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iPhone Gaming Continues To Grow

1Up reports that the popularity of gaming on smartphones is growing, particularly on the iPhone. In fact, gaming on portable devices is growing even at home, where users presumably have access to more powerful platforms. CNN points out that the developer for Trism, one of the first popular games, has raked in over $250,000 in profits through the App Store. Apple exec Bob Borchers and various game developers recently discussed the future of games on the iPhone. "Patrick Gunn, director of marketing for EA Mobile, showcased Need for Speed Undercover, which will be available next month. Gunn says that EA has 'taken full advantage of all of the unique elements ... like touch, flick, accelerometer, and motion sensitivity' — and graphically, the game appears to be roughly on par with a PSP title."

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  1. It's more convenient by rubypossum · · Score: 1, Informative

    I don't have an iPhone (I've got an N95) but I have noticed that I play more games on my mobile then on my XBox or PC. Mainly because it's always available and it's easier to get addicted to a game. Also, the mobile graphics have gotten good enough (at least on a small screen) that there's not really any reason to bother. With 8Gb of storage you can have some fairly immersive games.

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    I have a theory that the truth is never told during the nine-to-five hours. - Hunter S. Thompson
  2. Re:CNN's article reads like Apple propaganda by jcnnghm · · Score: 2, Informative

    So 0 times 1 is $0.01, times 500 is $5, ergo there is a 500x markup. You really are a moron. It's not about the cost to duplicate, it's about the cost to produce.

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    You don't make the poor richer by making the rich poorer. - Winston Churchill
  3. Re:I'm not suprised its "growing" faster by Graff · · Score: 2, Informative

    The iPhone comes out, and suddenly everyone forgets that touch-screen devices of the exact same form factor have been around for over a decade. All of this has been hashed and rehashed. I ported Wolfenstein 3D, Quake 1 & 2, and a Gameboy emulator to Pocket PC, as well as doing extensive game development on new projects. For analog input, touchscreens are okay. However for binary input, aka fire / jump buttons, d-pad, etc, it sucks tremendously. I think you're confusing "tactile feedback" for "knowing where the virtual button is". It's not just about knowing where to hold your thumbs, but knowing that you've pressed the button hard enough to trigger it.

    First of all, the iPhone uses a capacitive touchscreen. This means that next to no pressure is needed to press a virtual button so there is very little need for feedback when you press a virtual button. The iPhone's screen is also multi-touch and has a high touch resolution and it can accurately measure the size and shape of the areas pressed.

    Secondly, the algorithms that the iPhone uses to measure where you pressed are very advanced. The iPhone puts all this additional data to good use and it can accurately predict where you pressed and even how hard based on the size of the pressed area (your finger spreads out more if you press harder).

    All of this means that the iPhone is a ton more responsive and forgiving with input via touchscreen when compared to past touchscreen input devices. Give it a try, games on the iPhone work very well without needing much tactile feedback.

  4. Re:CNN's article reads like Apple propaganda by randyest · · Score: 2, Informative

    You're misinformed. The SDK is free to download and use. It's only $100 to publish a game on the app store.

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    everything in moderation