Handheld Device Mode

* See also Mini_Games
* See also Game_Mechanisms
* See also Client and Server Machine
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Asset - Handheld Mini-Game Use of the MMORPG Game Capabilities
Idea : that 'Mini-Games' in the MMORPG have the main games entire set of '3D' engine/assets to make use of. For those that don't 'target' the (less capable) handheld 'Offline' playing mode (even considering that by the time this game would be done the average smartphones/tablets will have alot more '3D' capabilities).  A 'build-on-the-fly' Holodeck-like mechanism and easy-to-use tools would streamline Mini-Game production, and leave more time for the 'Player Creator' to employ their imagination to craft the actual 'Game' -- Rather than to have to Fight a poorly-made/limited/bothersome Tool mechanism.   Custom 'game mechanics' controlling these Mini-Games is also one of the modular (and Templatized) elements of the MMORPG system.
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Apps
There are many of BioShock's fans out there who have the skills to create 'Apps' that would do Mini-Games for the MMORPG.  I would want it to be easier for them and others less skilled to also create/mod them.  Many of the Mini_Games have a similar form (like a 'Pipelaying' game, or a 'Platformer' style, or Tetris-like, or Tile-slider puzzle) which premade game skeletons could be created for (all that reusable template stuff the 'wall-of-text' talks about).  So the Players would only have to provide mostly the data for them (pixel art, various option selections, some scripting to spell out the 'game mechanics') to have them work.  And once the game existed, it could be incrementally improved by other Players who have more/different skills finishing and tuning games.  Once vetted and accepted, they then would be playable by thousands of the MMORPG Players.
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I was checking what (game engines/computer languages) could be used to create Mini-Games on the widest number of devices. Because the low-end Hand-Helds are largely proprietary/underpowered/klunky interface, THEY would mostly only be useful for the basic(commonality) text/menu Apps built by the MMORPG Game Company to access in-game Mail, Bulletin Boards, Auction House, the NPC 'Team' Task system and Inventory juggling. Other content might be made available via Web Browser based methods (like Rapture TV/Radio and the Newspapers).
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The highest end (professional Quality) Mini-Games might require some of the '3D' capable tablet type game engines (many which have development tools that cost money) which again could be run via a 'data-only' approach to eliminate the complicated programming for most Players.
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Of course, anyone who wants to make a full 'App' game themselves that ties in to the MMORPG could probably be accommodated (with all the appropriate Vetting Processes of course) and with communication methods (to the Server) for scores, scenario DL, and 'game' completion data being provided tieing-in to the MMORPG Game Servers.
Remember, 'Creation' includes adding/appending/improving new parts/mods of existing Mini-Games - Collaborating as a group -- More/better animations, new skins, additional scenarios, help instructions/tutorials for the games. (Yes, some people make great games but are LOUSY telling people how to play them).  There is also the 'In-Game' aspect where the some Mini-Game would tie into the MMORPG (including score boards for people who like to compete, and of course the Quest/Mission credit in-game you earn by doing many Mini-Games.  Some games like those that represent a continuous 'farm system' actually would correspond more directly to in-game Assets (attempting to have a one-to-one correlation).
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NOTE - Added Issue - The same 'App' RUNNING ON A PC 
Extra work is making these 'Mini-Games' Compatible with Browsers on PCs. There are significant numbers of Players who DONT use Handhelds who shouldn't 'Lose Out' on playing these Mini-Games. Its extra work requiring additional skills.
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Data From The Big Iron (Servers) :
Game data set and most of the Game Map interactions should be sync'd/runnable on a handheld/tablet computer, so that 'Offline' activities can be done (part of the game is figuring out the best way to get places, and planning what you want to do later 'Online'). Prepositioning assets for 'adventuring' usually wastes alot of time in many MMORPGs.
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'Retro'  Look to Mini-Games :
Most of the games for these handheld-based 'Apps' look like games from 20+ years ago (interface/processing/display limitations).
Would have Mini-Game Kit to facilitate creating games, and another even simpler level to assist the EASY creation of scenarios within existing games - many players cannot do the nuts-and-bolts part of the project programming, but can do the imagination part -- need to tap into them (even if 90% are garbage, the other passable 10% from so many players will add up).
Back to '2D' sprites (though '3D' models can be used to create 'canned sprites', often easier than hand drawing them.)
Screens are so tiny that alot of fine detail is irrelevant, OR to fit enough 'terrain' on the screen, things have to have a more symbolic (instantly recognizable) representation.   Personally I hate excessive scrolling in game interfaces, and having more simpler object on screen is preferred to a smaller view (especially when picture-perfect representation becomes irrelevant after you see the things the third time).
'3D' will still exist, but be simpler than common PC games (throwback to 'Doom-esque' '3D' graphics...).  Definitely fewer/simpler '3D' objects can only be rendered in 'realtime' (hardware IS getting better, fortunately).
Its still alot to work with, and many fine games can work under the limitations
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One Issue I keep seeing in the game development community : Is for compatibility between different devices (and even their Operating System which have changes pushed constantly) which makes them a bit of a moving target where required "least common denominator" solutions can result in 'dumbing down' the Players game experience on such platforms.   Even things like interface polish of the game's genre/style can be made complicated/bothersome across all the flavors.
