Re:Why you should use OpenGL and not DirectX
by kazagistar on Friday December 06, 2013 @02:05AM
(#6859849)
WoW is a terrible example due to the latency mitigation factors built into the game: you can only cast spells every so often, and then you have a global cool down between spells. You could totally do it on an ipad or some such if the control scheme was a bit better optimized for it.
Re:Why you should use OpenGL and not DirectX
by EpicEng on Friday December 06, 2013 @01:20PM
(#6862593)
Those aren't latency mitigation factors, but ok...
So, essentially, your argument is that control schemes should be dumbed down so that they play on mobile? Yeah, that will go over well.
You don't think you are taking your experience of the current control scheme of WoW and projecting it as a limitation of the platform?
I'd note that it's pretty hard to do tilt-control on a PC...
And there are already plenty of actions games on iOS that work well (and need to be more responsive than WoW).
Re:Why you should use OpenGL and not DirectX
by EpicEng on Friday December 06, 2013 @01:19PM
(#6862580)
Who needs tilt control? WoW is just an example. Any game that has a complex control scheme and requires quick reactions is simply not suitable to mobile devices. I'm not sure you actually play any of the games I am talking about.
Re:Why you should use OpenGL and not DirectX
by nl on Saturday December 07, 2013 @01:51AM
(#6865768)
Mobile (or rather touch screens) actually enable richer control schemes than a keyboard. You may not be happy with anything available as yet, but that doesn't make it impossible.
Anyway, iOS controller support means the touch screen isn't the only input device.
And I shouldn't have used the term "real". I'm talking about games like WoW. Many (many) buttons that need to be pressed quickly in response to your opponent (not talking about LFR obviously...).