iPhone gaming is iBroken

Rm_headshot
Tuesday, September 20, 2011

It seems a few people are excited about the impending announcement -- and, I suppose, also the release -- of the iPhone 5. We're at the point where a new "leak" hits every day, some more credible than others. But when iPhone darlings Case-Mate accidently pushed an iPhone 5 accessory page live with renders, I paid attention. Particularly when I noticed something on the side that looked like a shoulder button.

Case-Mate iPhone 5
Do you see it? There! Right there, right where I'm pointing! There!

Sure, that could just be the new sim-card slot, but with a (supposed) 6.2mm thickness, I have to wonder if there's enough room. Or any real need. We're talking about a device that can (probably) stream anything from the cloud or download it wirelessly, so why not spend that limited real estate on a control you'll actually use?

Either way, it's a tantalizing idea. A shoulder button would do something the tens of thousands of games in the App Store never did: turn the iPhone into a full-fledged gaming device.

 

Don't get me wrong, I've got plenty of games on my iPhone, and I enjoy playing them. But it takes a very specific kind of game to work on an iPhone (or, by extension, an iPad), and a lot of developers simply don't get that.

I'll give you an easy example: Grand Theft Auto: Chinatown Wars from Rockstar Games, past masters at shrinking a full GTA game down to a handheld platform. It even had the added benefit of porting over from the Nintendo DS, another touch screen-savvy platform. And it handles far worse than any other GTA game on every other platform, ever. Virtual controls with zero physical feedback turn basic driving into a constant battle of insane over-correction. Need for Speed Shift solved this with tilt-based steering, but then completely automated the acceleration. Really? A game with "speed" right in the title, and I don't get to hit the gas?

Both those games suffer from the same problem. Their developers tried to crowbar a video game with video-game controls onto a platform that doesn't support either.


Die, AT&T Store!

Rockstar had to completely redesign the controls for GTA: Chinatown Wars to work without a physical control pad or a plastic stylus (which wouldn't work on the iPhone's capacitive screen). Instead, your big, fat fingers cover up a portion of the screen, flailing for controls that aren't actually there. Forget finding a button you can't see or feel in the heat of action. That effectively subtracts any hope of precision from the gameplay.

Lest you think I'm just picking on RockStar and Electronic Arts, I've played an independently made, first-person shooter's multiplayer matches on an iPhone. Horrible stuff. Imagine tapping the screen to shoot and screwing around with phantom controls while your shooting hand obscures the entire picture. Fun, eh?

The smarter games don't try to make the iPhone into something it isn't. To date, it's not a dedicated gaming device. That's an incidental market Apple stumbled into like a drunk wandering into a distillery during a company holiday. To be sure, very clever people worked within the iPhone's limits, and exceedingly clever people exploited them. Angry Birds? That's a click-and-drag game, pure and simple. Peggle? Think of it as aggro-pachinko, with slowly planned and executed turns. Tilt to Live? Fast and frenetic, but not exactly a twitch-based shooter.

Those are great titles executed well, all belonging to the very slender niche of smartly designed iPhone games. The problem is a platform should enable a developer to make game-serving choices at will, and the iPhone does the exact opposite. People find workarounds where they can. They adapt turn-based JRPGs that don't require reflexes or timing, and that's fine. But try to find an App Store port of Pac-Man that isn't a thoroughly miserable experience. The iPhone's complete inflexibility narrows the possibilities to a suffocating degree.

Tilt to Live
When you're surrounded, you can't miss.

How would a shoulder button change that? Well, for starters, it's tactile, easy to instinctively find and use. For another, it's a concession to the entire notion of gaming on the iPhone; a dedicated control with a specific purpose. If frees up the viewable area on the game screen and lets a developer concentrate on solving movement control issues.

And for those clever, inspired iPhone developers, it opens up new avenues to build around.

We'll probably find out in about two weeks that -- nope! -- that's actually the sim-card slot and all this speculation failed to even occur to the big brains in Cupertino. But if nobody minds terribly, I'm going to spend those two weeks living in fantasy land because I know a dedicated gaming iPhone could bury the Nintendo DS, destroy the Vita, and build an amazing network of cloud-based mobile gamers, all playing with and against each other.

That might've been an interesting place to live. Ah well.
 

 
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RUS MCLAUGHLIN'S SPONSOR
Comments (7)
Twitpic
September 20, 2011

Perhaps I'm looking at the wrong button, but my gut reaction was "dedicated camera control." 

Default_picture
September 20, 2011

When iOS developers try to implement on-screen controls into a game it clearly wasn't intended for or pigeonhole titles onto the iPhone that clearly don't belong, the result is...Pac-Man, Mortal Kombat, or GTA: Chinatown Wars. When the iOS platform's strengths are exploited, we get gems like Fruit Ninja and Battle Bears. It's about how developers utilize the system. I wouldn't say iPhone gaming is broken. But some knuckleheads believe every franchise should be an iPhone game.

100media_imag0065
September 20, 2011

I don't agree. I never have any problems controlling games like Chinatown Wars or FPS's like NOVA 2 or Modern Combat 2. I have huge hands...Huge. Monsterous even. I was able to palm a basketball at the age of 11. And I never, ever have any problems with my hands covering the screen while playing these games. Honestly, I never understood this complaint. If a person like me, one with huge hands that could strangle a Lion, can play these games perfectly fine without my hands getting in the way, why can't others?

I think sometimes people just don't even try to play the games correctly. They don't even attempt to try and play the game without covering the screen with their hands. In NOVA 2 for example, I am so accurate that I get headshot after headshot with auto aim turned off. The accuracy with the touch screen is so great that the loss of physical buttons isn't really a problem for me. I welcome console like experiences on my iPhone. I want more of them.

Angry Birds is great and all, but I want FPS's, Western RPG'S, RTS's, Action and Adventure games. I want everything I can get on a console on my iPhone. And, when the right developer handles the job, it can be just as accurate and as fun as playing on a console or PC. RTS's usually handle like crap on a console, but all the ones I have played on my iPhone control wonderfully.

It has very little to do with developers trying to make games on the iphone like FPS's that shouldn't be there. It is not about them trying to squeeze genres that don't play well with touch controls. It is about the right developer making the game around touch controls. This is why so many RTS's have failed on consoles where Halo Wars succeeded. The figured out how to port complicated RTS controls over to consoles. They did not try and squeeze a PC game onto the Xbox 360.

And this is where iPhone gaming succeeds. If they are designing the game around the iPhones strenghts and limitations, it will succeed. For Example, NOVA 2. I get more accuracy with that FPS then I do with ANY console FPS, with auto aim turned off.

Profile
September 20, 2011
I'm sorry. But this has to be one of the most narrow-minded articles I've ever seen featured on Bitmob. This guy obviously has no experience with iPhone gaming.
Chas_profile
September 21, 2011

What iPhone game with traditional gameplay has decent controls? If it's possible to offer adequate control on a smart phone's touch screen alone, I've never played such a game.

Default_picture
September 21, 2011
This applies to anything. It just takes the right developer to make a game that fits. The Wii sucks with third party support, because developers would much rather port over a shittier version of an HD game and tack on some motion controls. I would think there were more creative people out there making video games, but I'm disappointingly wrong.
Img950653
September 24, 2011

Sorry Rus, I have to dissent as well. Saying that iPhone gaming is "broken" puts the blame on the system, but your article is about developers who get it wrong. Isn't that doing a disservice to all the great developers (2D Boy, Gaijin, Capybara, Chair) who've gotten iPhone gaming oh-so right?

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