A few more things to improve the iPhone App (Gaming) experience.
Sunday, April 12, 2009
Written by: Jed
With downloads about to hit the billion mark, the Apple App Store has legitimized the iPhone as a platform. Despite all the controversy surrounding their apparently strict application approval process, it hasn’t seemed to have hampered growth. The fact that the iPhone had a significant presence at the recent Game Developers Conference is telling of the strides it has made. It’s then no surprise to discover that the most popular apps are games. All this, while people dispute its relevancy in the console sphere – citing its lack of a real control interface as a major drawback. And for the most part I agree; tilting the screen to play a game, doesn’t lend itself to what I would consider a fun (or even ergonomic) experience, the lack of physical buttons even more. But it’s the little things that bother me. Things that apply universally to the app experience; what seems to be a lack of a standard. Two things in particular: music, and screen orientation.
Let’s start with screen orientation. One of the great features and technology the iPhone introduced, was the accelerometer. It’s amazing how some applications completely ignore it. I’m not saying that each game should play like Super Monkey Ball, I’m arguing that I should be able to play a game of Tiki Towers in any landscape orientation I well please. For some reason the standard (and sometimes only) landscape orientation offered in games, have the home button on the right side. I understand that it follows proper controller convention, but the iPhone isn’t a controller, nor was it really designed for gaming. Holding the device in this orientation blocks not only the headphone port, but the speaker as well. Landscape orientation, with the home button on the left side seems like a more intuitive way to play – it also gives you easy access to the volume controls. Whether you disagree with me or not, it would be nice if all and not just some games offered me the choice.
Secondly, the iPhone is fundamentally an iPod that can make calls (right?). An application shouldn’t disrupt either functionality, even games (unless it’s a game of Tap Tap Revenge). Let’s face it, sound and music design in an iPhone game are usually insignificant to the gameplay experience. Why a fantastic word/puzzle game like Scramble has to hijack my iPod is a mystery to me. Even the XBOX360 gives me the option of substituting in-game music with a personal playlist – there’s no reason why a game on a music player shouldn’t. There are some games that offer me the choice, but this choice should be a standard (at least by now).
Notwithstanding what I’ve just written, I enjoy the iPhone gaming experience. I enjoy it like I did Candystand in high school computer class (until it was blocked). The iPhone provides this same mindless, time-wasting fun on-the-go. It’s just that I would enjoy it more if it had standardized these few more things. I’m starting to wonder what guidelines the stringent app approval process are based on.
Category: Technology




