EDN Senior Technical Editor Brian Dipert exposes, analyzes and
opines on diverse topics in technology.
Sep 30 2008 10:00PM | Permalink | Email this | Comments (1) |
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Back in early June, I discussed at length the potential for the Apple iPhone to fulfill the longstanding industry aspiration to supplement cellphones.with gaming functions. And yesterday, I pointed you towards my just-published teardown of Apple's 2nd-generation iPod touch. The two hardware platforms share a common OS X software foundation and, since the iPod touch can (simplistically) be viewed as an iPhone without a cellular voice-and-data transceiver, camera or (in the second iPhone generation) GPS receiver, it's no surprise that most of the programs currently available for download on the App Store support both product lines.
As such, I thought I'd share my hands-on impressions of some of the games and other utilities I've had a chance to test over the last week-plus on my 16 GByte iPod touch. While this unit doesn't have a traditional set of input controls such as those found in Nintendo's DS and Sony's PlayStation Portable (PSP), it does have a combination of two things that those other portable gaming powerhouses lack; a touchscreen-augmented LCD (which the DS includes, but not the PSP) and a STMicroelectronics-supplied accelerometer (which is inside neither the DS nor the PSP).
It's probably not a surprise, therefore, to learn that those two subsystem form the implementation nexus of the applications (most of them freeware...limited-function trials in some cases—I'm admittedly a tightwad—-but they still get across the point) I highlight in the following alphabetically-ordered list. Note that the links will only work if you have iTunes installed on your system:
Check out this Lightsaber Unleashed live action video courtesy of the Cult of Mac crew:
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Other non-factory-installed apps I've so far put on my iPod touch, by the way, include:
While the above applications use the touchscreen as an input mechanism (and while many of them are quite compelling in their own right), their exploitation of the iPod touch's potential isn't IMHO as revolutionary as with the programs in the first list.
The iPod touch's built-in Wi-Fi creates some interesting interactive possibilities, which few applications have unfortunately so far harnessed. Keep in mind that many applications (chess and other board games, cards, etc) don't require low-latency communications between multiple clients, and even in situations where it's necessary, the Nintendo DS 'Mario Kart' case study suggests that it's certainly feasible. The iPhone's cellular support provides a wireless WAN data connectivity alternative, and its GPS support enables intriguing geo-location functions.
So, with all due respect to the fine folks at the Cult Of Mac blog, I disagree. I think the iPod touch and iPhone make fine portable gaming platforms. Maybe not for 'serious' gaming...whatever that means. But as the success of Microsoft's Xbox LIVE Arcade program or, for that matter, Nintendo's entire hardware and content product line suggests, a much more sizeable 'casual' gamer market exists. Certainly, porting existing titles from other platforms to Apple's gear will be difficult if not impossible, due to the user interface discrepancies. But those discrepancies are, in my opinion, often a net sum gain. Even gaming 'god' John Carmack's impressed with the platform's graphics and other potential, accelerometer precision aside. And as for the oft-cited concerns about in-progress game conflicts with incoming iPhone calls...haven't these folks heard about auto-suspend-on-ring or, worst case, a pop-up pause button?
p.s...I agree with Erica; as is the case with Atom-based netbooks, iPhone and iPod touch apps are in a rapid 'race to the bottom'. Plenty of advertising-supported (dynamically updateable advertising, to boot, courtesy of the hardware's pervasive Internet connectivity options) free programs already exist on the App Store, and I expect them to dominate in fairly short order.