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		<title>Pete Hindle &#187; game</title>
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		<title>Games I have deleted from my iPhone: Game Dev Story</title>
		<link>http://petehindle.com/2010/12/18/games-i-have-deleted-from-my-iphone-game-dev-story/</link>
		<comments>http://petehindle.com/2010/12/18/games-i-have-deleted-from-my-iphone-game-dev-story/#comments</comments>
		<pubDate>Sat, 18 Dec 2010 21:56:16 +0000</pubDate>
		<dc:creator>Pete Hindle</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false">http://www.petehindle.com/?p=973</guid>
		<description><![CDATA[I don&#8217;t know why I buy games for my iPhone. Maybe I get suckered by the advertising. Maybe I want to have fun. Maybe I like being stuck in the repetitive skinner box mechanics of gameplay. But what usually happens is that I complete the game in a matter of hours and then delete it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=petehindle.com&amp;blog=16112868&amp;post=973&amp;subd=petehindle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em><span style="color:#888888;">I don&#8217;t know why I buy games for my iPhone. Maybe I get suckered by the advertising. Maybe I want to have fun. Maybe I like being stuck in the repetitive <a href="http://en.wikipedia.org/wiki/Operant_conditioning_chamber">skinner box</a> mechanics of gameplay. But what usually happens is that I complete the game in a matter of hours and then delete it from my phone.</span></em></p>
<p><a href="http://itunes.apple.com/gb/app/game-dev-story/id396085661?mt=8">Game Dev Story</a> is a weird one &#8211; in it, you run a small game studio, and using a small budget you create games for several consoles. The whole game is deeply steeped in the history of gaming, and operates a as sort of parody of that world &#8211; but the only thing that really made me laugh was when the new “Playstatus” console was announced.</p>
<p>The aim of the game is to create hit games. You do this by training up your employees, who then work hard to create a game that will get good reviews. After a certain point, you have trained your minions employees hard enough so that success is guaranteed, but the game is still somewhat enjoyable.</p>
<p>It’s cartoon style and lack of seriousness make Game Dev Story an OK game, but there isn’t much replayability and it’s got a few glaring errors &#8211; for instance, you can’t skip any of the repeated scenes, the grammar and spelling are weak, and there was a persistent bug in the program which ate up the memory on my iPhone.</p>
<p>In the end, I only deleted it because I wanted my iPhone to stop being a bit weird from low memory. I could have replayed it once more, but I’d done all the major achievements in the game, and after playing for an in-game length of twenty years a pop-up screen told me that the game had “finished” although I could keep playing if I wanted to. Uh&#8230; no. As entertaining as it was, it was not a game with the longevity or complexity that would convince me to keep going.</p>
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		<title>Games I have deleted from my iPhone: Mirrors Edge</title>
		<link>http://petehindle.com/2010/12/14/games-i-have-deleted-from-my-iphone-mirrors-edge/</link>
		<comments>http://petehindle.com/2010/12/14/games-i-have-deleted-from-my-iphone-mirrors-edge/#comments</comments>
		<pubDate>Tue, 14 Dec 2010 22:14:52 +0000</pubDate>
		<dc:creator>Pete Hindle</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[game]]></category>
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		<guid isPermaLink="false">http://www.petehindle.com/?p=971</guid>
		<description><![CDATA[I don&#8217;t know why I buy games for my iPhone. Maybe I get suckered by the advertising. Maybe I want to have fun. Maybe I like being stuck in the repetitive skinner box mechanics of gameplay. But what usually happens is that I complete the game in a matter of hours and then delete it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=petehindle.com&amp;blog=16112868&amp;post=971&amp;subd=petehindle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><!-- p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; min-height: 14.0px} --><span style="color:#888888;"><em> I don&#8217;t know why I buy games for my iPhone. Maybe I get suckered by the advertising. Maybe I want to have fun. Maybe I like being stuck in the repetitive <a href="http://en.wikipedia.org/wiki/Operant_conditioning_chamber">skinner box</a> mechanics of gameplay. But what usually happens is that I complete the game in a matter of hours and then delete it from my phone.</em></span></p>
