Gear Diary OK, Apple, But How Many *GOOD* Games Do You Have?!? photo

After all of the dust settled from the Apple Event the other day, there was one segment that left me with a particularly bad taste in my mouth – the part where Phil Schiller put down the Nintendo DS and Sony PSP and supported his claims of gaming greatness with the slide above. That segment left me with three words to describe Apple – arrogance, hubris, and cluelessness.

First, what did Phil Schiller get absolutely right in the comparison of the iPod Touch to the DS & PSP? The game purchase process. Getting games for the DS usually involves a retail store, which is a pain. Of course there is the DSi Store, but there has yet to be anything worthwhile released there. The PSP is somewhat better, with the PSN Store gradually offering more and more full PSP and PSx games and improving the user experience. However, neither compares with the iTunes App Store experience on either the iPod Touch or the computer.

Other than that, he spouted nothing but arrogance, hubris, and cluelessness when it came to serious portable gaming. And to clarify, I am specifically addressing the broad range of gaming on the PSP and DS, because if Schiller’s remarks were taken in context of the mobile PHONE gaming market they would be spot on – it is clear that Apple has changed the game completely around the content and pricing expectations for mobile phone games.

Don’t get me wrong, I love my iPod Touch and have over 100 games in my App catalog on my Macbook Pro. Some of my favorites include ported puzzle games like Peggle, Luxor, Puzzle Quest, and Othello; classic RPG’s like Vay, Arvale, Dragon Bane II, and The Quest; classic shooters like Wolf 3D and updated shooter-RPG Wolf RPG; great ports of true classics like Tradewinds 2, Myst and Secrets of Monkey Island; new and recent games like iDracula, Civilization Revolution, and more.

I am also not debating that the iPod Touch is a great gaming platform. No less than id Software’s John Carmack stated that in terms of “portable gaming systems, the iPhone is ‘more powerful than a Nintendo DS and PSP combined,’”, and EA co-founder Trip Hawkins speculated that “The iPhone is by far our most effective platform. We make as much money with these games on one device as we do putting a game on 100 different cell phone platforms. Between the iPod touch and the iPhone, I think the platform is freaking out Sony and Nintendo”.

What I am saying is two things: first, I am always skeptical because Apple has been at the absolute bottom of the gaming food chain for a very long time and has shown through their actions that their only support for gaming is in their statements. Second, Apple has failed to demonstrate that they understand the mobile gaming market in their statements to date, which basically come down to ‘anything they can do, we can do better’.

Returning to the bar chart at the top, Apple is claiming that the PSP has just over 600 games in its library, the DS has about 3,700, and the iPod Touch has more than 21,000 ‘games & entertainment’ entries. That chart immediately popped a couple of thoughts into my head: first, wow I have played and reviewed a significant percentage of the PSP library; second, I bet the percentage of DS games easily labeled ‘shovelware’ is over 50%; and finally, can you imagine a Pareto of the sorts of games and ‘entertainment’ filling out those 21,000 App Store entries?

There has been a lot said about game pricing. One article a while back looked at the impact of changing the price of Peggle from $2.99 to $0.99 and back – the game went from low ranked to #1 seller and back again. This is a game that has sold for $20 on Mac & PC, and also for $20 on the DS in the ‘Dual Shot’ version. How does this suddenly become a $1 – or even $3 – game? Quite frankly – it doesn’t. Someone is clearly playing the ‘profit through massive volume’ game.

I believe there is a constant battle between price and value in games. Anyone who has been around for a while will remember paying the same $50 – 60 for PC and console games that we pay today back in the Sega Genesis and N64 days of the 80′s and 90′s. Yet during that time, the cost of living has risen dramatically and so has the cost of art assets and the complexity of games. There are sound reasons why game makers are trying to add on DLC (downloadable content) to games wherever possible – it is quick to make and has a huge inherent profit margin.

Jeff Vogel, the man behind Spiderweb games, wrote an interesting series about what he called “Creating the Expectation of Insulting Cheapness”. What it comes down to is this – selling the same game that has slim profits on a DS or PSP at $25 – 40 for $5 or less on the iPod Touch means looking elsewhere for money. Why? Assuming a game at $30 has a break-even point of 250,000 units, it would need to sell 1.5 MILLION at $5 to hit the same revenue threshold!

