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The iPhone Gamer’s Bill of Rights

May 25th, 2009 by Arjan Olsder Posted in Platforms: iOS | No Comments »

Blank The folks over at Slide 2 Play have written an excellent editorial about 10 things mobile game developers should keep in mind to make sure that their mobile game will not cause frustration toward the consumer.

Though their editorial is focused on the iPhone, we feel most of their statements (if not all) would apply to mobile games in general.

In short, it comes down to the following; when the iPhone is on mute, don’t play sounds in your game. Allow your game to freeze and continue on next run (we know most other phones allow multitasking). Make sure thumbs are not in the way of action on the screen (since the screen is also the primary input device). When porting to iPhone, keep the iPhone special features in mind. Test software well before deploying it. Don’t make big jumps in pricing as that frustrates consumers after a purchase. Provide access to the music library on the device instead of using just your own loops. Don’t implement the accelerometer just to support it. Connect to social networks and finally, think of the colorblind and deaf people (though what’s the fun of an iPhone without being able to hear the music).

Read the full story here.

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