migo said:
The Game Boy held top position in the market even when far more advanced systems made its monochrome screen look like an archaic remnant - because it could keep going when other systems were completely drained. In a comparison with the DS and the iPhone, one would almost draw parallels between Apple's device and the Game Gear, but that would be unfair to Sega - at least they aimed for a market who wanted games more advanced than some 14-year-old's weekend programming project.
iDevices combined have been selling at the exact same rate per year as the DS. While obviously not all purchases are for gaming purposes, it's outselling the PSP at a rate of 2-to-1, and is selling far, far, better than the GameGear ever did. The PSP is far more analagous to the GameGear than the iPhone.
What I was going for was that the DS has games with inferior graphics quality, but far superior battery life - the Game Boy in the equation - while the iPod Touch is capable of technically superior graphics, but at the expense of not being able to play them for as long. Except that the Game Gear didn't sell out as quickly to vapid puzzle games and shovelware.
migo said:
Anyway, why are we giving Apple the benefit of the doubt in the computer gaming market? It isn't like they haven't tried entering the market before - and failing hard when they did.
That's quite irrelevant. I hate Apple and I find that to be a stupid argument.
Then you've missed the point. Before the iPod Touch, name a famous game for Apple products that wasn't available for other platforms. I can think of only a few, most of them produced by the same company, which exist - a far cry from the console market and especially so from the PC.
migo said:
RAKtheUndead said:
Out of those applications which have become popular, many of them, inexplicably, are games. Some people seem to think that this represents a new competitor into the handheld market, but I'd like to ask them something: Are they actually aware of the history of a) Apple and computer gaming and
Irrelevant.
I once again ask the same question. Apple has not previously made a big splash in the gaming world, and you underestimate the importance of this. When Microsoft made the original Xbox, they actually had experience in the gaming market beforehand, and it was still a financial flop, thanks to Microsoft's loss-leader tactics. Why should we expect a company with limited experience, let alone success, at working with any sort of video games to suddenly create a gaming platform worth recognition?
migo said:
b) the mobile phone in the context of handheld games?
As for the second part, we have to look at another major flop in the games market, this time introduced by the biggest mobile phone company in the world. Enter the Nokia N-Gage, an ergonomic disaster which proved exactly why mobile phones and gaming weren't meant to mix.
I thought you might have something interesting to say, but given your non-sequitor about the Pipin, that makes sense. The N-Gage had some very serious drawbacks yes, but they're not drawbacks shared by the iPhone.
I don't know about you, but the N-Gage seemed more sorted for games than the iPhone does, although it's obvious that the N-Gage was compromised heavily in design and interface. It's irrelevant for this discussion, but I will also point out that the N-Gage was capable of true, fully-capable pre-emptive multitasking, something that iOS is incapable of without hacks several years later.
migo said:
Putting these two things aside, the focus on games from the iPhone platform is still perplexing. Conventional logic would suggest that the iPhone and iPod Touch are unsuitable for any sort of moderately complex games, for a simple reason. The iPhone has just about the worst ergonomic design of any modern gaming platform, because against all common sense, nobody bothered to put any proper buttons onto the phone.
Common sense evidently isn't that logical then. Not having buttons allows a great deal of flexibility, as I've already talked about with a number of game categories where iDevices are superior to the DS and PSP.
In your opinion. I feel that the examples you've outlined have some rather striking inherent problems. Let's take your driving sim comment, with GT Racing compared to Gran Turismo. Yes, the tilt functionality may give a moderately more immersive feel than using D-Pads or analogue sticks, but you know, I'm pretty sure that my whole dashboard doesn't rotate when I turn the steering wheel in my own car. I don't want to have to completely change my perspective when I end up coming to Station Hairpin at Monaco. Immersion, window, chucked out of.
I'm guessing that the acceleration and braking is controlled by the tilt functionality as well. That would be a big mistake. Considering how much of car racing relies on proper use of the accelerator and brake in order to properly take turns without sliding out thanks to centripetal force, I quite appreciate having separate analogue controls for the accelerator and brake.
As for the comment about oversteer, well, I know it isn't realistic to do so, but wouldn't you logically set up your car in order to counteract that oversteer and take a better line through the corner? If you're serious enough about your driving sims to compare them, surely that will have come logically to you? Personally, I think I'll stick to my PC racing simulators, with my force feedback steering wheel and my perspective that doesn't have to be completely shifted every time I turn a hairpin.
migo said:
At this point, I'd like to have a look at one of the games in particular on the iPhone, one that's maintained a lot of popularity over its lifetime. This game would be Doom, the famous title by id Software. Now, I find myself quite experienced with the game, having played it on several operating systems and platforms. While I mightn't be a "speedrun Nightmare" player, I'm certainly familiarised with Ultra-Violence difficulty at least.
Pointless, you're picking one game out of the thousands, one game that you've cherry picked to make your point.
I picked it specifically because it was raved about, I have experience with it on a lot of different platforms, and because while I agree with John Carmack's stance on open-source software, I disagree with his stance on the iPhone and iPod Touch.
migo said:
The experience is simply horrible, and not just because the resistive touchscreen isn't particularly responsive. It's because the touchscreen buttons lack tactile feel, and they're ergonomically badly placed. The T|X has a considerable advantage over the iPhone, though - at least it has a directional pad and a set of proper buttons on it.
