RAKtheUndead said:
A good question would be "where did all of those developers go after the early PPC days?" By the time that Mac OS 9 had come along, the Windows-running x86 PC had taken pretty much all of the market share for personal computer gaming, with these exclusive Mac developers either dying out or moving to other platforms. Bungie is obviously the most prominent of these developers.
They're both still here. Ambrosia has branched out a bit and makes productivity software as well as games. Pangea was one of the earliest iOS game developers, and they still make games for OS X and iOS. You're right that most of the market had died out, but they're still around, they made some of the best games on any platform (and some less good games too) for Mac OS, and one of them transitioned to iOS. It wasn't a big pedigree, but it's a pedigree nonetheless.
Now, I think it's time to finally deal with that great big anomaly that is the Sony PlayStation, because as you correctly point out, Sony only had dealings with Nintendo and hadn't produced any games consoles itself beforehand. However, the PlayStation had a distinct set of technical and commercial advantages that can't quite be replicated by the iPod Touch today;
Not at all, in fact a lot of the things are replicated, just in a different fashion.
it was less expensive than its rivals using CD-ROMs,
This was a benefit for developers primarily, and the investment cost for iOS developers is $100/year, digital distribution means that products can be sold for much cheaper, giving iOS devices a huge advantage over the competition. They also don't have the extra costs associated with submitting each game for ESRB/PEGI/etc ratings, which further keeps game costs down. Less cost for the developer, less cost for the consumer. Digital distribution has even more of an advantage over the traditional store based distribution model than CD-ROM distribution had over cartridge distribution.
had the graphical edge on anything before the Nintendo 64
The iPhone and iPod touch came out of the gate with better graphics capabilities than the PSP and DS, and it's only improved since then. The 3DS will sidestep the issue since it brings in actual 3D, but with yearly refreshes, it'll be hard for Sony to keep up in that department.
and had firmly implanted itself into the market by the time the N64 came along.
iOS is firmly implanted into the market right now too. In fact, it's rather like Microsoft. They had a nice lead with DOS, and firmly cemented themselves with Windows 95. While Nintendo and Sony do a dance between first place with a massive lead to third place that might as well be dead last, Windows stays constant with a much larger install base and never losing their first place lead.
Conversely, the iPod Touch and iPhone may be substantially more powerful than their rivals in the handheld gaming market, but they'll always be held back by the first-generations of each, with their slower 412MHz ARM11 processors - the vast majority of games will be designed to target all of the iOS devices in existence, and take account of those foolish people who were early adopters of an Apple device.
PC Gaming isn't held back by this, games scale with support for multiple versions of Direct X, with a certain minimum, and across different resolutions. Some iOS games are the same across all platforms, while others have different versions with increased graphical features for newer devices, as well as increased resolution for the iPhone 4.
This is what has happened to Symbian and a contributing factor to why Nokia will be phasing it out on its Nseries devices;
No, what happened with Symbian is they threw away a major advantage that S60v1 and S60v2 had - a single form factor with a fixed resolution, and no installation requirements.
With S60v3 they started supporting multiple resolutions, which required multiple versions of software to be released, but Nokia would throw in one resolution, use it for one device, and never use it again. Symbian signed was also a huge problem. On top of Symbian being a difficult platform to develop for, Symbian signed was an expensive and arduous process, devs worked on a lot of proof of concept stuff, but every user was expected to self sign devices, or hack them. They also on an internal level wouldn't use hardware. The N95 came with an accelerometer, but it was never activated with initial firmware, so no software was developed to make use of it, until after the iPhone 3G. The N95 also came with built in GPU, but the N96, N85 and such all did away with it, so rather than S60v3 being held back by older hardware, the newer hardware was regressing in capabilities. S60v3 devices never got FP updates either. If you had 9.0, you were on that forever, and to get an update for a simple feature like having the screen fully turn off rather than just the backlight in order to conserve battery life, you needed to buy new hardware. Even across the same system, like Symbian 9.4 with S60v5, software written for one phone wouldn't work on another one, despite the same OS, revision, series and feature pack.
iOS is very different, older hardware gets new OS updates, at least until it just can't handle it anymore. Now while Apple is being dickish in not including multitasking and custom backgrounds for the iPhone 3G and iPod touch 2G in iOS4, they do otherwise support the major upgrades. That means if you design for iOS 3, it will work on any device, unless you make use of specific OpenGL ES 2.0 features. It avoids the ridiculous degree of fragmentation in Symbian, and in fact has less than Android and Windows Mobile, which can both at least be upgraded with custom ROMs, something that wasn't possible with Symbian until very recently.
With the smartphone market becoming more and more competitive in terms of hardware, there are soon going to be rivals who aren't as held back by their "legacy" devices - even if the iPhone 1G/iPod Touch 1G only date back to 2007.