The result of those economics is pretty clear – use the iPod Touch as a loss-leader to pull in console game sales, release retooled ports of games for cheap money, or produce small cut-down games with limited development time and functionality. Of the 21,000+ games in the App Store, I’d bet at least 20,000 fall into the latter two categories.

But there is more than just money involved. Phil Schiller stated pretty boldly that “when [the DS and PSP] came out, they seemed so cool. But once you play a game on the iPod touch, you think ‘hey, these things aren’t so cool any more’.” To anyone who has been playing on the DS or PSP for the past four or so years, especially many of us who are also big fans of gaming on the iPod Touch, that statements makes as much sense as saying ‘I used to love the GameBoy, but once the PS2 came out and I realized I could play games on my TV, the GameBoy didn’t seem cool anymore’!

Last night I was playing Dissidia: Final Fantasy and Fate/Unlimited Codes on my PSP and the mediocre shooter C.O.R.E. on my DS, and thinking – there is absolutely no physically possible way I could do this no the iPod Touch. Dissidia uses all of the controls available – four face buttons, four directional buttons, analog stick, and the two shoulder buttons as well as Start and Select. Not only that, but the multitude of combos and special moves requires the use of ‘overloaded’ controls – press a shoulder button and a face button simultaneously. While that functionality is available on the iPod Touch, add the ability to also move using the analog stick and you are again outside the realm of what is possible on the Touch.

Most gamers see the reality that we don’t live in a ‘one size fits all’ world. Otherwise the shelves at the local game store would look like something out of Repo Man and we would have two boxes – ‘Home Game System’ and ‘Portable Game System’ – and one shelf with boxes labeled ‘Shooter’ and ‘RPG’ and ‘Hockey’, perhaps updated every year. They know that the innovative controls of the Wii, stunning technology of the PS3 and awesome online community experience of the XBOX360 can all coexist, as can the innovative dual screens and touch controls of the DS, the great hardware of the PSP, and the simple yet powerful elegance of the iPod Touch.

Since we all know that – and also have seen countless times where Sony has ‘trash-talked’ others, Nintendo has been dismissive, and Microsoft has touted dominance – why bother addressing this? Because Apple has thrown down the gauntlet, come to the vanguard, taken up the call, insert other cliche here, and really become a champion of delivering ultra-cheap games.

As noted, when a game like Civilization Revolution comes out for the Nintendo DS for $30, and when released on the iTunes App Store for $5 the DS version was STILL $20. Why is this, and how does it make sense? While I certainly understand that digital software lacks the base per-unit production costs of boxed games, there is already plenty of precedent for similar pricing between digital and retail versions for every other platform (PC, Mac & PSP). So is it unfair to suggest that for larger releases, the goal is to use the other platforms to pay for the iPod Touch release? Or, as in the case of Myst, to use a property whose costs were covered nearly twenty years ago and whose frequent re-releases have been a nice stream of revenue ever since?

The danger is that people will begin to believe what Apple is selling, to put the iPod Touch on the same level as the DS and PSP, and begin to expect the prices to converge to some much lower level. Because let’s face it – no one is scrambling to pay $30-40 for something if you can get it for $5. I see that simple math as potentially destructive for gaming. Let me be even more clear (and controversial) – if consumers really buy into Apple’s vision of the value of top-line games as <$10, I foresee an absolute firestorm sweeping through the gaming world and leaving a path of destruction in its wake.

It is very clear as I stated that the costs involved in creating games is increasing. Not only that, every successful game helps to finance the unsuccessful games – and those represent the majority of games produced. I have yet to see any evidence that the success-to-failure rate is any better for the iTunes App Store than for other platforms.

Let’s look at a recent release – Madden NFL 2010, just out on the App Store. Assuming it cost ~$50 million to make, at the basic console price of $60 Madden would have to sell ~850,000 copies to cover costs (forgetting about console licenses and so on). That represents about 5% of the US XBOX360 market, let alone other consoles and the marginal non-US sales. (for reference, it has already sold ~2.5 million copies) For the iPod Touch, however, the picture looks different. In terms of pricing, the $10 App Store price means that EA would need 5 million sales to cover the production cost (again ignoring the 30% costs paid to Apple and so on). In terms of what that means for sales, assuming that the market share data released this summer holds, we can assume that ~60% of iPod Touch sales are in the US, meaning ~12 of the 20 million sales are in the US. That would mean that nearly 42% of US owners would have to buy a copy. And I’m pretty sure there has NEVER been a game with that type of attach rate.

