MAGAZINE

Touch and Go

Edge Staff's picture

By Edge Staff

December 5, 2008

See also:

Related Articles:

"Apple has provided a platform, but it’s yet to convincingly take control of it, and seems happy to let it define itself."

'Intangible’ is a word that comes up a lot when the first crop of iPhone and iPod Touch games are being discussed, and it’s hard to see that as a good sign.

Despite Apple’s extended hot streak in the digital marketplace, despite the David and Goliath goodwill, despite the instantaneous success of the App Store as a money-making machine, there’s something indistinct and gently underwhelming about a lot of iTunes’ more playful output to date.

IPhone games aren’t bad, many of them just aren’t terribly memorable: you may touch them, shaking, prodding, jabbing and tilting your way through marble runs, trivia quizzes and side-scrolling shooters, but they often fail to have any lasting impact in return.

Ironically, the underlying problem is something it’s hard to put your finger on precisely. That’s not to say iPhone games aren’t selling: conservative estimates suggest App Store revenues run at a million dollars per day. As a single example, Super Monkey Ball took a mere three weeks to shift 300,000 copies – despite featuring controls so poorly calibrated that it’s virtually unplayable.

It looks the part, and perhaps that’s enough for now, but it’s far from the only proof that people are willing to buy games for the platform. But just what are people buying? In among the 1,200 titles available at the time of writing, there are some promising distractions and a handful of quiet gems, but there are also a lot of misguided, buggy or merely bland offerings – unbalanced puzzlers, slippery kart racers and the odd app that won’t even load half the time.

The sales figures and the hype suggest that the world of handheld gaming is in line for a very fashionable makeover, yet so far Apple’s iPhone has struggled to find its own voice. That contradiction, along with the audible mutterings over just how seriously Apple is taking games, suggests some interesting questions about the platform’s future. Why have so many of the initial releases been so disposable? What are the particular challenges iPhone developers face as the platform matures? And where will iPhone eventually fit in the handheld market?

Gary Penn, internal development manager at ‘digital toy’ maker Denki, is just one observer who isn’t yet convinced by iPhone gaming. “The initial iPhone games line-up is rank,” he declares. “There’s nothing I want to play for even a few minutes. It’s as if no one cares about the device or the medium. Everyone’s so busy clambering over each other to make a mark before the paying players calm down and stop buying any old rubbish.”

Stranger's picture

I agree, I am also no fan of the iphone. It simply has too many flaws, but it is acting as a real motivator for the cell phone industry. For years they have been giving us just a little at a time and squeezing us for every penny they can get.

I have had only 3 phones this century which may sound a lot to some but a lot of people get a new phone as soon as their contract has ended. I have always waited until the phone or the battery dies because the new phone I wish to buy is simply never produced.

Nokia's blatant reaction to the iphone in creating next years n97 is probably one of the few that has given me hope. I think that the iphone even despite its faults is scaring the other companies. We are about to see the mobile industry coming along in leaps and bounds. It's about time.

AaronMC's picture

I think a major point missed in this is that Apple has finally provided a locus to the cellphone gaming market.

Before this, cellphone gaming was a no-man's land of 3 trillion developers all ripping off each other's ideas. There was no centralized place accessible by everyone. Every cell carrier was trying to push its own offerings.

There were no major brands. No EA or Ubisoft. Yes, they were there, but it was half-hearted. There were no television advertisements for EAMOBILE.COM!!! or something similar.

Apple has forced focus on the market and Nokia, with its pathetic N-Gage, is only now scrambling to catch up. I really don't care what Apple's faults are. They whipped the market into shape, gave it a flagship product on which all the games work, and gave developers a CENTRALIZED distribution platform, as opposed to the ridiculousness of America's myopic, retarded, megalomaniacal cell carriers.

This is a great time for the entire cell phone world. Apple turned it on its head with the touch screen and smooth interface, and are now doing it again with the software distribution model. Go Apple.

And I don't even like the iPhone. So, um, go Nokia! Catch up, you fuckers.