When I was a kid, there were lots of gaming platforms, but several failed due to existing IP. A prime example is the Commodore 128. Commodore touted the computer’s C64 compatibility as a major plus, but it meant no-one created C128 games, because loads of C64 ones already existed. The same, to some extent, went for the Amstrad CPC, which got loads of duff ports from the ZX Spectrum, due to some shared architecture. I wonder how iPad will fare. Apple’s device not only resembles a giant iPod touch—it also runs almost all existing App Store content. You get apps sitting centrally in the screen or ‘pixel doubled’.
With nearly 30 million iPhones and millions of iPod touches in the wild, and many thousands of games available, I wonder how many devs will target iPad, and how many will just continue developing for Apple’s already popular handhelds. If the former happens—and developers take a punt, hoping Apple’s new device will become as successful as iPhone and iPod touch—you end up with another top-quality gaming platform from out of nowhere. If not—which could so easily be the case—iPad will be a pretty device playing games that look OK, but were ultimately designed for another system. Here’s hoping the former’s the case.


Nathan Pitman said,
in January 27th, 2010 at 8:08 pm
I’m kinda surprised at the whole pixel doubling thing, it’s almost like Apple aren’t quite confident enough in the platform to let it stand on it’s own feet, because lets face it, running a non native app on the iPad is going to be like buying a Blu-ray player to watch your DVDs.
And as you point out, because there’s also a huge range of apps that you can use on your iPad without modification will devs not bother scaling them up for the new platform…