Mobile Core Meeting
This report is written by Joo Yong Chin, organizer of the Mobile Core meeting.

The very first meeting of the IGDA Core meeting (Mobile) was held on 22nd September 2006. The venue was in KLCC's Kinokuniya Cafe and the meeting was kicked off at 8:30pm.
i) Introduction
First off, I personally welcomed everyone to the meeting and I gave them a lowdown on what exactly is this meeting all about. This meeting was conceived to get people who are interested to join or are already in the mobile gaming industry to gather and share information and basically to network amongst each other.
I also gave them a short description of the definition of mobile gaming, mainly involving handheld electronic devices which are capable of networked communications, with this being the scope of the topics being discussed during this and future meetings.
We then moved on to individual introduction. We have people from local developers, telcos, vendors, students and people who are generally interested in the mobile gaming industry. This is a good start to this Core meeting as we have a diverse group of people to work on and we can have various views of the industry from very different angles.
ii) Joining the Mobile Gaming Industry
The second agenda is about how to start or join the mobile industry. I started by giving a short briefing on how exactly one will to go about joining the industry as a J2ME developer, mainly learning the language on your own and doing some short projects and showing them to the local developers. Norman from Ozura added that they are always on the lookout for talents (either developers, graphic artists or sound engineers). Buzz, who is a student in MMU, asked Ozura for a benchmark for acceptable work and Victor from Ozura suggested that the students can actually present their product to them and they will consider marketing the product or not.
From that line of thought, Yann from HELP college asked whether the cap (about RM 8) on download rates for contents (games included) which is set my a government body, is affecting the developers anyway because from what he has heard, the developers are getting minimal revenue cut. Since the current business model for mobile games downloads have to support 3 parties, mainly the developers, the content aggregators and the telcos, Yann said that the developers are not really happy with the profit cut that they are getting. Alan decided to answer the question where he said that his company actually gives higher cuts to products which have higher quality. I asked how was the quality determined, with him asking whether past performances of the product/developer in the international market is part of it. Alan agreed on that and added on that he personally will test the games himself before he decides whether this game will be a hit or a miss and thus what kind of cut the developer and the content aggregator is getting. However, his feelings about any particular game are NOT the sole deciding factor of developer/aggregator cut; Contractual agreements and other business factors also apply. Moreover, revenue share is seldom discussed per individual game, except when there are extenuating circumstances that justify differing from the existing standing contracts between parties.
Victor and Norman from Ozura added that for a mobile games developer to survive and grow, it has to target international level and go for volume. Unfortunately, the current business model does not encourage the growth of a developer based on 1 or 2 product (as a contrast to other types of games developers).
On another issue, Yann said that he was approached before by parties which are interested in bringing in foreign contents to be developed here or to be localised here. Alan commented that the English based market is too competitive and saturated but if the game is localised to Bahasa Malaysia, Tagalog or some other asian language, it will perhaps fare better.
Yann asked about bringing in foreign content (developing for them and/or localised it)
Alan commented English based market is too competitive but if you are to localised to Bahasa, Tagalog or some asian language, it will fare better.
iii) Future Meetings
The meeting moved on to the final agenda which is regarding future meetings and growing the community. Yow Chuan, currently in the finance sector but was one of the pioneers in the Malaysian mobile gaming industry, said that there is currently a focused group on mobile gaming which is called Mobile Monday. They just had their meeting the last few weeks and suggested that we approach them to see whether there can be any collaboration or not.
I brought up the fact that the current venue (Cafe above KLCC's Kinokuniya) is not too suitable if a speaker were to conduct a short talk or somebody have something to present. I decided that a better venue should be found and he decided to approach MDeC on whether they are able to arrange a time slot for us in a meeting room in KL Sentral where it was reported to be a good and condusive place for meetings and talks with facilities.
The next meeting's agenda was decided and one of the topics that should be discussed is the effects of piracy on mobile gaming, which was suggested by Ow from BigBang Interactive. This copy of the meeting's minutes will be posted in the IGDA forums as well as mailed to everybody that was present. I collected the emails from each party.
The meeting was adjourned at 9:45pm and after hours networking session was held at Starbucks and San Francisco Steakhouse.

