Article content Recommended from Editorial This advertisement has not loaded yet, but your article continues below. But the calibre of the entertainment was an iron-clad defence. The very fact that handheld games were smaller may have had some impact on the perception of their worth. Great games cost a lot of money to produce, whether they’re played on a 50” high-definition TV screen or in the palm of your hand gamers understood that New Super Mario Bros and Pokemon Diamond were as valuable, from the vantage of enjoyment, as Mass Effect or Halo 3, and they were willing to pay what seemed then a reasonable price of admission. The quality of the titles reflected the price. The prospect of such games being available on a phone was, needless to say, enormously attractive.īy the time of the iPhone’s release in the United States, a new video game on a handheld platform was priced only marginally lower than home console games - as much as $39.99, typically, compared to $59.99 for a game on the Xbox or PS3. ![]() The Nintendo DS, though pretty rudimentary by the standard of then-current consoles such as Microsoft’s Xbox 36o or Sony’s PlayStation 3, enjoyed some of the best games of its era, games as innovative, engaging and original as anything one could find on the more powerful home platforms. I had been carrying a video game console on my person at the time already: A Nintendo DS, which often sat in my jeans pocket uncomfortably next to my Motorola flip phone and a set of house keys. ![]() ![]() Yet it was always easy to imagine the iPhone as a platform for video games.
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