The Value and State of Gaming in Summer of 09 Part 2: Touch Games
Posted on August 13th, 2009 in Video Games | No Comments »
Part 2 continues from my last article, a regurgitation of words about the value of a dollar while I digressed to talk about the nostalgia of adventure games, which was meant as foreplay (or for a better word, prelude) to what I really wanted to talk about, Touch gaming (which didn’t mean to sound erotic, but I didn’t know what else to call it, pocket gaming? iPhone gaming?). But the market of causal gaming has simply changed. My DS and PSP has been collecting dust in the dark corners covered by cobwebs (speaking of spiders), while I constantly have an iPhone device in my hand so I have access to too many games, a gaming device I often utilized while I am waiting in line, driving in traffic (okay I am kidding), and mostly when I am doing my business in my bathroom. To tell you the truth, close to nothing on the iPhone captured my attention for more than 5 minutes and my conclusion was that they shouldn’t, as the perfect gaming session on the iPhone falls somewhere between 3 and 5 minutes — which led me to create my first foray into the market, my math puzzler Summation. To tell you the truth Summation existed because of my Girlfriend’s love of Drop7, and Summation was built upon similar ideas (resulting in a very different game) toward the same demographic, some may think it a better game, some not, depending on preference and your inclination toward arithmetic, but hay I am not here to promote Summation, even though that wouldn’t hurt. I am here to talk about what 99 cents can now buy us, that now we view life and society’s everyday goods by how many iphone apps we can actually buy, that a cup of Starbucks coffee is too expensive, and four games of Street Fighter 4 at the arcade is entirely not worth it.

This is what I meant when I said speaking of Spider. Spider: The Secret of Bryce Manor, wasn’t a game I really want to review, but this is probably the 2nd iPhone game that made me spend more than 5 minutes, this is a very well done game, essentially Castlevania meets Bad Mojo (excpet you are playing a spider not a roach), those knowing me should know that any word that remotely resembles Castlevania is high praise from me. This game isn’t 99 cents but 2.99 to pay for this work of art isn’t expensive. I dont know where we went wrong (probably somewhere along the line of disgruntled developers kept lowering the price of their submission), how did we get to looking at a 99 cent game and thinking that it isn’t worth it while when the App store was still fresh, we (well maybe I should just say I) were gladly paying 10 bucks for entries like Rolando and Enigmo. And yes, I do think High Production game should cost more (Spider could probably have been sold for 20 bucks if it was released the first day the 3G was out), simply because 99 cents is as low as it can get for an indie developer, and an indie developer like me, still got to eat. Unless a developer can make enough sales like developers for Trism and Flight Control, it is almost impossible to live on app development, among the saturated market out there.
There are developers like the dude who developed Dapple (which claims to be a colorblind friendly color puzzle game), which isn’t good at all, which production value could have been slightly better than Summation (yet the gameplay design I question), yet the developer claims to have spent so much money one got to question how much salary he paid himself. He isn’t the Braid developer Jonathan Blow (who actually had an awesome idea), if I paid myself a hundred dollar per hour salary (like how much I would charge as an independent consultant?), on Summation I would have spent close to a million (yes I may be exaggerating). My point is if you aren’t an idiot, you shouldn’t be losing money on your iPhone game development, like a writer could spend 10 years writing a book and if it doesn’t sell, all he loses is part of his life, or maybe paper and ink (nowadays mostly just electricity). You are never supposed to outsource any of your development unless you have already made it big, what you do is you find people who believe in your work and you share your profit (and glory) with them. This isn’t to say I should give out Summation for free, just simply it is worth what you pay for.
Now, on to actual iphone games. Personally I find that all the ports from existing better systems or games that require a long grinding time (like any RPGs), or games that require precision dual control (like Castle of Magic) don’t really work well, games like Idracula or Minigore may look good on paper and maybe even fun for 3 minutes but you already see the whole game in 3 minutes. I find that only these genres work well on the iPhone:
– Puzzle game or simple Tapping games (Bejeweled, Drop 7, Parachute Panic) - simple tapping and short game sessions are perfect for these kinds of games. Para Panic is one of my favorite and it has consumed many of my short 2 min sessions in the bathroom.
– Castle Defense (Stickwars, Knights on Rush) - A newly formed genre which combine tower defense (without the towers) and simple action tapping. Tower Defense you could play on the PC, or PS3, but Castle Defense only work on the iPhone.
– Line Drawing (Flight Control, Harbor Master, DrawRace, iDork) - Drawing a path and guiding various objects toward a goal work well on the iPhone. This could have workd on the DS, but the DS is actually less suited for pointless games than the iPhone. Flight Control took off and generated a plethora of clones, like Warcraft and RTS. But these games, while pointless, are fun for that 3 to 5 min session, and they don’t get old.
– Tilt shooter games or unique puzzlers that combines tilt and tap (iFighter, Rolando, various Pinball rolling games) - iFighter was another game that I spent actually more than 5 min for a session and as a 1943 clone it works perfectly on a tilt control. Rolando is a game that looked good on design and reminded me of a certain PSP game, yet I didn’t quite get to enjoy (despite its award winning status). A game like Katamari would have worked perfectly on the iPhone yet the port just didn’t work well at all.
Of course I don’t mean all apps outside of these genres suck (Spider is a good example), but developers need to work hard to come up with good ideas (this obviously applies to myself as well), to distinguish themselves from the rest of the crap out there. I don’t see iPhone as an replacement for the PSP and DS, it may not even be a contender in many areas (I will still wait for the next Zelda and Castlevania and Patapon on the handhelds). But sometimes when we have just that 5 minuties of free time and no other gaming machines with us, those minutes of joy are what we are paying for when we purchase these quality apps which are cheaper than coffee. Gaming has changed and the casual market is taking us on by storm. But I still want to play my serious games in front of my plasma TV, so I won’t be looking forward to the next Monkey Island and Mass Effect on the iPhone (and is this Wolvenstein RPG thing a joke?), iPhone developers should develop games (casual or not, it should only require 5 min) that would only work if it were on the iPhone., and on no other platform. And that concludes the ranting for the day, onto fighting games next.
