Tag iPhone

Trapped in a Tiny Tower

This is my tower. There are many like it, but this one is mine.
This is my tower. There are many like it, but this one is mine.

I have spent way too much time this weekend playing tiny tower. It’s not that I didn’t enjoy my holiday—just that, every fleeting moment I could snag between grilling, family events and fireworks, I would dash to my phone to restock my tiny businesses.

As time-wasters go, Tiny Tower has a leg up on the competition. The writing is clever (and delightfully referential), and the pixel art feels fresh in a market over-saturated in nostalgia. The art’s strength is in abstraction of the familiar: an Apple Store, a wood-grilled pizza parlor, and a brewery are all represented, each row no more than about 50 pixels tall. With a nod to its social-game ancestors, Tiny Tower even abstracts Facebook: your ‘bitizens’ will post status updates about their jobs, favorite pop-culture quotes, or speculations on 8-bit existence. Sam Cooper, one of my “Mapple Store” genius bar associates (complete with blue polo—you can customize each character’s outfits) muses, “If we were thinking with portals then we wouldn’t need these elevators!”

iPhone Game Best Practices

I log more hours on my iPhone these days than on any other gaming device—the games are great, and it’s always with me when I have downtime. Despite all that, there are some things about iPhone games that drive me up a wall. In lieu of a list of top games or some such, here are five best-practice suggestions for iPhone games in 2011.

  1. For god’s sake, don’t reset to my last save when I get a call! The iPhone is a phone, guys, not a dedicated device: your users are always going to be multitasking. Punishing them for it is just mean. Offender of choice: GTA: Chinatown Wars. I should not have to engage airplane mode to play this game safely.
  2. Let me control the volume. I think Steambirds was the first offender I noticed here. If your game is going to let me play my own music in the background, please give me a volume control option for your SFX so I can level the sounds appropriately.
  3. Social Media integration. Canabalt did it well: Give people a very transparent, lightweight way share their scores on twitter. Other games were not so graceful. If I have purchased the game as a stand-alone app, I would prefer it not require me to log into (or worse, create a new) social media account in order to play. I’m looking at you, Rolando. Fix it.
  4. Game Center. This isn’t a strike against developers so much as Apple itself. Why is it so hard to use, and so comparatively useless? Did you forget everything you knew about UI all at once? You’re dominating the market, but you need to get ahead of the XBox Live integration on the Windows Phone.
  5. Tilt controls. They can be intuitive and smooth, but they can also suck. i Love Katamari would have won my instant affection with an option for virtual joysticks—instead, it made me tilt my phone at increasingly extreme angles until I began to feel motion sick. Make them optional, or make your calibration freaking rock. There is no middle ground.

The first point is the kicker. Resume functionality is essential, or we’ll never get past quick-hit casual games on the platform: just because you’re gaming to kill time while you wait for an appointment doesn’t mean you want to lose that time when you have to take a call. I consider it game-breaking to lose progress for any reason out of my control, and I hope that developers (especially those porting games from dedicated hardware) start releasing patches to support the save/resume functionality on display in all the best iPhone games.

The good news? It is possible to patch games, and iTunes makes the process pretty darn easy. Retina display updates, Game Center integration, and control refinements can (and are!) regularly added to older titles, even a year or more after release. It’s encouraging to see developers begin to step away from the fire-and-forget mentality that used to rule the app store. As a gamer I am very glad to have an iDevice, and I am excited to see what the next year brings to the platform

Happy New Year!

The Graveyard

They say the best camera is the one you have with you, and I believe the same can be said for game consoles. I own a DS and a PSP, but now that I actually have a daily commute that could finally provide a good outlet for my portable gaming habits, I have found that I rarely game on anything but my iPhone. It doesn’t have the best games and it has significant drawbacks versus dedicated gaming hardware, but it wins out purely because it is the most portable of the portables. I always have my phone on me, and all the games are stored internally—not having to carry around additional game cartridges, however small they have gotten, is a big plus. When the T stops on Longfellow bridge, I don’t think “Oh, I wish I’d brought my DS,” I just fire up Canabalt.

There are a couple of games I have been playing lately that I have particularly reacted to, and as I am currently stuck on a bus in deepest Connecticut I thought I might take a break from replaying Spider to reflect a little on a handful of iPhone ports that have most interested me: Tale of Tales’ The Graveyard, Popcap’s Plants vs Zombies, and Lazy 8 Studios’ Cogs.