What kind of games will be on the iPhone?
The release of the iPhone / iPod Touch SDK and the excitement among developers and gamers begs the question: Just what kind of games will be on the iPhone?
Comparisons can be drawn with the Nintendo DS and Sony PSP consoles. Both have revised hardware, an established library of games and a head start in sales. Both also demonstrate that the best portable games have these characteristics:
- Simple
- Make use of the hardware’s unique features
- Suitable for short periods of gameplay (e.g. the bus to work)
On PSP, Loco Roco displays large areas of brilliantly vivid colour. WipEout Pure shows that the wide screen aspect lends itself particularly well to racing games. On DS, Zelda: Phantom Hourglass, Nintendogs and Dr Kawashima’s Brain Training leverage the Nintendo heritage, as well as the dual screen, stylus and microphone.
Both platforms fall prey to what is often called “shovelware”. Clones. Lazy ports. Tedious licenses. The iPhone will be no different. It will be the game designers’ challenge to figure out the iPhone’s key features. At a glance, they include:
- Touch screen (game interfaces can be unique)
- Accelerometer (also referred to as a “tilt sensor”)
- 3D graphics which appear to be inferior to the PSP, but on a par with the DS
- Multiplayer gaming over wifi
- Internet access and a unique content delivery mechanism
The lack of traditional control buttons and tactile feedback will present a new design challenge. Some will use the accelerometer for controls, while some may choose to draw virtual buttons and joypads for more traditional games. Some ideas I’d look forward to seeing:
- “Touch Tetris” is so obvious I’d be surprised if EA haven’t already written it
- Line Rider
- Flick Sports (think Wii Sports for touch screen)
- Tap-tap rhythm action games
- Episodic games
If the iPhone / iPod Touch has one unique advantage, it’s that it will provide an opportunity to sell games to people who don’t buy games machines.