To conclude my rant, I am hopeful that the iPod Touch continues to progress as a gaming platform and that the App Store continues attracting talented developers. I also hope that no one grabs too tight on to what Phil Schiller said last week, because I believe that we really could end up in a place of the expectation of insulting cheapness. And that would have a devastating impact on the gaming world I know and love today.

Gear Diary OK, Apple, But How Many *GOOD* Games Do You Have?!? photo

Image Courtesy of Engadget

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I have loved technology for as long as I can remember - and have been a computer gamer since the PDP-10! Mobile Technology has played a major role in my life - I have used an electronic companion since the HP95LX more than 20 years ago, and have been a 'Laptop First' person since my Compaq LTE Lite 3/20 and Powerbook 170 back in 1991! As an avid gamer and gadget-junkie I was constantly asked for my opinions on new technology, which led to writing small blurbs ... and eventually becoming a reviewer many years ago. My family is my biggest priority in life, and they alternate between loving and tolerating my gaming and gadget hobbies ... but ultimately benefits from the addition of technology to our lives!
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  • lava

    Wow, what’s with all the visceral anti-Apple ranting that seems to be in vogue among tech writers these days?

    Using your own arguments, how do you implement a game like Rolando, Doodle Jump, or Flight Control on a PSP? Guess what? You can’t.

    Did you even see some of the iPhone-specific features in Madden 10? You’re not going to find those on the PSP and buttons will be a poor substitute for being able to dynamically draw out your plays on the screen.

    The point is, even if 1000 out of the 21,000 games are considered “high quality,” that’s still way more than what you’ll find on the PSP. And many of those games would be very difficult to port to non-touch screen devices like the PSP. Do you think Sims 3 would actually be fun to play with buttons and a D-pad?

    Stop being so tunnel visioned. Your hardcore gamer history does you a disservice here.

    The true advantage Apple has is not just the capabilities of the device but the distribution model. Sony and Nintendo can’t match that. And you are forgetting how much of that $30 costs of a PSP game gets wasted on bad-for-the-envrionment plastic packaging, shipping, inventory costs – which I suspect is why game developers such as Ubisoft and EA are now discovering iPhone games are more profitable to them on average than all but the best-selling PSP and GB games.

    Then again, Apple doesn’t need to change the minds of button-fixated gamers like you. Developers follow the money and the next few years will show exactly where the majority of profits are being made. Just watch sales of GameBoys and PSPs over the next few quarters and you’ll see the handwriting is already on the wall.

    P.S. Nintendo is justifiably proud of having recently sold its 100 millionth GameBoy device, but you should realize Apple now has 50 million iPhone and iPod touch devices sold in the just 2 years. In less than another 2 years, there will be more App Store-compatible devices out there an all the PSP and GameBoy handhelds combined. Your time would be better spent analyzing the consequences of such a sea change instead of trying to convince millions of consumers that iPhone games suck or how iPhone will never be a true gaming platform.

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  • Christopher Gavula

    Although I see your points, you kind of missed the mark on a few things.

    First – you mention Apple’s 30% cut, but you kind of minimize the importance of considering other side of PSP/DS costs – physical manufacturing, distribution, and all the percentage cuts involved there. I think you dismiss it a little too easily.

    You also failed to mention that there are more than just a few significantly “big” titles on the iPod/iPhone – items like The Sims 3 and SimCity, and SquareEnix titles like Crystal Defenders (part of a popular series on the DS). And what about Nintendo’s own comments about their concerns relating to the success of the iPhone/iPod platform in gaming?

    You also don’t really talk about games that are improved in experience on the platform (like Spore Origins) or the fact that the iPod/iPhone platform extends better in “edge” categories like the educational titles than does the DS and seems to have better success in those areas. Not to mention that Sony has all but failed as a movie player/distribution platform (on the PSP) and the iPod/iPhone is comparatively successful. That also bring up the poorer display resolutions of the DS and the PSP.

    You don’t mention that it would really only take a small, inexpensive hardware attachment added to the iPod/iPhone to bring a D-Pad into the mix – and now that Apple is permitting access to the expansion port it isn’t far-fetched to imagine someone might do just that.

