RAKtheUndead said:
Incorrect. Sony were working in conjunction with Nintendo before the release of the PlayStation, and certain game developers would have known about this and looked towards the technically superior CD player in the PlayStation to enhance their games. Squaresoft were among them.
Mac OS in the 68k and PPC days had exclusive Mac game developers, and some very good games, particularly Bungie, Pangea and Ambrosia. It's not, but that amounts to the same as what Sony had with the PS. You were talking about prior gaming pedigree, not involvement with other gaming manufacturers.
Point-and-click adventure games are among those few games that do work well on touch screens, and yet, I'd still rather play them on a PC.
If you can put your PC in your pocket, sure. The iPod touch has a very slim profile, it's very light. I can leave it in my pocket and not notice, that's something that no PC can bring to the table, and even the DS and PSP don't deliver on that. Pocketability is a standard for comparing handheld consoles, and since PCs don't meet that requirement they're not a valid point of comparison.
One of the substantial problems with the iPhone/iPod Touch's capacitative screen is that it blocks out quite a bit of the screen when you jam the pad of your thumb or finger on it, killing off precision, even if it's more accurate than resistive touch screens and slightly more intuitive than a mouse.
No, it's not a substantial problem,
at all. Again you're showing that you have no experience whatsoever and are just making this up.
Considering that some point-and-click games - I'm thinking specifically here of Beneath A Steel Sky - have you pixel-hunting for certain in-game objects, I quite like having precise controls.
Pixel bitching is retarded anyway. Any game that still requires that isn't worth playing, and all the good remakes of point and click adventures do away with it.
Sounds like that would be a rather digital option to choose; considering how important analogue accelerator and brake controls can be to my driving style, it seems like quite a big compromise to take. This could be why I typically stick to platformers and RPGs on my Nintendo DS, rather than trying to find racing games with compromises.
I'll pick steering over analog acceleration and braking. It's nice to have both, but steering is the most important.
This could be a consequence of your driving style as much as the controls. Considering that the cars in the PlayStation Gran Turismos were tail-happy anyway, the licence tests weren't absurdly hard for me, once I figured out that the corners needed smooth lines to counteract that tendency. Indeed, playing Gran Turismo 4, my biggest problems tend to involve understeer because of the high traction control and stability management on all of the cars, which I intuitively turn off on my PC racing simulators.
Or the simulation nature of it. Once I set the tires up properly I had no oversteer problems whatsoever. I don't drive in real life, so I had to rely on advice of a friend of mine who drives but doesn't play racing games, and the tire advice he gave me solved the issue perfectly. That tells me the simulation is highly accurate.
It was raved about in the early days, which I found rather peculiar, because Doom's been ported to loads of different platforms, including mobile devices running PalmOS, Windows Mobile and other pre-iOS mobile operating systems. I guess that the game landscape has changed somewhat, and yet, I've seen few people who own iPhones or iPod Touches that would go outside the realms of casual games, if they even played games at all.
The game software for iOS has changed massively since 2007 and 2008.
For a lot of people, an iPhone is a boutique device, not purchased because they're going to use any of the features but instead because it looks flashy and potentially impressive.
This was true in 2007. Not at all true in 2010.
These aren't the people who are going to play NOVA or GT Racing or the games you've been talking about, and in fact, because the iPhone proves to be a poor phone and more of a minature tablet computer, they'd be better off without it altogether. 50 million iOS devices doesn't mean 50 million people that are going to play games on their devices.
The best selling games for iOS outsell the best selling games for the PSP. In fact, iOS games sell more than PSP games with actual purchases and pirated downloads combined, to say nothing of all the pirated iOS games as well. Despite not every iOS device being purchased for gaming, iOS devices have a far higher gaming attach rate.
Tactile feedback has always been of critical importance to me, not just tactile differentiation. Capacitative touchscreens always remind me of membrane keyboards, in that they offer about the same amount of tactile feedback, except the touchscreens have become more popular. Considering that your thumbs are obscuring a large portion of the screen, diminishing the amount of available screen space for actually viewing things, there lies another disadvantage of the layout which is only corrected by the iPad, which has its own problems for gaming, like being too bulky and heavy.
Maybe your thumbs are just really big, but my thumbs obscure only a very small portion of the screen, and I've found it only a problem in a small portion of games that have been poorly designed.
I've used touchpads on laptops for gaming. They suck - they're imprecise, awkward and lack smooth control of the pointer - and are a contributing factor to why I now use a portable wireless mouse with my laptop, even though it isn't a strong gaming machine. The same problems lie with capacitative touchscreens, and I believe they have the same technology underpinning them.
It still beats out using a D-Pad.
Here's where your laptop experiment gives a new perspective; the laptop controls were actually loathsome. I think the same of capacitative touchscreens for controlling anything fast-paced, like first-person shooters or real-time strategy games (as opposed to turn-based strategies, which work more smoothly but with no additional functionality with a touchscreen over a D-Pad).
RTS games heavily rely on the keyboard anyway, so while they would work poorly on iOS, it's not like they'd fare any better on the DS or PSP. FPS games work better than they do on the DS or PSP. Now it may be inadequate for you, but that means the DS and PSP are also inadequate, and FPS performance again doesn't disqualify the iPod touch from being considered a gaming device.
We're back to the changing perspective problem again. Depending on the sensitivity of the tilt controls, you either have problems with the shift in perspective, or you end up with problems with fine motor control of the flying machine. I like having a steady perspective on screen, with the changes coming as a result of what I did in game rather than what I physically did to the device.
No, you can have your cake and eat it too. Parcel panic handles it perfectly, it's not a big name game, but it shows how it's done. In flight games, the perspective is supposed to change with you.
It also locks out the device to people with muscular tremors, as an aside.
That's a a really, really, really, weak argument.