Most countries have 2 year contracts for upgrade cycles, anyone who got an original iPhone can by now very easily get an iPhone 3GS on a new contract for $50, and most likely already upgraded last year. It's not going to be that much of an issue.
iPod touch would get hit harder as it isn't subsidised, but it's pretty easy to sell it on craigslist for a reasonable price to defray the cost of upgrading, and anyone who buys an older model second hand would be doing so for increased jailbreak capabilities or at least be willing to deal with less access to new software.
Says somebody with admittedly anatomically small hands. My fingers and thumbs aren't particularly slim, and it's difficult without a point of comparison - brought far more easily by buttons, including D-Pads and keyboards - to tell where the centre of my finger is at any time. On something with a 3.5" screen, that can remove a substantial amount of precision because I don't have a piano player's fingers. This is why I have tended to use the tip of my finger for resistive touchscreens, but there obviously isn't enough electrical impulse coming out of there, so I can't use the tip of my finger to control a capacitative touchscreen.
You can use the tip, as long as you cut your fingernails. I do it all the time. It's also not even necessary, if the software is well designed, it doesn't need an exact placement. Flight Control and the like do a very good job of determining what you mean rather than what you did exactly. The well designed games also make good use of reading the change in coordinates rather than the specific coordinates, so you don't need to know exactly where your finger is, you just need to know how much you're moving it.
Not on something like RACE On or Grand Prix Legends. Without driving aids, these games are literally impossible to be good at without analogue acceleration and braking by virtue of the nature of the games. Some of the cars are far too powerful to be driven off the starting line with full throttle, and the brakes will lock up under too much pressure, a particular problem in GPL. All of this points to the suggestion that handheld consoles aren't really appropriate for driving simulators.
Here's the thing though, if you port a game exactly to any device with different controls you'll run into a problem. You can see this quite clearly with SFII on arcade vs SFII on SNES. It doesn't work quite as well. If the game is ported exactly, it might not work as well, but if it's built from the ground up with iOS in mind it will work quite well. Descent is another perfect example of this, it will only ever work with keyboard and/or joystick. Playing it on a control pad just doesn't work, so iOS will also never have Descent in any workable fashion, but once you have a flying game where you can't slide, and only accelerate, and only tilt controls are used (which will be improved with the gyroscope), the game works well. There's a limitation in what you can include in a game, but if you work within that, you get a very good experience. This is always a consideration for handheld consoles as space constraints reduce input options. The NeoGeo Pocket makes great use of having an 8-way digital joystick and 2 buttons, with the games differentiating between long and short presses for different moves, and combining presses with joystick moves to give more variety. Obviously having 6 buttons with an arcade stick is better, but given the constraints, if they rebuild it, with graphics suiting the smaller screen size and controls suiting the avaialble space for input, it works very well.
Well, you have to tell me where all of these people who play games on their iPhones are hiding, because they don't seem to be living in Ireland.
US and Canada most likely. Apple does have a bigger presence over here.
Over here, along with the rest of Europe, Symbian OS continues to be by far the most substantial mobile operating system in terms of units sold.
Yes, I'm aware of that. It's the opposite here. Symbian has a very small presence thanks to Nokia not very often releasing NAM versions. It comes up in the single digit percentage of "Other" in smartphone marketshare breakdown for the US. I see more Symbian devices in Vancouver than you would elsewhere thanks to all the immigrants here. I also have more S60 devices myself than you'd get combined on average from 50 random people you pull off the street.
And if these best-selling games for iOS are casual games - Tap Tap Revenge certainly sounds like one, as does Bejeweled 2 - you've just answered your question: the people who play games on iOS devices care little for the classification of games in general, and don't really care if the iPod Touch or iPhone is classified as a handheld gaming console or not.
These best selling games are games like Assassin's Creed and The Sims 3. Tap Tap Revenge doesn't sell, it's free.
Coincidentally, a lot of us don't routinely play games like Tap Tap Revenge (I rarely play them at all - as I said, my "casual" game is a notoriously difficult and complicated text-based RPG dating back to the 1980s), and wouldn't classify iOS devices as games consoles for having these games. Other phones have had casual games long before the iPhone; Nokia's Snake games come to mind, and the most substantial difference between those games and the ones on iOS devices is that there's a lot more of them.
Depends on who you ask, I know people who only play guitar hero and rock band, and have a PS2 just kicking around for that.
