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D&D Videogames- Do you want a mobile/console game?
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<blockquote data-quote="Bacon Bits" data-source="post: 7234844" data-attributes="member: 6777737"><p>Eh. Mobile gaming that tries to directly inherit the conventions of console and PC gaming is cancer. The games that result are often unplayable. I'd rather see something like Knights of Pen & Paper, Darkest Dungeon, Guild of Dungeoneering, or FTL that's more or less been specifically designed for a mobile interface. Yes, I know DD, GoD and FTL were originally PCs titles, but their interfaces were redesigned to handle the problems of mobile gaming and the core game design allowed for that to happen. I wouldn't be surprised if the game developers for those titles started out with the intent to design an an interface that would port well to touch, controller, and keyboard and mouse interfaces.</p><p></p><p>The truth is that mobile games have a crap interface because they require that the user place their hand between themselves and the display to interact with the application. In many senses, then, you're forced to choose between interacting with the game or seeing the display. That plus the fundamental imprecision of touch controls makes game activities that have been well handled by keyboard and mouse or controller into real hurdles if not handled properly. In-game movement and menu navigation in the mobile ports for Final Fantasy games has been horrific, and many RPGs eliminate movement entirely and add layers of abstraction to the game to make it work. After watching a friend of mine wrestle with the controls, I completely dismissed the Baldur's Gate and other infinity engine ports on mobile. I know that it won't even let you install it on most phones; it's a tablet-only game. I'm sure some people find that it works fine and the titles clearly have great reviews, but it seems like an exhausting way to play a very long game.</p><p></p><p>Mobile gaming has different time constraints than console and PC gaming. Mobile games do best when they're designed in such a way that you can pick them up and put them down again very easily, with play sessions often lasting less than 15 continuous minutes. That kind of restriction is exactly not how D&D CRPGs are typically handled.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7234844, member: 6777737"] Eh. Mobile gaming that tries to directly inherit the conventions of console and PC gaming is cancer. The games that result are often unplayable. I'd rather see something like Knights of Pen & Paper, Darkest Dungeon, Guild of Dungeoneering, or FTL that's more or less been specifically designed for a mobile interface. Yes, I know DD, GoD and FTL were originally PCs titles, but their interfaces were redesigned to handle the problems of mobile gaming and the core game design allowed for that to happen. I wouldn't be surprised if the game developers for those titles started out with the intent to design an an interface that would port well to touch, controller, and keyboard and mouse interfaces. The truth is that mobile games have a crap interface because they require that the user place their hand between themselves and the display to interact with the application. In many senses, then, you're forced to choose between interacting with the game or seeing the display. That plus the fundamental imprecision of touch controls makes game activities that have been well handled by keyboard and mouse or controller into real hurdles if not handled properly. In-game movement and menu navigation in the mobile ports for Final Fantasy games has been horrific, and many RPGs eliminate movement entirely and add layers of abstraction to the game to make it work. After watching a friend of mine wrestle with the controls, I completely dismissed the Baldur's Gate and other infinity engine ports on mobile. I know that it won't even let you install it on most phones; it's a tablet-only game. I'm sure some people find that it works fine and the titles clearly have great reviews, but it seems like an exhausting way to play a very long game. Mobile gaming has different time constraints than console and PC gaming. Mobile games do best when they're designed in such a way that you can pick them up and put them down again very easily, with play sessions often lasting less than 15 continuous minutes. That kind of restriction is exactly not how D&D CRPGs are typically handled. [/QUOTE]
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