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Ostro said:
I guess I dislike the small devices and that's something you can't change as a software guy.
Buttons (if they exist) are too small and weird (flat surface like the screen, clicky, unresponsive), screens are filled with stuff so the game is reduced to 50% screen, sometimes even more controls are scattered on the screen. Fast paced stuff is almost impossible because on-screen inputs make you move your fingers across the screen which always hides parts of it.
You basically only have a NES controller with bad buttons to work with because mobile devices lack input options.
You'd have to come up with a new control scheme (using what's available on every mobile device; and I wouldn't say that sensors for acceleration, gravitation, etc. are good control inputs) to get a "hardcore" game running that can be played well. But then you face millions of people who only own those devices because they are insanely easy to use, there's no way they'd be interested in a complex game so you are left with a small group of interested people who'd have to pay more to make your game a financial success which won't happen because "hardcore" gamers love small prices because they buy pretty much anything.
Off topic but I thought I'd save you days/weeks of thoughts on this. You can get around pretty much anything (no micro transactions, a well designed UI to make complex stuff easy to understand but still challenging instead of a visual novel, ...) but there's no way you can get around the lack of good input options and the screen size (not resolution) on all those devices.

I guess you don't like handheld consoles as well then? But I agree that "digital" buttons sucks ass!



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Furthermore, I think VGChartz should add a "Like"-button.