My opinion is that biggest problem is inconsistency with platform & user interface style conventions. For example, not implementing save & pause when user presses End key (red phone button), or using left & right softkeys differently than the actual phone UI. From game developer point of view it is easy to think that "This is not a big deal, they will surely learn this". But from the customer point of view, it can be surprisingly confusing if one application in his phone works differently than he has used to. I have seen this happen often in actual user tests.
For more details, see usability guidelines at:
(For quick summary, just read the Top 10 guidelines at last pages of documents.)
thanks for ur answer sir, it will help me out in my final year project documentation. But don't u think other then inconsistency, they are other key element of HCI that might effect the playbility of the user
Yes, naturally. (Usually) mobile phones are not designed for gaming, so the screen size and phone ergonomic design are one major issues, that affect how well different game concepts can be implemented. Also the gaming context is very different from the PC world. Typically mobile gaming is done while waiting; For example when waiting for bus, in school-classes and so on. This is one reason why being able to quit & save game quickly withouth losing any data is important. For this reason typical gaming periods are short. Different gaming concept also affects the use of sounds. If it try to do sneaky gaming at school (or at work), i don't want the game to make loud intro musics. (Of course this is also culturally dependant, I have understood that in asia it is important that sounds are heard by others too.)
Another issue is that (in future) mobile gaming has also some strenghts that PC world is lacking. New game concepts can be tried with new technologies like camera phones and location services.
For interesting game concepts with new devices, see google for 'Geo caching' and 'Skannerz'
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