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Aderoche said:
How on earth will a "fractured motion controler landscape" inhibit a "strong porting environment" when user input makes up such a tiny part of a games develpment costs?

The problem with this type of argument is that the way you interact with the game is the base for what type of game you can make. Any game that is based on buttons is easy to port to any other controller based on buttons. A game based on moving your body is easy to port to another control system that uses your body. But moving from body to buttons... not that easy. Take a look at NDS and iPhone. iPhone especially, has no buttons. This makes tons of types of games really, really awkward on iPhone.



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