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December 21st, 2012, 14:18
Originally Posted by bjon045 View Post
Rune I am not sure where you are coming from. As someone who is developing a game for both Windows and Android I can take you adds a significant amount of work to make it work properly on both platforms. That is Joxers point (I believe) - by developing for Android with a fixed resource pool the windows development must suffer.
The fact is that both platforms are very different. Android (or iPhone) is suited for less 'involved' games, more for people playing on the go. It's hard to follow a grand story when you play it 15 minutes at a time. It's not really about the technical capabilities of the devices, but more about the type of games that mold better for each device.
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