Can a hack to test for midi-chlorian count be far behind?
Bit-tech is running a feature examining the progress PC games have made over the past couple decades. The article highlights aspects of modern games we often take for granted or nitpick, and compares them to earlier games in which such features were implemented poorly or not at all. Quoting: "Doom's legacy is still being felt today in fact and it's a fair bet that you can take any shooter off a shelf, from America’s Army to Zeno Clash, examine it, and list a dozen things that those games owe to Doom. Things like the wobble of the guns and the on-screen feedback that tells you which direction you are being shot from — these were things that id Software invented. On the other hand, from a story perspective, Doom was absolutely rubbish. You start in a room, no idea what’s going on and you are surrounded by demons. You have to read the manual and supporting media to get a grip on it all — something modern games would get heavily slated for doing. Yet the idea that plot was optional caught on and the same flaw was replicated in other games of the era, such as Quake and (to a lesser extent) Duke Nukem 3D. There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many sprites or polygons as possible."
Gamasutra is running an article about the state of game development on Android. The author explains some of the strengths and weaknesses of the platform, and makes comparisons to development on the iPhone. Quoting: "While iPhone apps are written in Objective C, the Android SDK uses relatively more programmer-friendly Java. The iPhone store charges developers $99 a year to distribute their apps, while Android has a one-time $25 fee for developers. And the review process for iPhone apps grows increasingly lengthy — sometimes weeks or more — and it's somewhat arcane. Android apps go live as soon as the developer hits the publish button. Google handles the review process post-hoc, and is much more lax in terms of content. ... For now, if a developer decides to implement a game exclusively for a particular smartphone platform, and the choice is between the iPhone and Android, the tradeoff is between trying to get noticed in an incredibly crowded and competitive market where the potential payoff is huge for those at the top, or entering a market with low barriers, little competition, currently low returns, but the possibility of potential growth."