The very first meeting of the IGDA Core meeting (Mobile) was held on 22nd September 2006. The venue was in KLCC's Kinokuniya Cafe and the meeting was kicked off at 8:30pm.
i) Introduction
First off, I personally welcomed everyone to the meeting and I gave them a lowdown on what exactly is this meeting all about. This meeting was conceived to get people who are interested to join or are already in the mobile gaming industry to gather and share information and basically to network amongst each other.
I also gave them a short description of the definition of mobile gaming, mainly involving handheld electronic devices which are capable of networked communications, with this being the scope of the topics being discussed during this and future meetings.
We then moved on to individual introduction. We have people from local developers, telcos, vendors, students and people who are generally interested in the mobile gaming industry. This is a good start to this Core meeting as we have a diverse group of people to work on and we can have various views of the industry from very different angles.
ii) Joining the Mobile Gaming Industry
The second agenda is about how to start or join the mobile industry. I started by giving a short briefing on how exactly one will to go about joining the industry as a J2ME developer, mainly learning the language on your own and doing some short projects and showing them to the local developers. Norman from Ozura added that they are always on the lookout for talents (either developers, graphic artists or sound engineers). Buzz, who is a student in MMU, asked Ozura for a benchmark for acceptable work and Victor from Ozura suggested that the students can actually present their product to them and they will consider marketing the product or not.
From that line of thought, Yann from HELP college asked whether the cap (about RM 8) on download rates for contents (games included) which is set my a government body, is affecting the developers anyway because from what he has heard, the developers are getting minimal revenue cut. Since the current business model for mobile games downloads have to support 3 parties, mainly the developers, the content aggregators and the telcos, Yann said that the developers are not really happy with the profit cut that they are getting. Alan decided to answer the question where he said that his company actually gives higher cuts to products which have higher quality. I asked how was the quality determined, with him asking whether past performances of the product/developer in the international market is part of it. Alan agreed on that and added on that he personally will test the games himself before he decides whether this game will be a hit or a miss and thus what kind of cut the developer and the content aggregator is getting. However, his feelings about any particular game are NOT the sole deciding factor of developer/aggregator cut; Contractual agreements and other business factors also apply. Moreover, revenue share is seldom discussed per individual game, except when there are extenuating circumstances that justify differing from the existing standing contracts between parties.
Victor and Norman from Ozura added that for a mobile games developer to survive and grow, it has to target international level and go for volume. Unfortunately, the current business model does not encourage the growth of a developer based on 1 or 2 product (as a contrast to other types of games developers).
On another issue, Yann said that he was approached before by parties which are interested in bringing in foreign contents to be developed here or to be localised here. Alan commented that the English based market is too competitive and saturated but if the game is localised to Bahasa Malaysia, Tagalog or some other asian language, it will perhaps fare better.
Yann asked about bringing in foreign content (developing for them and/or localised it)
Alan commented English based market is too competitive but if you are to localised to Bahasa, Tagalog or some asian language, it will fare better.
iii) Future Meetings
The meeting moved on to the final agenda which is regarding future meetings and growing the community. Yow Chuan, currently in the finance sector but was one of the pioneers in the Malaysian mobile gaming industry, said that there is currently a focused group on mobile gaming which is called Mobile Monday. They just had their meeting the last few weeks and suggested that we approach them to see whether there can be any collaboration or not.
I brought up the fact that the current venue (Cafe above KLCC's Kinokuniya) is not too suitable if a speaker were to conduct a short talk or somebody have something to present. I decided that a better venue should be found and he decided to approach MDeC on whether they are able to arrange a time slot for us in a meeting room in KL Sentral where it was reported to be a good and condusive place for meetings and talks with facilities.
The next meeting's agenda was decided and one of the topics that should be discussed is the effects of piracy on mobile gaming, which was suggested by Ow from BigBang Interactive. This copy of the meeting's minutes will be posted in the IGDA forums as well as mailed to everybody that was present. I collected the emails from each party.
The meeting was adjourned at 9:45pm and after hours networking session was held at Starbucks and San Francisco Steakhouse.
