I'm with Brad. Decent virtual controls are the exception rather than the rule. They're easier to implement, but their maximum effectiveness is seriously hindered by the fact that they aren't real buttons. Any iOS ports that utilize virtual controls are automatically neutered and worse than their button-utilizing brethren, basically without exception.
Yeah that's what I meant discuss things not say I'm right end of like a few ppl seem to do and when ppl disagree with them get aggressive about it . I for one listen to what ppl have to say and if they make a fair point I tell them so even it goes against my original opinion .
I beg to differ. Lego Harry Potter 1-4 at first had touch to move system and later had a d-pad implemented. Both of which works perfectly fine for me.
Yeah, two people who probably both hate on-screen dpads. But seriously -- You, Brad, and the rest are the writers here, and you're free to write how ever you please. But you might want to remind yourself of who comes to Touch Arcade to read your articles. The majority of your readers are teenagers who like slick 3D graphics, and don't have a problem at all with adapting to seemingly difficult control schemes. Brad complaining about on-screen buttons on an iPhone gaming site is akin to a rabbi complaining about Torahs in a synagogue. It's weird...
That's weird logic, my man. You just told me, "everyone thinks this way, so you can't possibly think the other way." And my problems have nothing to do with adjustment. It's about virtual d-pads and on-screen UI sucking.
depends on game Controls arent the problem as long as they fit the game . The only controls that are bad controls are non-responsive controls. Some games are meant for certain controls its pretty simple. For example you cant make a game like this using swipe gestures , it wont work Its funny how we discuss games that bring us joy , then we come here and get piss off about them LOL!!! Look in life we have to be sensible , our new game comming game Project Raynium have onscreen controls yet we dont attack people who dont like them. We are all different that keep life from getting boring.
Reading what Brad said made my day. The truth is, is that you can't replicate call of duty or halo on a phone/mp3 player. It's not possible. Get over it. Yes, I know there are games that try (eg mc2), but if you play that and then play call of duty it sucks compared to it. I'm sorry, but it's the truth. The touchscreen is NOT meant for traditional games, it is meant for innovative ones where you can fully interact with the platform. All gameloft games do is push the iphone further back. Developers need to embrace the different platform they are working on, and when they do, they create amazing games. Just look at infinity blade, perfect cell, rolando, etc. The only way iphone gaming can move forward is to create ways of interacting with games and platforms that you can't get anywhere else, not cramming incompatible games onto it. Now I guess I just wait until I get attacked by everyone on this thread.
I would like to bring to your attention that it was a Staff's Pick article. Of course, even when it's time to express their opinions, the staff shouldn't have, opinions, right?
I'm not knocking anyone's opinion. My point is that it might not be a good idea to make a big fuss out a control scheme that a lot of people don't seem to have a problem with. No, no... That's not what I meant. I'm only saying that if a game coincides with the likes of the majority, and the virtual controls are as good as 'sucky' virtual controls can be, you might want to consider recommending it for their sake, or not be as harsh on it.
Here's what it is - those gamers who make disproportionately more gameplay errors as a result of not having tactile feedback or compatible anatomy will often feel left out of the gameplay experience to some extent, and be justified in expressing how a given virtual scheme fails to substitute for what might have been a sensible and feasible alternative. In such cases constructive criticism may be useful to developers interested in expanding their fan base, however such criticism ought to stop short of excluding the possibility of the primary scheme being manageable for the large pool of gamers capable of adjusting to nearly every imaginable scheme; one could think of once-popular cabinet games with physical controls that seemed exceedingly awkward at first (e.g. I remember at first disliking how my fingers would too often miss the shield button on the Asteroids Deluxe machine and hit the surrounding areas instead, but cultivating a sense of where things outside one's visual field were located soon became part of the video game experience itself, just as many have adjusted to having to react to unseen game elements via the sense of sound or other inference, while others still expect to see all four walls of rectangular arena at all times). Although it's arguable that virtual buttons pose a much bigger problem due to them being located on the screen itself, the reality is that many gamers have barely any awareness of the screen being obstructed, once the visual system is conditioned to this modality such that shifting blind-spots are processed in parallel with everything else going on without much penalty; my experience has been that virtual controls in innovative or creatively imitated games from reputable indie developers often work surprisingly well. I can't speak for big name ports such as Sonic and Street Fighter since I haven't played them on iOS, but I found the controls for touch device exclusives such as Nova to be acceptable - even fluid in many situations. Of course a little willing suspension of disbelief usually helps with portable game immersion, as it's unfair at this stage in portable game evolution to expect one's 3D avatar to be able to pull off every single console-friendly snipe and stunt.
diffrent gamers Some gamers like the new style of games that are original only for iphone. Other gamers who come from Nintendo DS or PSP might feel more comfortable with seeing virtual buttons. As long as the buttons dont block the gameplay , those DS and PSP gamers dont mind them there.
i really don't get it, i mean, virtual joysticks and buttons are just like physic ones, where's the difference? they're even more responsive, i don't have any problems with them, i remember when people complaint about FPS on consoles cos you had to use 2 analog sticks, one to move and one to look, is the same thing here, the way i see it, touch is the future.
What it sounds like the OP is actually saying is "haven't we all just learned to deal with virtual controls like I have?" Not to mention I sense a hint of insecurity when he feels the need to create a thread touting about how awesome virtual controls are, while seeming angry about one editor's varying opinion. :/ Do you REALLY think they're awesome though? Certainly workable in many cases but awesome? To the poster who said Brad should recommend some more hardcore games: Why? That was an opinion piece. He was supposed to list his favorite games not games that everyone else would like. He did kinda present his opinion as fact though I'll agree there. Personally I think while most times casual games have more suitable controls, I'll still prefer hardcore games just because of the depth and familiarity with the console games I love. There just something cool about playing something like that on a tiny handheld.
I still don't get what the argument is about here, if you don't like virtual controls then don't buy the games that utilize them. It's really just opinion and that's it, you can't attack someone with facts here.