<p>Mirrors Edge stands out as one of the worst games I have ever played on my iPhone. It was a terrible waste of money that gave me nothing to show for it. It was made by Electronic Arts, a game company that has existed for so long that they seem to have become a <a href="http://ea-spouse.livejournal.com/274.html">fundament of computing now</a>.</p>
<p>On other gaming systems, Mirrors Edge is a considerably different beast. It won awards for its new slant on the traditional platform game, turning the familar mechanics of running/jumping into a sort of first-person-shooter parkour game. So, for the iPhone, Electronic Arts decided to strip away all the innovative bits and hand out a standard platformer.</p>
<p>This might not be so bad &#8211; the graphics are fairly good, and there is a story &#8211; but the problem of the touchscreen really baffled the team of programmers who put this together. Perhaps they didn&#8217;t have fingers and programmed the game with some sort of hand simulator, because I found it almost impossible to get the main character to react quickly. This was not a problem in the early levels of the game, but later levels which were harder and involved more conflict were infuriating.</p>
<p>I&#8217;d give this game two out of five, because it&#8217;s shiny and pretty. But it&#8217;s too short, and relies on the idea of uploading scores to F***book and Time Trials for it&#8217;s longevity. If you find both those things boring &#8211; as you should do &#8211; you should save your money and buy yourself a pint.</p>
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		<title>GTA:CW &#8211; GTFO</title>
		<link>http://petehindle.com/2010/03/23/gtacw-gtfo/</link>
		<comments>http://petehindle.com/2010/03/23/gtacw-gtfo/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 21:26:42 +0000</pubDate>
		<dc:creator>Pete Hindle</dc:creator>
				<category><![CDATA[Review]]></category>
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		<guid isPermaLink="false">http://www.petehindle.com/?p=669</guid>
		<description><![CDATA[I had Grand Theft Auto: Chinatown Wars on my iPhone for about 72 hours before I deleted it. GTA:CW is supposed to be one of the best games out there for the iPhone. It offers an immersive world, with full sandbox features, and it&#8217;s a continuation of one of the best game franchises around. So [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=petehindle.com&amp;blog=16112868&amp;post=669&amp;subd=petehindle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I had Grand Theft Auto: Chinatown Wars on my iPhone for about 72 hours before I deleted it.</p>
<p>GTA:CW is supposed to be one of the best games out there for the iPhone. It offers an immersive world, with full sandbox features, and it&#8217;s a continuation of one of the best game franchises around. So why is it so terrible on the iPhone? It&#8217;s not a straight port of it&#8217;s earlier incarnation on the Nintendo DS, but a well-crafted rejigging of the game for the iPhone&#8217;s particular aesthetic.</p>
<p>What it fails to do is to take into account the situation it will be played in. The most successful iPhone games offer the chance to step out of whatever mode you are in (say &#8220;waiting for the bus&#8221; mode) and indulge in some frantic button-bashing. Nobody can resist the simple charms of Canabalt (also available <a href="http://adamatomic.com/canabalt/">online as a free flash game</a>), but GTA:CW is a far more complex affair. And, as a more complex affair, it suffers from needing more complex controls.</p>
<p>It&#8217;s been mentioned in other reviews that GTA on the iPhone suffers from control issues. This is true. It&#8217;s almost impossible to control the game &#8220;in the heat of the moment&#8221;, and I struggled to drive cars around corners when not being chased by the police. It was like playing whilst wearing gloves, and led to a lot of aggravation when trying to complete some of the missions.</p>
