Why Has No One Made a Great Gaming Phone?
andylim writes "According to Engadget, John Koller, Sony's head of PlayStation marketing, recently said that 'Apple's entrance into the portable gaming space has been a net positive for Sony. When people want a deeper, richer console, they start playing on a PSP.' What's odd though is that everyone knows that the mobile phone gaming market is a huge and yet neither Sony nor Nintendo has made a gaming phone yet. Recombu.com thinks that Nokia could enter the space with PSP-like devices and it has come up with a concept phone called the Ovi Orion, which would bridge the gap between phone and console, 'If the iPhone is Wii, then Ovi Orion would be Xbox and offer Xbox Live style features. A serious gaming phone for serious gamers.'"
Why a one-size-fits-all mentality? Why not use your cell phone for calls and texting, and others can use their "phones" for games, calls, texting, surfing, whatever else they want to do with it.
I know people who basically don't use their home PC anymore. Anything they want to do (email, facebook, casual games, watching videos, streaming music), they can do from their smartphone. Not my style, but good for them. I don't think they should be held back just because I only use my phone for calls and the occasional text message.
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
Specifically, they're designed for different interaction methods. A phone is meant to be used in one hand (zero, for handsfree), and held to the head (or in a pocket for handsfree). A gaming controller is meant to be held in two hands for maximum expressivness. A two-handed interface works best when the hands are relatively fare apart, meaning a set of controls on each end of a "stick" device, implying a horizontal interface. A one-handed device, or any device with a screen in general, is meant to be used vertically, so the screen is as far from the hands as possible, for maximum visibility.
Touch-screen interfaces are sub-optimal two, since you end up obscruring the display by using it.
"You know, Hobbes, some days even my lucky rocketship underpants don't help" -- Calvin
Not really. Phones and game devices use vastly different technology, and even more vastly different infrastructure. Infrastructure is the most complicated part of making phones. Working out networks, contracts, etc. By comparison, the infrastructure for game devices is a walk in the park. When you make a phone, you're somewhat beholden to the phone companies which hold all the cards. Game hardware manufacturers control their own infrastructures, like XBox Live and Playstation ("home" is it called? I don't have a PS3). Also, the interface designs and hardware functionality is quite different. It's not particularly intuitive to combine a phone with a gaming handheld and not lose a bit of one side in the process. You hold them differently, the speakers locations for each are not ideal for each other, handhelds usually sacrifice some portability for ergonomics, phones must maintain an even smaller form factor. The two are really very different devices. The fact that they have screens and are essentially computers is the only major similarities. The control systems that are typically ideal for handhelds don't really make much sense for a phone. So then you either have tacked-on gaming controls which take up more space than your phone functionality needs, or you sacrifice gaming control to make up for the portability that a phone needs.
That's why contextual control devices like the iPhone are probably the MOST ideal. They're deffinitely not perfect, but they do both things relatively well without sacrificing too much. Now its a up to the game manufacturers to create control systems that are ideal to the non-tactile nature of the device. For instance, I've played a few very playable platformers on the iPhone like Soosiz (which uses large virtual left, right and jump buttons), Bounce On (which utilizes the tilt functionality of the iPhone remarkably well, for control). But on the flip side, Sega's port of Sonic the Hedgehog (which simply places a tiny virtual D-Pad) is almost entirely unplayable. This isn't Apple's fault, it's Sony's fault. Bounce On and Soosiz are both very similar to Sonic, and they play extremely well, so it can be done.
Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.