I've been playing a lot of Android games lately, trying to find some really good ones, and one thing I've noticed is that virtual thumbsticks & buttons suck. I can kinda deal with it on emulators (SNES & GBA, mostly), but trying to play God Of War clones or first-person shooters made for Android is a nightmare.
Why are these games even made that way? It seems completely counterintuitive to how the system works. The few action games I've been able to play without, say, having my character stop in the middle of a dead run due to my thumb having left the control zone or die from me missing the button to attack have all been made to work with the concept of touchscreens - movement is point-and-click, and attacking is done by tapping and/or swiping the mobs. Yet these games seem to be in the minority.
Also, why are quicktime events not more of a thing? It's another thing that'd be perfect for smartphone gaming. The DC port of "Injustice: Gods Among Us" uses them really well with each character's special moves (i.e. you have to swipe rapidly to increase Catwoman's slashing damage, tap fast to increase the special damage for strikers like Nightwing & Flash, and hit a bull's-eye with a moving cursor for shooters like Lex Luthor & Green Arrow), keeping a game that's essentially a digital "Rock 'Em, Sock 'Em Robots" from getting dull. QT events could be used on a lot of Android action games & shooters to at least up the Wow factor, but they're not. Is there a reason for that?
So...anyone got some thoughts on all this? I'm very aware I could just be talking out of my ass, but controls have been on my mind a lot due to the dozens of games I've played recently and I needed to vent.
Download link http://www.mannesoth.com/download/19/12964000/My Thoughts On Controls
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