    Although DSi sales figures are very good (300,000 units in the U.S. and Europe on it’s opening weekend) and outpace their predacessors, iPhone sales alone were over 1 million units (not including iPod Touch) in it’s first weekend. PSP sales are actually down these days. That means the Apple platform may have more and more importance due to an increasingly large user-base – possibly surpassing the others in overall installed base in the coming months and years. This is hugely significant.

    Overall – I think you start with some interesting premises, but I think you miss the economics and possibilities a bit. I would agree that there is a danger in “devaluing” the gaming market, but I don’t agree that the iPod/iPhone market is ruining the industry. I think in many ways, it has extended and reinvigorated an industry that had become more and more a place for Disney to release “movie tie-in” titles.

  • Haesslich

    lava: I don’t think the issue is that the iPod ins’t a gaming platform so much as the target markets and genres that each are best at following are different. The Wii, for example, also uses non-traditional controls for quite a few games (especially with the Wii Motion Plus adding more precision to the kinetic-control capabilities), but not every game uses a Wiimote or Nunchuck well.

    The main issue I see with the way Apple’s promoting the App Store as a way to get games out there is that they control ALL of the entries in the market, which means anything that disagrees with their demonstratably arbitrary approval requirements doesn’t get in – or can get in and then gets pulled right away. That, and the way some companies are seeing touch and accelerometers as the new Killer App, which means they’re trying to cram touch and accelerometer controls into every game out there, even if it may not be an optimal solution… especially if it’s a remake of an older game.

    One game I’ll point to as having some issues due to the way touch controls were implemented is the revamped Secret of Monkey Island – most all the complaints I see about it aren’t that the graphics aren’t nice (they could only go up from the original art) but that the touch controls aren’t precise enough to handle the way the gameplay in those pixel-hunt old adventure games needed you to click on the right things at the right time, with no real room for error. This differs from Myst in how the latter, along with its successors, is much more oriented towards exploration and manipulation of puzzles without the need for menus or frantically tapping the right parts of the screen at the right time the way Monkey Island and some other games did (I’m thinking of a particular puzzle at the SCUMM BAR where you had to get rid of a seagull that was an issue even with a mouse, keyboard, and full-sized screen).

    Rolando, Doodle Jump, and similar games are successful NOT because they’re ‘aimed at hardcore gamers’ or push the bounds of the iPod and iPhones’ technology to the limit, but because they take full advantage of the unique opportunities afforded by the interface and hardware to create engaging games which are definitely more ‘casual’ but no less fun for being so. I will point to Spore Origins as an example of what I mean by developers trying to fit the ‘killer app’ of touch into a game which probably didn’t need it, as it didn’t really add much to the experience in terms of fun or in making it more interesting. In fact, I found games like it and Mass Effect to be little more than the iPod/iPhone equivalent of a videogame movie; games which had nothing to do with what made their namesake games fun, sharing only a name and art which was inspired by the source material, but having none of the same gameplay (and with Mass Effect Galaxy, it was a top-down 2D shooter which was, in the words of one reviewer, ‘uninspired’.

    It’s one thing for Apple to promote the iPhone and iPod Touch platform as a gaming platform; it has enough horsepower now to actually do some interesting things, and more processor capability than the GBA Advance or probably even the first-gen (or current gen) DS/DSi do, with a graphics processor which might match what the PSP has. However, saying that the iPod Touch and iPhone are ‘amazing and incredible’ for gaming and proclaiming Apple to be taking over the gaming world is a bit much, which is pretty much the gist of Schiller’s speech at the “Rock and Roll” event, which is what the tech bloggers were complaining about.

    That, and talking for longer than Steve Jobs about the iPod and iPhones’ gaming capabilities seemed to be a bit much… a simple “we’re going to be big, and here’s proof” along with five minutes of slides and speeches to prove that developers had found a market with the Touch and iPhone would’ve been sufficient. The platform’s good for games, so long as the games take into account what the platform’s capable of doing, and design their gameplay and controls accordingly – eye-candy is good, but fun gameplay is better… which is why the Wii has been dominating the market for the past few years, at least until recently, despite being the lowest-horsepower system with some of the tightest restrictions as far as imports go.

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  • http://www.geardiary.com Michael Anderson

    Awesome – thanks for the discussion, that is EXACTLY what I hoped to stir up!

