2012 is going to be a fascinating year as far as handhelds are concerned. iOS continues to screw with the marketplace, for one thing, helping to democratise development while also redefining how much audiences expect to pay for a game. Meanwhile, the 3DS appears to have finally hit its stride - or has it? - and Sony's getting in on the action with the almost implausibly lavish Vita. Is there still enough room for everybody?
If this article seems more preoccupied with a single issue than the rest of Eurogamer's trends pieces, I suspect it's because the handheld industry is similarly preoccupied. Weird as this would have sounded five years back, Nintendo and Sony feel like the underdogs in this brave new-ish world of Apps and freemium releases. That leads us to some interesting questions.
Is there still a place for the bespoke handheld console that allows developers to take a risk on big-budget projects that sell for £30? Will the increasing clutter of the App Store begin to deter teams from putting all their chips on iOS? Will Solipskier ever run properly on the ultra-cheap HTC Wildfire S that I really shouldn't have bought when I lost my iPhone? Will Dale Cooper escape from the Black Lodge and sort things out with Heather Graham?
I haven't got a clue, which is why I've spent the last few weeks firing off emails to some of the smartest people in handheld gaming and asking what they think. Here's what I found out. (Spoiler: Coop isn't going anywhere.)
The only constant is change
Heraclitus said that, shortly after his match-three variant Greek Balls of Fire failed to chart on the iPhone Top 50. Most of the people I've been speaking with seemed to agree with him: this is a seismic period for the industry. But is it exciting seismic, like a kegger party in an earthquake testing lab, or is it frightening seismic, like a 9.3 that leaves you trapped and bleeding under a heavy refrigerator while your Alsatian decides that you're already dead and begins eating your feet?
"It is more than exciting," says Giordano Contestabile, PopCap's franchise business director for Bejeweled, when I ask him about the proliferation of handhelds. "It's reshaping the whole industry, and making it much bigger! If we assume that 'handhelds' include any portable gaming device, including smartphones and tablets, we are now looking at an addressable audience of more than 500 million potential players, many of whom weren't playing games before. Additionally, most of those devices are connected, opening the possibility of cross-platform, social and online gaming, therefore leading to an explosion of innovation and opportunities."
Broadbent describes Cloud God as 'a sort of love-letter to the time I spent in Japan.' Loosely based upon Japanese folklore, the action game features gorgeous Gary Lucken art and a smart combo system. It will be arriving on PSP Minis soon.
He's a fan, then. Matt Bozon, the creative director of WayForward Technologies, shares his enthusiasm, but also sounds a note of caution. "Handheld games on average are becoming much more expensive and time-consuming to create, requiring much higher resolution visuals and larger teams all around," he tells me. "This could send a lot of smaller devs towards iOS, and force experienced console devs into unfamiliar handheld territory."
Rhodri Broadbent, the founder of Dakko Dakko, which created the wonderful PSP Mini The 2D Adventures of Rotating Octopus Character and is now hard at work on a 2012 follow-up called Floating Cloud God Saves The Pilgrims, is more excited by the positive effects of all this competition. "My biggest hope is definitely that a healthy rivalry between Vita and 3DS excites the entire handheld industry," he says. "I'd really like to see more developers who might have hitherto chosen to focus on 'bigger' experiences on home consoles try their hands at handheld game development.
"Now that portable gaming tech is significantly less restrictive (performance-wise) than ever before, I see huge potential for developers to play on the more personal, intimate experience of having the whole game system in your hands wherever you are. Handhelds have for a long time been viewed as for the kids to play on the back seat on long journeys, as 'throwaway', but I think that is to hugely undervalue what portability, accessibility and local wireless play with individual screens can bring to the gaming experience."
Vita and 3DS
Let's try and get a little more specific now. Nintendo and Sony both have new hardware in the marketplace. In both cases, they've opted to ignore Apple's approach, focussing primarily on games and controlling the sales channels.
Despite a slightly wonky launch in Japan, Vita remains an unknown quantity. Anecdotally, everyone I've spoken to who has played around with one ends up very excited about it, but there are lingering questions over whether audiences are going to pay £40 for games when they have recently been led to believe that sort of thing should only cost 69p.
Paul Rustchynsky, game director for Motorstom RC, appreciates Vita's clarity of purpose. "As a gamer it's so exciting that PS Vita is first and foremost a contemporary
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