On Mobile Ports

Let me just say this up front: I’m not a huge fan of mobile games (“mobile games,” for the purposes of this article, meaning “smart phone/tablet games”). Touchscreens are horrible for playing anything more advanced than Angry Birds and Fruit Ninja. Give me a keyboard and mouse or a controller any day. It’s not about the graphics; I hated Infinity Blade and that had nice enough graphics. It is about game companies (and Apple fanboys) trying to convince me that in 10 years every core gamer like me is going to be playing the new Half Life by swiping their fingers across a screen. That is, quite frankly, ridiculous. Yes, there are controllers for iOS and Android (the MOGA seems to be the current favorite), but if I’m going to carry a controller around with me everywhere, why wouldn’t I just carry my 3DS with me? If I’m not supposed to carry a controller with me everywhere, doesn’t that defeat the purpose of it being portable? Wouldn’t a microconsole (like, my favorite, the Ouya) be a better option?

Now that that rant is over, let’s talk about the issue at hand: mobile ports. Inevitably, companies are going to see the ridiculous popularity and profits of games like Angry Birds and Cut the Rope and want a piece of the action. It’s easier and cheaper to adapt an existing or in-development game to a new platform than to try to develop a whole new game for a different platform. I can’t blame companies for this, but some games make the transition better than others.

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