    One thing lava points to is the amount of negative press Apple has been getting … and I agree. I am a dedicated Apple fan for 30 years since buying an Apple ][+, and still find myself defending the company and particularly their products on a regular basis. But I’m no fanboy – I can definitely see why many PC-centric folks have gone from dismissive in the past to critical in the present …. and why recent moves make Apple less of a media darling.

    I also have more specific thoughts I’ll add later …

  • thescantronman

    As an avid gamer, I’m personally always going to be more interested in what the PSP and DS have to offer. Sure these little mini-games are neat and all, but I’d much rather play Metal Gear Solid: Peace Walker for the PSP than Metal Gear Duck Hunt, er Metal Gear Solid Touch on the iPod.

    The iPod/iPhone may be more technically impressive than the DS, but there’s nothing on Apple’s devices that looks as good as the upcoming Gran Turismo PSP title (or even God of War: Chains of Olympus). I also don’t have anywhere near as much fun playing an iPod game as I do playing New Super Mario Bros or Mario Kart on the DS. The iPhone may be outpacing the DS in sales, but the DS is primarily a gaming machine. That’s it’s number one function. The iPhone is first and foremost presented as a robust smartphone. The iPod touch is a multi-faceted PMP. I’m not saying gaming isn’t viable for them (it’s certainly better off than the Pippin), but I think “serious” gamers will usually opt for the DS/PSP. They are both cheaper than the iPod Touch, and you don’t have to pay a monthly fee to use them like you would with an iPhone on a carrier. The games may cost more, yes, but you generally get what you pay for (at least from the big publishers such as Square, Nintendo, and Sony). Sony’s got some big stuff lined up for the PSP in the upcoming months (the “snackable” iPod-like games, even more PS3 inter-connectivity). IMO, it’s a mistake for them to price the PSPgo @ $250 but that’s another discussion.

    Apple definitely has something going for them here, but I personally would never choose the iPod Touch/iPhone as my portable gaming system of choice. After all, it doesn’t have Chrono Trigger. :p

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  • lava

    @thescantronman

    Have you seen Real Racing by Firemint. Maybe it’s not quite up to Gran Turismo quality nor does it have the brand power, but one thing to consider is the iPhone as a game platform is little more than ONE YEAR old. In just one year, you have impressive games like Real Racing from independent developers that will no doubt challenge all the big names.

    It’s funny you mentioned God of War because Hero of Sparta was one of the first iPhone games to be introduced. The graphics are a little primitive in my opinion, but again, these titles are less than a year old and introduced in an environment without the benefit of OpenGL ES 2.0 and the fast processor in the new iPod touch and iPhone 3GS.

    Here’s what I see is the the real threat. iPhone has captured the market for “snackable” gaming because the distribution model ensures that new and fun games are available at 10x the speed such games appear on PSP and Nintendo platforms.

    But as the iPhone matures, what you will see is more complex and hardcore games emerging. Carmack seems pretty gung-ho about iPhone’s potential and ID’s games so for have only been toe-in-the-water type efforts (and impressive nonetheless). Now with major franchises hitting iPhone like Madden and Sims, we are quickly heading to the day that all major titles will see iPhone version released on Day 1. And they’ll find the gameplay on the iPhone will be superior to PSP or GB (Madden and Tiger Woods are great examples of this).

    Sure, there are examples of bad ports – Crystal Defenders was originally released as a straight port complete with lame virtual buttons. But users complained big time, and an update was released that took much better advantage of the iPhone’s hardware. The result? I would say Crystal Defenders is a superior experience on the iPhone. We’ll see more and more of this happening with other titles as developers learn (very quickly) what makes a game successful on iPhone.

    And once you have all the major titles, the sales numbers will speak for themselves. It’ll become increasingly more expensive and less profitable to develop for a shrinking base of PSP owners. It’s not even just about the distribution costs, either, but the time opportunity costs. It takes FAR longer to rev up the supply chain to distribute a game on PSP than it is to get a game approved in the App Store (despite all the horror stories). Time is money and that’s another area that iPhone game developers win big time.

    It’s going to take a few years, sure, but the writing is on the wall. It’s the end of the golden era of single-purpose dedicated gaming device.

