A Growing Problem: Portabilis Minimus
Written by Marc DeAngelis   
Thursday, 23 July 2009 15:51

As time marches on, technology increases in power and decreases in size.  What once brought men to the moon and occupied several square-feet of space now travels in our front pockets.  Computers that took up entire rooms now fit into a manila envelope.  And some of our game systems are now smaller than the cartridges that held only the software a few decades ago.

Portable game systems are great, but there is a desire of the industry to replicate the home console experience in the palms of our hands.  That's impressive, to be sure, but is it practical, or even desirable?

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In the early- to mid-2000s, portable games were still restricted to the first two dimensions of space.  For those who had fond memories of the 8- and 16-bit days, and for the younger gamers who lacked the motor skills and spacial recognition to play 3D games, this was fine.  But when the technology to reach the third dimension became available, the industry understandably went to work crafting gadgets with high quality graphics processors.

The Nintendo DS and PlayStation Portable hit the world's different markets during the holiday season of 2004 and the first quarter of 2005, depending on region.  These systems boasted graphics that a geek could only dream of having in a portable back in the '90s.

And then came the games.  Several GTA games, racing games, and 3D fighters filled the PSP's library.  With superior graphics, the PSP was the main machine that tried to emulate the feel of console games, but the Nintendo DS was also culpable.  A DS remake of Super Mario 64 and a portable entry into the Metroid Prime line attempted to rival the PSP's impressive visuals.

And people bought them.  Sure, the games were considered well-made in a critical sense, but they lacked, and still lack, the portable aspect which should complement the diminutive size of the machines.

Portable games should be portable in terms of playability as well as in a physical sense.  Why develop God of War for a system with a small screen and less buttons than a Dual Shock controller?  Why not just publish it on the PS2 so that people can play while relaxing on their couch rather than hunched over, hands cramped and corneas scortched.  Why put out a full-scale Kingdom Hearts game, which is sure to hit the double digits in the "hours of gameplay" area, on the DS?

Especially perplexing are portable fighting games.  Street Fighter is difficult to control as it is, and the gameplay is challenging to the point where players often have a death-grip on their controllers, so how are gamers supposed to play SF Alpha 3 without either splitting their PSP at the seams or wiffing nearly every command?

Another trend is to release remade RPGs on portable systems.  Recent examples include Dragon Quest IV, V, and VI, and the first two Star Ocean games.  Do publishers release these games on portable systems because the titles don't seem, to the normal customer, to be of "console quality?"  Having a HUD quarantined to the DS' lower screen is nice, but playing on a 32" television would be even nicer.

Also interesting is the fact that some of Sony's own properties, such as Ratchet and Clank: Up Your Arsenal are ported from the PSP to the PS2.  Isn't it usually the other way around?

This isn't to say that all portable games are unfit for pocket-sized gaming.  Crisis Core: Final Fantasy and Tokyo Beat Down kept most of their missions under five minutes in length - perfect for a ride on the subway or while waiting for a friend to show up.  One could play for only a few minutes, put the game down, and not feel like they were taken "out of the moment" or feel lost the next time they pick up the game.

Also, the DS can often be excused due to its special functionality of the touch-screen.  A title with a gameplay mechanic that uses the touch-screen could not easily be replicated, even on the Wii.  The DS has carved out its own unique market.

This is what portable gaming should be.

It seems like Apple's iPhone and iPod Touch may be challenging the "console-style" format of portable games.  Surprisingly successful, the App Store sells thousands of cheap, bite-sized games.  And its gaining popularity could possibly force traditional developers and publishers to concentrate on creating similar titles.

The next generation of portable hardware is sure to be even more powerful.  But it's the software that's important.  Hopefully the industry will realize that portable games don't have to mimic their big brothers in order to be successful.


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Comments (1)Add Comment
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written by Daniel Lloyd, July 24, 2009
agreed whole-heartedly. i dont need a multihour epic gaming experience on a portable. i want something i can pick up and play, turn on and off quick, and have fun with.

"The next generation of portable hardware is sure to be even more powerful. But it's the software that's important." - same goes for consoles as well. i dont care how gorgeous your game is, if its not fun i wont play it.

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