, and being true to our pedigree, we have to offer a full complement of titles that pushes boundaries and leverages technology across the spectrum of mobile applications from multiplayer casual to Action to MMO tie ins.

    GOD: What challenges are faced in putting FPS titles on mobile? How do you ensure they play well and are faithful to the experience?

    BS: I can't say bringing a FPS to mobile is a cakewalk. There are a variety of issues that have to be addressed beyond the obvious file size issues and interface limitations. Prey is a complicated PC game and staying true to that product while acknowledging the limitations was quite a challenge. Ensuring playability is first and foremost our goal and once we make a game that is fun, then we focus on bringing the key elements from the PC and console title to mobile. With Prey for mobile, the Deathwalk sequence is intact but changed slightly to fit the form factor.

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