  • Haesslich

    lava: I won’t disagree that dedicated gaming devices are on the way out… but at the same time, I don’t think that Apple quite has the magic yet to become the next Sony when it comes to portable gaming. They’ve begun to corner the market on ‘snackable’ games (games you pick up, play for a few minutes, then set aside), which the casual gamers tend to like due to their easy ‘stop and start’ nature versus the marathons of grinding and fighting some RPG’s subject you to, but I will have to say that the iPod/iPhone platform is merely one platform of several, rather than the predominant one.

    We’ve already seen the winds of change in more recent gaming devices of this generation – the DS first got a web browser, which became integrated with the DSi, and the PSP’s web browser with Flash Lite were the first signs that portable gaming devices were becoming more versatile. Another was the addition of alarms and a calendar into the DS, although they’ve yet to get to full PDA-style appointment scheduling in either platform… and the DS/DSi introduced gamers to touch interfaces which the iPod Touch and iPhone would later add an accelerometer to. The PSPGo is designed around the Playstation Network, much as the iPod Touch and iPhone gaming is designed around the App Store for its primary source of software, albeit with rather less friendly navigation on PSN, perhaps due to its origins with the same company which designed all the “Sony Connect” software for MD players, and then every other device they’ve released so far. Those of you who’ve used their Connect software will know what sort of nightmare it is, both in terms of stability and resource usage, as well as in terms of its horrible UI design (Apple really takes the lead when it comes to designing interfaces meant for use by humans, not Sony marketing droids).

    The main concerned party here should be Microsoft; their XBox Live Marketplace was designed around casual gamers and downloadable software, unlike the PlayStation Network with its mix of old PS1 games as well as add-ons for existing console titles, and they’ve been as ham-handed as Apple has been with the App Store, but without Apple’s far better PR. I can easily see all their XBox Live Marketplace developers migrating over to the App Store to pursue the casual gamers (PopCap Games titles seem to be among the most popular, and they were among the first companies to lead the casual gamer invasion of the marketplace), who outnumber the hardcore gamers by a lot… and who provide an untapped market which only Nintendo has successfully exploited until the App Store arrived.

    Apple at this time isn’t likely to dominate the gaming market, just as they haven’t managed to control the desktop computer market up to this point… but I expect them to be strong competitors in the portable gaming arena, especially against Nintendo whose recent gains have been due to wooing the casual gamers who don’t shell out $50-60 for a game that needs to be played eight hours a night to ‘win’.

    And it should be noted, lava, that the iPod Touch was originally designed as a dedicated music player with some other functionality… so it’s not like Apple came out on day one intending to take over the world of portable gaming. It was only after the jailbreakers started showing off what the platform could do that Apple began releasing official SDK’s and rushed through with putting out the App Store to begin with. Without the jailbreakers, I doubt we’d have seen Schiller talking about Apple taking over the gaming world right now – we might have just heard about the App Store being released, with no word about the gaming opportunities, or the partnerships with EA. I will again reiterate that iPod and iPhone accelerometers and touchscreens do not automatically make for better gameplay – it only works when the developers recognize what can or can’t be done with the platform, and work within those limitations and play to its strengths.

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  • Anonymous

    I play games on my Android devices….and none of them are as satisfying as playing a game on the Wii or my long abandoned and sold PSP.  Sure, they are fun.  I am addicted to PvZ(where is the new verison Popcap?!??) and Angry Birds, but they are DIFFERENT.  They aren’t Wii Sports Resort.  They aren’t multiplayer.  While I am SURE there are some, the Wii, PS3 and XBOX 360 offer up something that iOS can’t (yet) and that’s 2-4 players in ONE room having a blast blowing away the enemy or racing each other where you can hear the taunts with no latency.

    There is also another thing…the iPhone, iPod Touch and other devices were not designed with gaming in mind.  That’s why devices like the DSi, 3DS, PSP and other game specific devices are much more fun.

  • http://www.geardiary.com Michael Anderson

    In my retro-review last week, I actually state my opinion that with the iPod Touch 4th gen and iPhone 4, things suddenly got geed enough to be serious:
    - the iPod Touch is more powerful in every way than either DS or PSP
    - Load times are shorter
    - You get the same *scope* of games, and often the exact same games. (i.e. you get games similar to Halo, Uncharted, Modern Warfare, and so on)

    I still have my DSi and PSP Go (and PSP 3000) … so I do some regular comparisons.  There is a reason that Nintendo and Sony have seentheir mobile fortunes dwindle … 



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