My point, rather ineloquently put this morning, was that these games
often have other control methods (Audio Defense having three distinct
ones.) Adding an external controller into the mix would basically just
open another control method.
I like the unique activities associated with the iDevices and other
smartphone tech. I think that there are, however, certain advantages
to a controller. One of them is novelty. Imagine playing a standard
style arcade game or a game with the control scheme of a standard
console title, only because of the Android/iOS accessibility API's, we
have opportunities to have these games voice themselves.
We are aware of the unique opportunities given to us by the
touchscreen/accelerometer interfaces of smart tech, such as they are.
However, I think that at least allowing the controllers for novelty's
sake detracts none at all.
Think of it this way. I often used Audio Defense as a sort of personal
training, holding the phone's guns in different ways for each weapon:
holding the phone extended and braced with the rifles and shotguns,
taking a knee with the machinegun, so forth and so on. Other people
simply sit in an office chair and tap, allowing themselves to spin
freely to face whatever target comes up. I wouldn't play the game that
way, but I recognize it as a valid personal choice. Similarly, I don't
particularly care for the tilt method of gameplay, but it is a valid
personal choice. Adding controller support to Audio Defense would
actually perhaps entice me to play it that way, at least for
interest's sake.
More developers being aware that the controllers are out there means
more developers adding them as optional or standard control methods.
Imagine, for example, the Nebula space ship game. It would somewhat
detract from the unique presentation of the game to add controller
support, but the tilt method is mildly clumsily implemented there, and
there aren't a huge deluge of similar titles on iOS as there are on
Windows, so allowing controller support could prove very interesting
for that game. It would change the challenge, not lessen it.
I think that's the key with any control method. The results should be
similar, across a large sample, no matter what control style is used.
If one method is particularly easy, another particularly challenging,
perhaps the methods ought to be scaled a little differently.

All of this simply means that having access to controller support
would add a new level of possibility to an arena already exploring new
horizons.

I hope this is a bit more reasonably and understandably put.

On 10/7/15, dark <[email protected]> wrote:
> I do think charlse has a point here, indeed it's the unique control methods
>
> such as analogue use of the touch screen and the motion and tilt sensors
> that make the iphone control so unique for games in the first place, so
> using other controllers would be a little odd.
>
> That being said, I will say one problem which several action games have had
>
> is using multiple controls for the same sequence.
> Imagine playing an Ios beatemup like streetfighter where you have movement
> buttons of your character plus say several different attack buttons, or a
> spaceship game where you had multiple weapons which would usually be tied to
>
> specific keys.
>
> inventory or action toggles and the like are okay as far as they go, eg, two
>
> finger tap to switch weapons as in audio defense, but they're not as
> immediate as they would be in a fast action situation, and for actually
> locating on screen buttons sinse a vi player can't locate them visually, and
>
> sinse in a self voicing action game there wouldn't be time to flick to them
>
> with vo, you mostly can only use buttons in the corners of the device, which
>
> limits you to four, though I suppose with controlling how those controls
> were access, ie, single tap or two finger tap you might exchange the rate.
>
> Then again, fast action sequences are also just the sorts of sequences it'd
>
> be perfect to use more complex analogue motions for anyway, ---- for example
>
> suppose youu had a beatemup where you moved your phone up and down to hit
> high and low and turned it to block, so I'm even not sure on that one.
>
> I would've said the physical layout of a joypad would be needed for
> occasions when the position of controls is important, eg, arrows up down
> left and right, however using vertical navigation and voiceover you can find
>
> these well enough (it's rather necessary in adventure to fate battle
> arena).
>
> Of course there are keyboards which are needed for text input, sinse I
> personally wouldn't fancy playing a mud or interactive fiction game on Ios
> trying to use the on screen keyboard or risk dictation, but that's fully
> implemented already.
>
> all the best,
>
> Dark.
> ----- Original Message -----
> From: "Charles Rivard" <[email protected]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Wednesday, October 07, 2015 5:24 PM
> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
> Arena,BlindSide, and A Blind Legend.
>
>
>> Only thin, though, is that the motion sensors are in the device, not the
>> controller.  That would be kind of like trying to tilt your phone with a
>> Bluetooth keyboard, wouldn't it?  It won't work.
>>
>> ---
>> Be positive!  When it comes to being defeated, if you think you're
>> finished, you! really! are! finished!
>> ----- Original Message -----
>> From: "Dakotah Rickard" <[email protected]>
>> To: "Gamers Discussion list" <[email protected]>
>> Sent: Wednesday, October 07, 2015 9:24 AM
>> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
>> Arena,BlindSide, and A Blind Legend.
>>
>>
>>> For Blindside and Audio Defense, at least, it would be interesting to
>>> have these controlers. I haven't played Blind Legend, so ... no opinion.
>>>
>>> It's always nice to have multiple options.
>>> Still, the two games I have played offer the most emersion with the
>>> accelerometer option. The finger swipe option is workable, as (I suppose)
>>>
>>> is the tilt option for some, but the motion control option feels most ...
>>>
>>> interactive. I think that adding the controlers to these titles would be
>>>
>>> cool, but I'd also like, maybe like more, if the developers were simply
>>> more aware of our interest in these devices. IF people are more aware of
>>>
>>> our interest and the devices's availability, I'm sure they could come up
>>>
>>> with even more interesting and appropriate titles for the controler style
>>>
>>> of gameplay.
>>>
>>>
>>> Signed:
>>> Dakotah Rickard
>>>
>>>> On Oct 6, 2015, at 13:26, Charles Rivard <[email protected]> wrote:
>>>>
>>>> I think that your iDevice should be the controller.  That's what the
>>>> motion sensors are for.
>>>>
>>>> ---
>>>> Be positive!  When it comes to being defeated, if you think you're
>>>> finished, you! really! are! finished!
>>>> ----- Original Message ----- From: "Gmail" <[email protected]>
>>>> To: "Gamers Discussion List" <[email protected]>
>>>> Sent: Tuesday, October 06, 2015 12:05 PM
>>>> Subject: [Audyssey] iPhone game controllers for games like Zombie
>>>> Arena,BlindSide, and A Blind Legend.
>>>>
>>>>
>>>>> Accessible games on iOS probably don't have any support for ^these
>>>>> controllers, but wouldn't it be cool if they did? It would be awesome
>>>>> to get controller support for titles like Zombie Arena, BlindSide, and
>>>>>
>>>>> A Blind Legend. I'm not sure how this all works, but I ink the
>>>>> developer has to support individual controllers. Having never used any
>>>>>
>>>>> of these devices, I can't speak to the quality or usability of any of
>>>>> them.
>>>>>
>>>>> What do you all think? Would having controller support for any of these
>>>>>
>>>>> games be something you'd like to see?
>>>>>
>>>>>
>>>>> Thanks,
>>>>> Ari
>>>>> ---
>>>>> Gamers mailing list __ [email protected]
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>>>>>
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>>>>> No virus found in this message.
>>>>> Checked by AVG - www.avg.com
>>>>> Version: 2015.0.6140 / Virus Database: 4435/10768 - Release Date:
>>>>> 10/06/15
>>>>
>>>>
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-- 
Signed:
Dakotah Rickard

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