I can turn aside the quick and obvious assaults on PC sensibilities-the rough graphics, the lack of options-but it's the cynical design that guts me, in the end. It's not those issues that really put me off of Starships, but rather the way it seems to aspire to that narrow, dated idea of what makes a "good" mobile game. Its sci-fi galaxy is mostly abstracted, and its unit models are simple and blocky. On PC, it unfurls in a tablet's compacted, low resolution window, and there are no graphical settings to massage. And the first things you notice about it are the various ways it seems visually bottlenecked by its tablet version. Starships happens to actually be a mobile game-the kind that harks to those days of yore, when "mobile" equated to "simplistic." It released simultaneously on PC, Mac, and iPad, and in more-or-less the same form to boot. But in some circles you can still hear the old backhanded compliment being leveled at games like Sid Meier's Starships. I don't cotton to those implications, not anymore: Mobile games have achieved too much, broken too many molds. Drag a distracted finger across a screen a few times, and kill, conquer, level up…all between stops on the train. A sort of euphemism for alleging that a game was baser somehow, that in exchange for a shallow, compulsive high it asked little of a player save the odd microtransaction. "This would be good as a mobile game" was, historically, some pretty faint praise.
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