In-app purchases, cheap
cash-in microtransaction farming games, Candy Crush Saga, touch screen
controls. The list of frustrations that I have with mobile phone gaming is a long,
aggravating one. But do I think that mobile gaming will never be a legitimate
platform? Controversially, I would say no. Mobile gaming has the potential to
be a fully-featured and satisfying game platform in the future.
This may shock some of
the more ‘hardcore’ gamers out there, many of whom will have looked upon the
mobile gaming landscape with scorn and mockery. The word ‘casual’ is thrown
around a lot when discussing mobile gaming. There is a kind of stigma in the
topic where gamers feel that some genres are more legitimate pursuits than
others. In terms of simple, ‘time waster’ games that are only made to entertain
during short commutes, perhaps this criticism is somewhat valid. However, when talking
about mobile gaming’s potential, there is certainly a possibility of more
worthwhile gaming pursuits.
In terms of raw power,
the mobile phone market is more capable than it’s given credit for. Razer, a
brand famous for PC gaming products, have even found value in the mobile gaming
market. The Razer Phone carries 8GB of RAM on top of a state-of-the-art
Snapdragon processor that matches rival flagship brands. The result is a mobile
powerhouse that can output 120Hz gameplay, a standard not to be sniffed at by
any means.
Even the games themselves
are quickly starting to catch up; the surreal experience of playing Grand Theft
Auto: San Andreas on a mobile phone is testament to that fact. The humble smartphone
is more than capable of handling complex 3D gameplay and graphics. The presence
of Minecraft, Don’t Starve, and a growing indie market show that there is more
than just Candy Crush available. With mobile’s signature portability,
versatility and multi-tasking capabilities, it’s arguable that the platform
could even become a preferred medium for the right kind of gamers if the
technology is there. The Nintendo Switch is evidence of the fact that there is
a desire to play fully featured, low-compromise games in a portable form, and
undoubtedly it won’t be long at all until mobile processors come within
grasping distance of Nintendo’s highly-successful machine.
So what are the problems
with mobile gaming? Firstly, it has to be said that those gamers who scoff at
Candy Crush have a point. The install base of lifestyle users, as well as the
barriers of simplistic touch-screen controls, make it difficult to see any
real, quality entries in the smartphone space. Why would anybody create a
relatively high-price, complex and rewarding phone game? It will make
practically nothing in the face of massive, saturated competition that churns
out exploitative low-price, free-to-play games that can capture the lifestyle
market easily. Gamers on mobile are less tolerant of any game that has a price
tag of more than a couple of pounds, so there is a massive culture change required
from gamers on mobile expecting everything for free.
On top of that, touch
screen controls just suck. To relate back to San Andreas, attempting to play
the game on anything but a controller is an infuriating, painful experience.
There is no kind of tactile feedback to help your hands know what to do and all
you can do is vaguely rub the screen hoping it can catch some semblance of what
you want to do. Not only that, but this control scheme means there are great
finger-sized areas of screen being entirely blocked out from view. To play any
kind of game that’s more complex than swiping at fruit, a controller is most
definitely the way forward.
What mobile gaming needs
is a unifying standard of controller. Much like how the Xbox 360 wired
controller for Windows became the de-facto controller mapping for games on PC
that needed joypads over keyboards, there needs to be a brand or product on
mobile that universally becomes adopted and imitated as ‘the’ standard for
controller maps. If we can decide on how to control the games, then we can
start to see more complex games on the market as gamers become adaptable to the
playstyles of mobile. I feel that we’re almost there, in fact, as gamepads on
mobile start to look to console controllers for inspiration. My own controller
for mobile is actually a modified 360 gamepad with a frame for attaching the
phone, which is connected to the joypad by Bluetooth. The result is a much more
satisfying experience than touch-screen controls, and it works with a wide
variety of apps.
Ultimately, the key to
solving the problem with the mobile market’s saturation of terrible games is
simpler in theory than it is in practice. It requires a wider adoption by more
core gamers, and voting by our wallets. If it is proven that there is a
profitable market for more satisfying, premium games on mobile, then you can be
guaranteed that there will be development. If there is one area where mobile
excels it is in quickly and dramatically adopting a profitable idea.
Until this happens
though, gamers will continue to view the mobile market with scorn and righteous
mockery, which makes the mobile market one of the more frustrating problems
facing gamers today. Unfortunately with its widespread adoption by non-gaming
users, its Candy Crush saturation, and its lack of a unified control scheme, it
is difficult to see mobile gaming, for all its great potential, become the
legitimate and vastly enjoyable platform that I know it can be. But solve those
problems, and mobile gaming stands a real chance of being a lovable gaming
platform, where the real benefits of smartphones in their growing power and
versatility can shine through in a gaming context.
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