Doesn't this come down to what you consider to be a "decent" game? Certainly there are some genres of game that just aren't suited to a touchscreen (but people will try anyway ...) in the same way that there are games that are not suitable for "waggle" controls (but people will try anyway ...). Some games, however, work much better. I hate trying to play something like crayon physics with a mouse, but it's perfectly suited to touch controls. I think your best bet is to approach it like this:
1. What's my game idea? 2. What are my inputs to translate user intent to game response? 3. Does that work on a touchscreen and (the most important part in my mind with touch/waggle), if there's an error between intent and response because of fat fingers, will my control scheme punish the user in game? The last one is key to me, but that's the perspective of a long term gamer. I couldn't bring myself to play something like a FPS on a touchscreen as I want to accurate and immediate control I get from mouse/keyboard intent to character response. That doesn't mean that every game needs to be perfectly precise. The reason Angry Birds works is that a) the movement is relative & informed - once you start dragging that catapult you can move your finger anywhere and get immediate feedback on the angle and power and b) If you do cock up then you've lost very little time and still gotten to smash up some pigs for fun. A reset of a level doesn't hinder progress all that much -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

