Ready for the iPad

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Apple non-surprised us all with the news of the iPad. Everyone knew it was coming. Even the specs were largely known. Some people expected a more revolutionary device. I’m personally happy with the evolutionary approach. And I’m looking forward to code for it.

Radio Flare REDUX on the iPad

Most apps from the App Store are said to run on the device in small windows or with pixel-doubling. Yet of course the iPad opens up a lot of new possibilities. The device has the same features to set it apart from “usual” gaming devices as the iPhone: It is always connected, features and accelerometer and has a multi-touch display. Yet there are some key differences to all consoles as well as the iPhone. These support very specific games:

- Form factor: The device is perfectly suited for games where you either want to give the player a good overview over a lot of things going on (strategy games, musical instruments, board games, card games) or where you want to immerse the player in intense gameplay (Radio Flare REDUX)

We Eat the World on the iPad

- Multiplayer: The iPad is intriguingly social. I see a four-player game like “We Eat the World” (the one I made with Broken Rules for the Gamma4 challenge) perfectly suited for the iPad. Play it with the whole family.

- Home use: I don’t expect the off-the-mill iPad to travel as far and frequently as the iPhone. It’ll merely stay at home in the living room. So the usual restrictions of mobile games – like that one session should be about as long as it takes until the bus arrives – don’t apply to the iPad this much.

The SDK is downloaded. The screen resolution of Radio Flare REDUX is adaptable. I’m ready to roll. No if I’d just get my hands on a device soon…

Martin

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