A problem immediately arises when you compare iOS devices and the PSP in terms of games sold. The best-selling game on PSP has sold 3.5 million units, and the total number of games sold is 251.6 million, which suggests either that there's a huge number of download-only games not being taken into consideration, or that there's a massive spread of games which are netting large amounts of sales. On iOS devices, the application market is decidedly top-heavy, with the vast majority of applications barely selling at all. OK, it might cost very little to get your application made and approved on the App Store, but that isn't exactly great consolation to the people who have made hardly any money from it.
That's skewed a bit though, because with the massive size of the iOS library, the "minority" of games that are pulling in money on iOS still vastly outnumber the PSP's total library.
Considering that the PSP has a notoriously low attach rate anyway, perhaps a more suitable comparison would be versus the Nintendo DS, which is really what Apple would be aiming at. Now the iOS games sales figures don't look quite so impressive.
You're moving goalposts. The PSP is considered a handheld games console, and iOS compares very favourably on all counts against it. The DS of course is the clear leader, and the 3DS will make that even more pronounced - I'll certainly be holding out for it rather than getting another iOS device, and I may not ever get another one, depending on how well Microsoft does with XNA4/Silverlight on Windows Phone 7/Zune HD2.
Since I don't seem to have any of the ergonomic problems that you've claimed with the Nintendo DS - and I still use my large-model DS dating back to the launch in 2004 - perhaps that's a good explanation. What is certain, though, is that while the screen may pick up the centre of my thumb or finger, if I can't work out where that centre is, my thumb ends up overlapping things which it shouldn't.
That again comes into poor game design. It's less of an excuse in the case of emulators, but since I've played iOS games where this was a problem (and quickly deleted them) and played other similar games for which it isn't a problem, I'll file it under "not a problem" categorically. There are enough games for iOS that you can reasonably choose to only consider the good ones.
I don't seem to understand where the "you're looking at the screen anyway" argument is coming from either; you don't look down at the gear-lever when you're driving a car, or at the buttons when you're playing a game on a traditional controller. Why would you want to be looking at the on-screen buttons instead of focusing on the action of the game itself?
You're seeing it anyway, unless you have an extreme case of tunnel vision that I'm not aware of....
Except that I could at least play Doom using a D-Pad, and I can't - at least with any efficacy - on a touchpad. Yes, the touchpad allows me to play in three dimensions, but overall, it's going to lead to about the same precision as a dual-analogue layout, and I don't typically use that layout for playing FPS games anyway.
And what would you do for a DS or a PSP? It's not like you have any better option for aiming on either of them. I'm not saying it's even remotely perfect on iOS, but it works better than the competing handheld consoles.
I'm not sure if you recognise the functional differences between the MIPS processor architecture in the PlayStation Portable and the ARM processor architecture found in the Nintendo DS and the iPod Touch,
Not really, no, but it's beside the point. The point is the actual battery life. The DS gets over 9 hours, the iPod touch ~6 hours and the PSP <3 hours. 6 might not be enough for everyone, but it's adequate for a number of people, and certainly beats out 3 on the PSP.
My criticism of the battery life in iOS devices is more targeted towards the iPhone, because you sometimes want a phone to last more than a day before it's tethered to a power socket.
I wouldn't recommend the iPhone for gaming either, I rather like my phones to have battery life for calls, which is why I lean between S40 Nokias or BlackBerries (although the 5230 has impressive battery life thanks to the screen off function. I've had enough hassle playing pinball on my N95 only to have the battery warning indicator come on and forcing me to turn it off to have enough juice left to make outgoing calls if I need to.
However, what constitutes "good enough" for you might not quite make it for me - by comparison to the PSP, the battery life of the iPod Touch is good, but considering that the PSP is underpinned by a substantially more power-hungry architecture, this comes as little surprise. I criticise the PSP as much for their peculiar processor choice as I do the iOS devices for having an ARM processor and still chewing down batteries.
What it comes down to is where you live really. I always found it noteworthy that Nokias that often just didn't have adequate battery life were made by a European company, with very small travel distances, while BlackBerries that had excellent battery life were made by a Canadian company. While living in more sub-urban areas with poor transit and therefore long wait times, I had a need for a full day's battery life. After moving to a downtown core, it's not even a concern for me. People who drive cars would also find it a non issue as they'd likely have a dock with charger in their car.
Certainly for some people only the DS is an option (or even more extreme the GBA SP or NGPC), but for a significant portion, the extra 3-5 hours of the DS doesn't really amount to a significant benefit, so the choice between DS and iPod touch depends on other factors, while only very few people will find the PSP to be enough, and will often resort to getting a weird lump for the 2200mAh battery cover (almost broke down and bought one of those for my N95 8GB too..) and likely find the need to install CFW to take the UMD drive out of the battery drain equation. Even though by and large the PSP is completely inadequate in terms of battery life, people still consider it a handheld console, so you can't say the iPod touch isn't one simply because it's not as good as the DS in that department.