Ok it was perhaps clear it was a mobile game when you read the minuscule characters hidden at third page, or the 136th posts of the kickstarter. The problem is the front page of the kickstarter and worse the front page for the "post kickstarter" ie unofficial kickstarter phase through a site and paypal was pinpointing a pure computer game.
And for "idiots", no "traitors" constantly buzzing my "ears" about gameplay depth and blah blah and "secretly" fans of mobiles streamlined and kiddish games.
The debate about interface and young kids and touch and keyboard and mouse and gamepad is interesting. It's not the right place but I'll chain.
I doubt that during first year of first ipad I haven't already seen all possible controls a touch tablet can offer. Ok for the gyroscope gps based controls I have a weak knowledge. Well a 90° turn is already a problem so a 180° is ridiculous and if the mixed mode was really working I bet I would have read something on that.
Yep kids, but those kids will have to learn use as well a keyboard and a mouse and if everybody is trying to solve the quadrature of the circle to combine pads and touch, it's an obvious contradictory attempt. If Touch is quickly learned by kids it's a much less efficient tool than mouse. There's nothing a mouse can't do better than Touch which is a control scheme hiding the screen, much less precise, and without mouse hover.
I think a rising revolution in interface design for many genre of games on computers, from RPG to Strategy and Adventure is because the overpowered computers now allows it in a very efficient way, it's the mouse hover and detailed tooltips as game panels information (typical example is Endless Space). The touch has three curse when compared to the mouse, hide the screen, no mouse hover, a much lower precision (both have a crap point ie the drag). The only plus would be the two hands touch but the evolution is to gaveup this because the tablet is aimed to be handled in one hand (or two for pale mimic of consoles). The multi touch could be another plus but in practice isn't and never really worked in games because it increases the screen hiding and is weak because of the imprecision. And the stylus approach is just a crap.
The touch tablet isn't the mobile because of its size and the mobile and kids pocket requirement involve huge constraints in game design. I don't see the Android market dragging the games to deeper design and for the ios it's already dead. It works only as SRR, ie as vampire games of consoles or computer games budgets. And there's no clue of any change.
Only when mental writing will be functional then there will be a revolution, until then it can't happen because the keyboard is the only efficient computer interface for the language. So until then computers are the only option and tablets unlike mobiles will be a pointless toy.
EDIT: No speaking to your device isn't a solution, it's a ridiculous idea that will never work because of speed and lack of discretion.
And for "idiots", no "traitors" constantly buzzing my "ears" about gameplay depth and blah blah and "secretly" fans of mobiles streamlined and kiddish games.
The debate about interface and young kids and touch and keyboard and mouse and gamepad is interesting. It's not the right place but I'll chain.
I doubt that during first year of first ipad I haven't already seen all possible controls a touch tablet can offer. Ok for the gyroscope gps based controls I have a weak knowledge. Well a 90° turn is already a problem so a 180° is ridiculous and if the mixed mode was really working I bet I would have read something on that.
Yep kids, but those kids will have to learn use as well a keyboard and a mouse and if everybody is trying to solve the quadrature of the circle to combine pads and touch, it's an obvious contradictory attempt. If Touch is quickly learned by kids it's a much less efficient tool than mouse. There's nothing a mouse can't do better than Touch which is a control scheme hiding the screen, much less precise, and without mouse hover.
I think a rising revolution in interface design for many genre of games on computers, from RPG to Strategy and Adventure is because the overpowered computers now allows it in a very efficient way, it's the mouse hover and detailed tooltips as game panels information (typical example is Endless Space). The touch has three curse when compared to the mouse, hide the screen, no mouse hover, a much lower precision (both have a crap point ie the drag). The only plus would be the two hands touch but the evolution is to gaveup this because the tablet is aimed to be handled in one hand (or two for pale mimic of consoles). The multi touch could be another plus but in practice isn't and never really worked in games because it increases the screen hiding and is weak because of the imprecision. And the stylus approach is just a crap.
The touch tablet isn't the mobile because of its size and the mobile and kids pocket requirement involve huge constraints in game design. I don't see the Android market dragging the games to deeper design and for the ios it's already dead. It works only as SRR, ie as vampire games of consoles or computer games budgets. And there's no clue of any change.
Only when mental writing will be functional then there will be a revolution, until then it can't happen because the keyboard is the only efficient computer interface for the language. So until then computers are the only option and tablets unlike mobiles will be a pointless toy.
EDIT: No speaking to your device isn't a solution, it's a ridiculous idea that will never work because of speed and lack of discretion.
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