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Worried about infinity blade gameplay

11-06-2010, 07:04 PM
#1
Joined: Feb 2010
Posts: 575
Worried about infinity blade gameplay

To quote from the interview
Quote:
"With your finger, you can look around, and there are different touch points in the environment, and when I click the point, I see cool cinematic shots of my character moving through the environment. While he's doing that, if I see other branches, I can click on those. If I see treasure I can click on it. It's almost like the 'picking up the sunshine' feel of 'Plants vs. Zombies.' It's pretty different, but I think it's cool for the device."
sounds like the two virtual sticks walking will be removed. That would be really ashame as i love to do that, especially with those graphics.
Also seems its now completly third person, not first person ability anymore.

Ofcource id still buy it fore sure...but come on...i think i will miss epic citadel once the game comes out.
11-06-2010, 07:27 PM
#2
Joined: Feb 2010
Location: US
Posts: 745
Honestly, I don't really care about the movement. As long as you can control where you go i'm fine with it.

11-07-2010, 04:53 AM
#3
Oh no :/

I much prefer free roam games.

Have a look at Naruto RPG!
Look at Gamebook Adventures for iPhone/iPod/iPad!
I do app descriptions for free
11-07-2010, 06:17 AM
#4
Joined: Feb 2009
Location: United Kingdom
Posts: 2,481
Hey, whatever improves the gameplay is ok with me.

If something online is free, you are not the customer - you are the product.
11-07-2010, 07:48 AM
#5
They're making the game control naturally for iOS, rather than implement simulated controller inputs. I think a lot of people will be pleasantly surprised by what Infinity Blade turns out to be, and how it will play.

Now Playing...FFT: War of the Lions, Tiger Woods '12
GAME CENTER - Alchemistrpm
11-07-2010, 08:27 AM
#6
Joined: Jun 2010
Posts: 1,609
Quote:
Originally Posted by alchemistrpm View Post
They're making the game control naturally for iOS, rather than implement simulated controller inputs....
That's big sentence, I see a lot behind.

First game designers tend be glued in past controls designs and have hard time to think different than controls used in past. I totally agree with that, at least game designers should think of this potential problem much more.

There are natural controls. Well I think it's the trap and all the difficulty of the amazing freedom that offer virtual controls. I don't think there are really natural controls, most need to be learned.

When first mouses appear you should have live it and felt by yourself how it was a difficult tool during the first days or even weeks. I know now it's hugely different and kids seem have almost birth with a mouse in hand. It's just a feeling, the point is in one way or another they had to learn it. It's just that it's now it's a very common device and only see some other people use it at ease is enough for very young kids to make a huge step in learning using a mouse even before have use any.

I see only one type of controls that is natural, it's pure touch tap (no swipe, pads, sticks, arrows and so one). Ie tap involves immediate effect and that's all. But this isn't new at all in gaming devices, because it's totally close to pure point and click with the mouse, even if clearly it's quite more technical with a mouse. Anyway it's a game control design already fully explored and we know since age it's a bit limited and games need be adapted to allow such simplification of controls.

Because of this, there's perhaps natural controls but it's a big design limit to stick to it.

Quote:
Originally Posted by alchemistrpm View Post
I think a lot of people will be pleasantly surprised by what Infinity Blade turns out to be, and how it will play.
We will see but I see two points:
  • If it's limited to pure tap controls as I explained above, I already know a game that seems very very close to the description quoted in OP. It's Doom Resurrection, myself this game has been a big surprise how it could be much more pleasant than I would bet.
  • But many players won't be able to adapt mentally to such games because first person shooters like on PC are now like a fully natural game mechanism and control mode. So have a game where you can aim, shoot, look around to search some secret or some stuff, dodge, and so on, but not moving freely but from one position to another position, well quite many players just won't be able to adapt to such limits.
11-07-2010, 10:51 AM
#7
Joined: Sep 2009
Location: USA
Posts: 1,359
We have to learn how to adapt. We're not using a PSP, XBox, or DS. We're using an iDevice that only has buttons for power, home, and volume (such an elegant design ). I was a little worried too about the point and move controls, but the more I think about them, the more I think they'll work best, especially on iPhones and iPods.
11-07-2010, 10:52 AM
#8
Joined: Feb 2010
Location: Los Angeles
Posts: 2,255
@Qordobo Why was that the most confusing thing I've read in awhile? It's either the punctuation or the grammar, but I couldn't understand the point.
11-07-2010, 12:26 PM
#9
Quote:
Originally Posted by Cilo View Post
@Qordobo Why was that the most confusing thing I've read in awhile? It's either the punctuation or the grammar, but I couldn't understand the point.
Controls - you gotta get used to them.

Have a look at Naruto RPG!
Look at Gamebook Adventures for iPhone/iPod/iPad!
I do app descriptions for free
11-07-2010, 12:33 PM
#10
Joined: Feb 2010
Location: Los Angeles
Posts: 2,255
Quote:
Originally Posted by LostLegend View Post
Controls - you gotta get used to them.
Lol thanks!