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MOBILE FEATURE
Why mobile gaming needs a mascot
by Rob Hearn
![]() There's a tiger in my kitchen. There's also a juvenile Labrador in my bathroom, and a hirsute elderly gentleman lying in my freezer, dead as doornails, waiting to be eaten.
Or, to put it another way: There's a box of Frosties, an Andrex bogroll and a box of Birdseye Fish Fingers in my house. Tony the Tiger is a good deal more exciting than corn, of course, while the Andrex puppy makes a more tasteful impression than the ill-fated paper he scampishly unravels. Most companies therefore employ mascots to embody the products they are trying to sell. And no product better lends itself to mascots than games. Unlike Tony the Tiger, Nintendo's Mario isn't just on the front cover, enticing you in like some Disney Store greeter. He's with you all the way. In fact, once the game is over, he shakes your hand and barrels off to appear in cartoons, films, and a raft of other games, performing an invaluable role as company spokesperson. Every console game platform, past and present, has used mascots. Sega had Sonic and Sony has Crash Bandicoot, to name but two. Computers have traditionally been less eager to embrace mascots than consoles, but Dizzy, Guybrush Threepwood, and Gordon Freeman are all nevertheless substantial characters, entrenched in growing mythologies.What about on mobile? Well, there have been a few stabs at creating a character worthy of mascot status, but none of them has ever really made an impact. Instead, we've made do with secondhand console mascots like Sonic, Crash, Spyro, Bombjack, and so on. Why? We need a hero Real Arcade's Wilhelm Taht believes financial pressure is largely to blame. "Placing safe bets with movie brands or otherwise known consumer brands is for many the only rational choice," he says. It's not just about the money, though, as Real's Harri Granholm points out. "Character design is a whole different art from game design," he says. "Current mobile studios perhaps have not invested enough in these skills." These problems arise from mobile's relatively lowly status as a game platform. Once it attains a wider recognition, character development should start to receive the kind of time and resources necessary to invest in decent home-grown ideas and characters. Could it even be possible that mobile is even better suited to the creation and cultivation of unique characters? Globalfun's Bertil Krumnack thinks so. "Absolutely," he says, "Just compare the amount of console users and the amount of mobile phone users and you will see the main advantage – market reach." Characters on most platforms suffer the double disadvantage of being inaccessible not only to people who don't own a console whatsoever, but also to people who don't own a specific console. If you don't have a Nintendo machine, for example, forget Zelda. But everybody has a phone, and handset makers don't yet monopolise licences. What's more, as Bertil Krumnack points out, "the mobile is a much more personal device, making the potential connection between a character and the person playing, if done right, stronger and more interactive." Imagine the stranglehold Mario could have had if he were in everybody's pockets all of the time! So what is it that would make a mobile character memorable? Both Krumnack and Granholm are agreed on this one: the same things that make characters memorable on any platform. Granholm explains that a character should be "likeable, memorable, and have enough depth to be able to grow and change with new games." An upstanding character While there are some universals, a good mascot should suit its platform. Mario is a fitting embodiment of Nintendo's innocent principles, while Sonic the Hedgehog, with his aggressive spikes and furious pace, epitomised Sega's vigorous attempt to dethrone the plump plumber.Monkey Island's Guybrush Threepwood, meanwhile, was always more at home on the home computer, and the bespectacled physics beefcake Gordon Freeman (of Half-life fame) could only have been a posterboy for the PC. Console gamers just wouldn't have taken to him the same way. So what might a mobile mascot be like, then? Common sense tells us that characters representative of casual play will work best. Colourful, simplistic sprites that won't ask us to read anything while we've got one eye on the train's arrival board. Mobile titles like Robin Hood, Billy the Kid 2 and the Darkest Fear series deserve honourable mention for creating more literate, three-dimensional characters. These are the games that you might take time out of your schedule to play, in the ideal projection of mobile gaming's future. While none are outright favourites, there are a few characters already in contention to become mobile's Mario, and we've listed them below. If you're wondering, by the way, why Crazy Frog isn't here, he appears in a PlayStation 2 title and therefore, mercifully, doesn't count. FIVE POTENTIAL MOBILE MASCOTS
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