Posts from: Gaming

Full category list for displayed posts: Apple, Gaming, News, Opinions, Technology

Nintendo shuns Apple, retains sanity

Kotaku’s mini-article Will Nintendo Release Its Games On, Say, Apple Hardware has some brief content from the Japanese giant that’s raised the hackles of gamers. On the prospect of Nintendo IP on iOS, Nintendo’s president Satoru Iwata reportedly said: “Nintendo’s software and hardware are the same thing. Other companies don’t share Nintendo’s values or traditions when it comes to creating devices. We are absolutely not thinking of doing that.”

With every gamer wanting every game everywhere, Iwata’s statement has gone down like a sack of shit, but the reality is that Nintendo has, for many years, been the closest thing to Apple in the gaming space. It operates a largely closed model, and it’s therefore able to innovate—something it does far more often than its rivals, and often regarding UI/UX rather than by churning out Yet Another Console That Can Shift More Polygons. Because of this, Nintendo’s totally right to continue its ‘lock in’ way of thinking. It can do what it wants with its IP and not worry about anyone else.

However, the problem of being the Apple of the gaming space is when Apple itself arrives to spoil the party. On the desktop, Apple gaming has always been a joke, but in the mobile space, Apple is gaining serious ground. Time will tell whether Nintendo acts accordingly to the threat of Apple’s underlying ecosystem (if it doesn’t, it’ll potentially be playing the same game as Sega in a few years), but in retaining a general closed approach, the House of Mario is on the right path.

Share this article:
  • Technorati
  • Reddit
  • Slashdot
  • Google Bookmarks
  • del.icio.us
  • Tumblr
  • LinkedIn
  • Digg
  • Facebook
  • Twitter

4 Comments

Posted: July 7, 2010

By Craig Grannell in Apple, Gaming, News, Opinions, Technology

Why Apple should provide per-game progress saves for iPhone and iPad

Perhaps the most frustrating thing about gaming on the iPhone and iPod touch is how close it is to perfection. Apple’s ecosystem is excellent, providing a low barrier to entry for developers, which encourages crazy, innovative ideas full of fun and novelty. For the consumer, dozens of great games arrive on the App Store every day, and are often priced at a third of 8-bit budget titles for the ZX Spectrum and Commodore 64—from 1985.

However, there’s a fly in the ointment that continues to defecate everywhere—Apple’s lack of providing any means of backing up game save/progress data. In Apple’s world, deleting an app means pretending you’ve never used it. Spent ten hours battling through Peggle or GTA? Accidentally deleted a game, or removed a huge app on purpose, to get something else on your device? Too bad: next time you boot the game, it’ll start from scratch.

In the modern era, this simply isn’t acceptable at the best of times. For Apple, it’s an embarrassment, since it aligns this aspect of its gaming alongside the cheapest and nastiest Nintendo DS carts, which don’t offer any kind of battery back-up. With news that iPhone OS 4 would scrap the equally dreadful ‘rate on delete’ dialog box, I was hoping it would be replaced with a dialog that would enable you to save your progress for the app being removed. iTunes would then offer to restore your app’s data the next time you installed it.

With iPad gaming, this issue’s only going to get worse. Looking at the App Store, it’s clear apps in general are going to hugely increase in size—interactive book The Elements: A Visual Exploration clocks in at a whopping 1.74GB (US iTunes Store link). With the iPad screen being much larger than the iPhone’s, games will of course follow suit, due to the huge increase in asset size.

In the long run, iPad users will be faced with a stark choice: delete a game and all the progress they’ve made, in order to buy something new, or just avoid buying anything further. Already I hear from people with iPhones doing the latter, and that will eventually impact on Apple’s sales—unless it has the common sense to provide some way of saving progress for later restoration. Perhaps Game Center, Apple’s gaming social network in iPhone OS 4, will include such functionality. If not, it’ll remain clear that while Apple’s continuing to aggressively target gamers, it certainly doesn’t understand them.

Share this article:
  • Technorati
  • Reddit
  • Slashdot
  • Google Bookmarks
  • del.icio.us
  • Tumblr
  • LinkedIn
  • Digg
  • Facebook
  • Twitter

How to break a game, PopCap-style. Or: Why Bejeweled Blitz is now rubbish

Once upon a time, there was a game called Diamond Mine. It had you swap jewels in a grid and create chain reactions for big scores. It was much fun and so Microsoft hosted it on Microsoft Zone and the game was renamed Bejeweled.

The game became insanely popular—the web’s Tetris—and spawned sequels and versions for many platforms. Clones appeared, including the excellent Zoo Keeper for Nintendo DS, which hugely ramped up the concept’s speed and excitement levels.

Eventually, PopCap retaliated with the stunning Bejeweled Blitz, a Facebook app that was also welded to the iPhone version of Bejeweled 2. The hook: one minute and no waiting for the grid to settle before swapping more jewels. It took the polish and addictive qualities of Bejeweled and smashed them into the exciting speed of Zoo Keeper. Power-ups created frantic, thrilling games, and online scoreboards enabled you to battle friends.

All was good in the land, and they all lived happily ever after… Except they didn’t, because PopCap then ruined its game. If there’s one thing the company should have learned from Tetris, it’s that adding complexity to a simple game screws with the format. And if there’s something PopCap should have learned from online gaming, it’s that level playing fields are important, unless you want to turn your creation into forced grinding depression, MMO-style.

Bejeweled Blitz now has ‘coins’. These enable you to buy ‘boosts’, to attain higher scores. PopCap presumably argues that this rewards long-time players. I’d argue that long-time play is rewarded by added skill and higher scores. All the revision does is provide people who play the game enough to cherry pick cheats to leapfrog others on the high-score table. So rather than being Tetris, Bejeweled Blitz is now Bejeweled MMO, just about the biggest, saddest drop it could have suffered.

Share this article:
  • Technorati
  • Reddit
  • Slashdot
  • Google Bookmarks
  • del.icio.us
  • Tumblr
  • LinkedIn
  • Digg
  • Facebook
  • Twitter

2 Comments

Posted: January 28, 2010

By Craig Grannell in Gaming, Opinions

About Revert to Saved

Revert to Saved is a blog written by me, Craig Grannell, a writer, designer and sometimes musician. You can often find my work in Retro Gamer, MacFormat, Computer Arts and .net

Follow me on Twitter via @CraigGrannell, @reverttosaved (RTS updates), and @iphonetiny (iPhone app reviews).

Work with me

If you’d like me to work with you on writing or design projects, contact me via the Snub Communications contact form, or email me directly at .

iPhoneTiny.com
The Essential Guide to CSS and HTML Web Design

Donate

If you like what you’ve read and fancy buying me virtual beer, click donate badge. For really generous types, there’s my Amazon wish-list.

Recent tweets

Follow me on Twitter @CraigGrannell

Recently on Revert to Saved

Recent comments