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Something I JUST Though Of : Handheld (Tablet/Smartphone) 'Monster' Play :
A Handheld (simplified) interface to substitute for AI-run NPCs for routine/generic in-Main-Game MMORPG opponents (Monster vs Player).  They (the monsters) usually have a pretty short lifespan (to match a limited play interval) being cannon-fodder, but even with NPC options activated by only a handfull (or two) of screen-touch-type controls, such a Mini-Game could offer better (or at least surprising/unconventional) tactics compared to the typical MMORPG AI  (I do understand that often nobody will be online/available to play the part, but then the regular Players never know when they WILL get a 'Monster' controlled by a Player).    Fallback, if the 'remote' Player leaves (their playtime is up or a dodgy connection is lost), it is back to the ordinary server-based AI assuming control.  I suppose also a mob/pack of 'monsters' could be directed/coordinated the same way by one NPC-controlling Player.
Simplified (throwback) graphical representation of the in-world game terrain/objects and simplified redering of actions could be sufficient on the handhelds (tablets/smartphones).  Many of these devices can now do a not-to-horrible 3D equivalent display for games from a decade and a half(?) ago.
The usual 'Monster' Experience/Skill Ramps would be there (some games already have Player vs Monster features) to add interest, and a spectrum of different 'Monsters' (with equipment/props) to play.  (And here the MMORPG would have random 'join' placement to nullify alot of potential cheatings.  I suppose you could come up with some basic 'good play' metric to counter the usual 'Lay down and die to give easy XP points to a Friend' Cheat attempts).
Splicers can use all sorts of tools and aspects of their environment, so some interface mechanism to enable placement of traps and distractions (another area for Player Creation Assets) and even custom fabrications (as personal resources for the frequent 'Monster Player' - heck the 'Monster' may just employ/place these and sit back and watch the fun without even being engaged - or only just intervening to pick off an easy target).   A Simple interfacing would be required for prop 'placements' (I've tried using Telekinesis to place object alot in BS1/BS2, and THAT method could be a sufficient type of interface).  Nothing could be as stupidly limited, boring, and pre-canned as that Infinite BS battle 'Tear' crap mechanism.
Encounters with Splicers (in the MMORPG) would be less fatal (to match the new MMORPG theme/plotline). 
The Player's goal would be to Capture Splicers alive (and Splicers would be more likely to maim rather than kill Players). Encounters with 'others' (vermin/machines) can be as messy as any other 'Slaughter' game.  Genetically mutated killer cockroaches, rats, homicidal Automated Systems offer a variety of potential playable 'Monster' opponents.
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 'Smart Phone' Gaming - MMORPG Mini-Game Interface :
Common Interface on many of these devices - Top half use for the display and lower half can fit 3 rows of 5 buttons large enough for touch-screen (and for text words labeling the buttons).  Others have actual Keyboard  - but with those tiny buttons you eventually get a Repetitive Stress Disorder.
3D interfaces can work on some of the high end smartphone devices, but '2D' (or '2.5D' as isometric is labeled) would be the common 'least common denominator' graphics.   You don't want to have too hold the thing 6 inches from your face to see 'critical' detail.
Again, the 'off-line' Mini-Games would/should have direct effect in the MMORPG game (time/effort spent there gives resource/skill/rewards in the main online game).  Internet connection used briefly to pick up game selection/scenarios, and to deliver results back to server.
Exploit the creativity/abilities of Mini-Game making Players (provide a good toolkit to allow those Players to create without alot of the bother, supply templates to do the working guts of many typical patterned games, so the common Player (not required to be a programming genius) 'mods' the game defining content and scenarios.
Games of this type are generally of short duration (5 min or less) but can have a series of progressing scenarios (which take a few minutes to play), or continuous monitoring/managing game world tied situations (ex- Farmville-like).    Perfect for the modern 'person on the go' ...
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Handheld Devices - LIMITATIONS - How Far Can You Reduce Graphic Quality (Processing Ability Required) In This Game :
Lower capability than a Gaming PC, this could be used for more than a little MMORPG activity (as long as they have that PC for the rest of the game). (American NTSC TVs were ~ 483 lines of 640 'pixels')
2D static no problem, simple canned animations/vid the same. Text might take a bit of scrolling.
Simple '3D' or static '3D' useful for maps and interfaces used for inventory/business/fabrication/mini-games/communications. 3D processing is becoming more powerful in handhelds, though they are weak throwbacks compared to PC graphic card capabilities.
Resolution is going up, so interfaces won't have a problem unless they get too small to see, or exceed some 'finger-size' limitation for size/number of activation buttons.
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IDEA : A Remote Way To Play :
Using the Idea of having a Gaming computer located at home to do the game's heavy graphics processing, and then stream the output to the Player's remote Palmtop/Smartphone/Tablet. Some segments of the game might have less/simpler input interactions workable for these types of handheld hardware, and also could have activities requiring mostly watching output, where this input limitation could be workable.
Consider that : Many of the simpler handheld devices cannot even do proper typing operations (very tedious for sending meaningful messages), and doubtless having many other limitations.
Upline bandwidth limitations (from the Home-based machine) would likely be still be present, so GOOD Video Compression (for the processed graphical views) would be a logical addition. (Unfortunately the Internet providers may restrict upstream/upline bandwidth availability even more in future.)
This Remote method is also fraught with the problems of your remote management/control of the system (when things on Internetz and Operating Systems go wrong all-the-time, and here you are remotely attempting to fix those things - usually it taking forever -- and having the Player swear it is not worth the wasted time). 
Initially it can be setup (computer turned on) with the Player starting it up at 'Home', and then leaving with further accesses being via the handheld. Various 'smart' server features can be used to self-monitor, and 'restart' a floundering system to get around the most common system glitches.
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