<p>This game cost me six pounds, and unlike nearly every other game I&#8217;ve brought (on any platform) I realised it was a lemon. I think what really did it was the inclusion of mini-games, something I&#8217;ve always found annoying. Why would I want to break the flow of one activity I&#8217;ve committed to to play another, smaller game? This was an essential flaw in all of the later Final Fantasy games following FF7 &#8211; if I wanted to play cards, I&#8217;d play a card game. Quit wasting my time. Similarly, if I want to buy molotov cocktails, I will resent any time spent playing the &#8220;make molotov cocktails&#8221; game. Particularly the little stroking motion required to stuff the rag into the bottleneck.</p>
<p>This is a game that demands attention, but this is the wrong format for that. iPhone games are about distraction, not immersion, and GTA:CW requires you to log in some long hours, focusing on a (simulated) life of crime. If it had an adequate control system, allowing you to rampage across the city (as the earlier console versions did) then I could forgive it and utilise it as a cathartic release. But it doesn&#8217;t, and I can&#8217;t.</p>
<p>GTA Chinatown Wars might be the iPhone game most likely to appeal to hardcore gamers. For everybody else, it&#8217;s a bad introduction to what gaming can be.</p>
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		<title>Halo Project</title>
		<link>http://petehindle.com/2008/04/17/halo-project/</link>
		<comments>http://petehindle.com/2008/04/17/halo-project/#comments</comments>
		<pubDate>Thu, 17 Apr 2008 22:07:47 +0000</pubDate>
		<dc:creator>Pete Hindle</dc:creator>
				<category><![CDATA[Friends]]></category>
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		<guid isPermaLink="false">http://www.petehindle.com/?p=67</guid>
		<description><![CDATA[I&#8217;m working on a series of portraits of people playing computer games. There are several problems with this &#8211; getting the picture right, getting people to play the game, etc &#8211; but I&#8217;ve nearly worked out all the kinks. I&#8217;m not entirely sure where this goes though, but I&#8217;ve drawn up a plan and I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=petehindle.com&amp;blog=16112868&amp;post=67&amp;subd=petehindle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m working on a series of portraits of people playing computer games. There are several problems with this &#8211; getting the picture right, getting people to play the game, etc &#8211; but I&#8217;ve nearly worked out all the kinks. I&#8217;m not entirely sure where this goes though, but I&#8217;ve drawn up a plan and I thought I&#8217;d share it with the entire internet.</p>
<ol>
<li>1. Give artists wine until drunk</li>
<li>2. Make them play Halo</li>
<li>3. ????????</li>
<li>4. Profit!</li>
</ol>
<p style="text-align:center;"><object type="application/x-shockwave-flash" width="440" height="334" data="http://www.flickr.com/apps/video/stewart.swf?v=1.161" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"> <param name="flashvars" value="photo_id=2403436931&amp;photo_secret=337e7c1dae&amp;flickr_show_info_box=true"></param><param name="movie" value="http://www.flickr.com/apps/video/stewart.swf?v=1.161"></param><param name="bgcolor" value="#000000"></param><param name="allowFullScreen" value="true"></param><param name="wmode" value="opaque"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/video/stewart.swf?v=1.161" bgcolor="#000000" allowfullscreen="true" flashvars="photo_id=2403436931&amp;photo_secret=337e7c1dae&amp;flickr_show_info_box=true" wmode="opaque" height="334" width="440"></embed></object></p>
<p style="text-align:center;"><object type="application/x-shockwave-flash" width="440" height="334" data="http://www.flickr.com/apps/video/stewart.swf?v=1.161" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"> <param name="flashvars" value="photo_id=2403326654&amp;photo_secret=5c590deef6&amp;flickr_show_info_box=true"></param><param name="movie" value="http://www.flickr.com/apps/video/stewart.swf?v=1.161"></param><param name="bgcolor" value="#000000"></param><param name="allowFullScreen" value="true"></param><param name="wmode" value="opaque"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/video/stewart.swf?v=1.161" bgcolor="#000000" allowfullscreen="true" flashvars="photo_id=2403326654&amp;photo_secret=5c590deef6&amp;flickr_show_info_box=true" wmode="opaque" height="334" width="440"></embed></object></p>
<p style="text-align:left;">We&#8217;ll have to see how this one pans out&#8230; I&#8217;m still working on that third part.</p>
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