A History of Touch Games Technology 16
Next Generation has up a lengthy article about the history of touch interaction in games. Above and beyond the obvious, like the DS or the touch panel table demonstrated last year, they also explore concepts like physical interaction in adventure games like Myst. "The popular growth of videogames has been more or less tied to a minimization of distance, and an increase in tangibility; making the player feel like he can touch the world, and that doing so will matter. It makes sense, right? Make people feel actively involved, and they will actively involve themselves. As developers have piled on the abstractions - more buttons, more unspoken conventions, a more confusing perspective - and reveled in the already-existing distance, videogames have passively sunk into their niche, to appeal only to those familiar enough to overlook and accept the abstractions."
They missed the touch master games (Score:2)
If they want to appeal to touch gamers... (Score:1)
Re: (Score:2)
Hunt the Pixel (Score:2)
Re: (Score:1)
Re: (Score:2)
Dungeon Master (Score:2)
I never felt more "in touch" with a game than when I played Dungeon Master [wikipedia.org] As games have become much more advanced, I still feel like you move through them with only a cursory awareness (or remembrance) of the surroundings.
Re: (Score:2)
Re: (Score:3, Insightful)
Now look at its spiritual predecessor, System Shock 2: it had an inventive level structure that slowly opened up as the game progressed. It pro
Please tell me Trance is on the list (Score:2)
Touch screen discussion (Score:1)
That thing was way ahead of its time. Full touch screen, text based internet access, and several big series like resident evil and Duke nukem. It even had some PDF functionality in it. When the DS was first shown, all I could think of was "game.com 2.0". I find it amazing so few people seem to give credit to the little handheld, as without it there would be no DS.