The Boomerang Theory of iPhone Game Design

The Boomerang Theory of iPhone Game Design

JUST STOP IT

iPhone Game Design

iPhone Game Design

Just something that’s been bothering me more and more lately. If you’ve tried playing a FPS on an iPhone, you probably know what I mean.

In previous posts, I highlighted some App Store games, 25 in all, that I thought were pretty good. Checking them over now, I see only one of them has a virtual thumbstick, with two more featuring virtual d-pads (and in one of those, it is just one of several possible control schemes). In all three cases, this is the weakest part of the game, and I don’t think this is a coincidence at all.

Something to keep in mind, I guess.


Discussion (6)

  1. Bridget says:

    I’ve never had an iPhone so I have no idea what you mean. The diagram confuses me too. For someone w/a psych degree, I’m terrible at reading diagrams.

    • karchesky says:

      It means that good games (on the iPhone) are largely on the “simple interface, no time-sensitive” quadrant, with some good games on the “simple interface, very time-sensitive” quadrant and some good games on the “complex interface, no time-sensitive quadrant”. It implies as well that there are no good games on the “complex interface, very time-sensitive” quadrant, and that all twin virtual thumbstick (TVT) games fall on this latter quadrant (meaning they are no good at all). Theoretically you could have a no time-sensitive TVT game, but I haven’t see one like that yet.

      Yeah… this isn’t very interesting except (perhaps) for a small subset of iPhone owners and developers, but since that’s what I am…

  2. Bridget says:

    BTW, your comment count isn’t working for this entry. Instead of “3 Comments” it just says “Comment”. Minor detail, just thought I’d let you know.

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