• @[email protected]
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      17 months ago

      Well the handheld thing, if you make a good game it could be shipped to mobile? Or maybe lacking buttons makes it always crappy?

      • @[email protected]
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        27 months ago

        Yea, eating up loads of screen space for controls and having a tiny screen are big negatives.

        Processing power is waaaay less too, but that’s been a non-issue for indie quality style graphics for some years, now.

        The entire market works off of freemium and piecemeal/ad models, too, which as Tim refuses to admit; people also hate!

        • @[email protected]
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          17 months ago

          He he I worked in the mobile game industry before smartphones, buttons (flimsy though for many phones) but man has screens gotten not just bigger but better :-)

          Power is never an issue, except if you want to showcase some tech instead of making a good game, IMO.

          Ya to death with all that dark pattern shit.

          • @[email protected]
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            7 months ago

            The screens getting better pushes directly against graphics processing increases. More pixels takes more power, after all.

            Not that it’s any excuse… Modern phones are more powerful than the Switch, by a long shot.

            I really wish mobile games could be good, but this is modern capitalism: It’s not about careers and good products. It’s about extracting wealth.

            • @[email protected]
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              17 months ago

              Well, check out a GBA/DS fat screen vs a DS lite one, it’s from that time roughly, not many more pixels but the quality is way different. But sure, a shame the whole mobile game industry is so incredibly crappy.

              • @[email protected]
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                17 months ago

                Yea, don’t have to render all the pixels for full enjoyment, though I bet things like the UI would love the extra detail.

                Either way, the industry has a greedy corpo problem, not a technological limitation problem.