You overrate the importance of the D-Pad on the Palm given the placement of it. Since the iPhone has multitouch, you can place a virtual D-Pad where needed, rather than having to stick with the sometimes unideal placement of a physical one.
You underrate the importance of tactile feedback. The iPhone/iPod Touch has none, and doesn't even have supplementary haptic feedback to compensate. How am I meant to tell when something is meant to be happening from the feel of touchscreen, rather than the more authoritative feel of a D-Pad or analogue stick? Considering that FPSes regularly rely on very fine movements, I'd rather have a potentially awkward D-Pad that I don't have to look at than a movable virtual directional pad from which I can't feel a thing.
migo said:
Things get a lot worse when you try to translate that to the iPhone. On-screen buttons are loathsome for gaming in any circumstance, and when you have to use them to control the entire game, it soon becomes apparent that the hardware developers haven't had any experience in computer gaming themselves. I can only imagine how much worse it would be for even more complex games, and it's an utter case of design failure.
They're not loathesome at all, and you clearly haven't played many games on the iPhone at all. In a lot of cases they work out better than physical buttons, and in other cases they work out worse. Every input method has strengths and weaknesses, but if we used your rather narrow and faulty logic, the PS3 is an unviable gaming platform because the dual analog stick control method is unsuited to first person shooters and the DS3 simply doesn't have enough buttons to properly play a game like StarCraft II or Civilization V.
I don't see where my logic is narrow or faulty when I suggest that first-person shooters are at least compromised on the PlayStation 3 - you'd have a very hard time playing something like ARMA 2 on it, with engagement ranges sometimes exceeding five hundred metres. I also don't see where my logic would be narrow or faulty to suggest that micromanagement of units - which is very important in a game like StarCraft 2 - is decidedly more difficult on the 3DS than it would be on a PC. In both of these cases, while it is possible to play said games on each platform, they suffer too many compromises to be as complete as the parent platform of the FPS and the RTS.
In the case of the iPod Touch, the advantages of the platform seem to be either in genres which I tend to avoid - my "casual/time-wasting" game is NetHack, of all games - or where I'd much rather use a keyboard and mouse or some sort of PC gaming peripheral which has some sort of tactile feedback.
migo said:
but these games seem more like some 14-year-old's Flash game that they're doing for a weekend programming project, and I largely set aside these games a couple of years ago. I see why a bunch of "casual" gamers might want these sorts of simplistic games, but once again, I ask, if it's the applications you're after, why not just buy an iPod Touch? The hardware is essentially the same, except that you're not trying to rely on this device as your phone, so you don't have as many issues with the battery life, and the poor quality of the OS doesn't matter as much because the iPod isn't competing in a market with multitasking OSes with more sophistication and extra in-built features. As for me, I'll stick with my Nintendo DS, with Super Mario 64 DS and Chrono Trigger.
Wow, great job doing a copy and paste for the iPhone when the thread title clearly states iPod touch, and then go and recommend getting the iPod touch instead. /facepalm
The points regarding games are the important parts; the thread that I copy-and-pasted from was my own 8,000-word critique of the iPhone, and as the iPod Touch shares the same general platform as the iPhone, any criticisms regarding games can be transferred over. I wouldn't have an iPod Touch myself, but as a media player and for some limited applications, it isn't terrible. Hardly what I'd call an appropriate gaming device, though.
migo said:
RAKtheUndead said:
...The tilt functionality is highly overrated, and makes it hard to focus on the game itself. It's a gimmick. As for the touchscreen point, that is one of the most pertinent reasons why a device built for gaming requires some dedicated buttons.
It's not a gimmick, it's a far superior method of input for racing games and flight games. You can tell who's using traditional controls in online racing games by how they keep zig zagging around corners since they can't pull off a proper steady turn.
Flight games are meant to be controlled using a joystick - a proper full-sized peripheral joystick. An example would be my own Logitech Extreme 3D Pro [http://www.escapistmagazine.com/forums/read/326.83541-Logitech-Extreme-3D-Pro-Joystick-A-Technological-Review] USB joystick for my PC, which may be entry-level as regards PC joysticks, but gets the job done.
I predominantly play PC racing simulators now as well, ones which I control using a force-feedback steering wheel. Again, my peripheral is entry-level, but has a control schema which blows any tilt functionality out of the water. Neither of these devices is portable, but I'd rather have proper games in these genres, where accurate detail is key, tethered to my desktop than compromised ones on a mobile device. I don't think my lap times are all that compromised in the few console racing sims that I do play by using the D-Pad rather than tilt controls; automotive racing can rely as much on the proper application of the accelerator as it does on the steering when it comes to making turns, and any game that doesn't model that isn't a proper racing sim.
It's funny how you keep on banging on about racing sims to make your point, considering that you're arguing with somebody who has played a fair few of them:
http://www.escapistmagazine.com/forums/read/326.68689-Gran-Turismo-A-Retrospective-Review
http://www.escapistmagazine.com/forums/read/326.196466-Volvo-The-Game-A-Comprehensive-Gaming-Review-by-RAK
http://www.escapistmagazine.com/forums/read/326.73185-Grand-Prix-Legends-A-Retrospective-Review
http://www.escapistmagazine.com/articles/view/editorials/reviews/5588-Review-GTR-Evolution
By the way, I can also use stupid demotivators to make my point as well: