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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for Mark_DeLoura</title><link>http://disqus.com/by/Mark_DeLoura/</link><description></description><atom:link href="http://disqus.com/Mark_DeLoura/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Tue, 03 Feb 2009 14:41:04 -0000</lastBuildDate><item><title>Re: On Buttons</title><link>http://gamemakers.ngmoco.com/post/74936421#comment-5815408</link><description>&lt;p&gt;I think that's one thing you have been doing particularly well at ngmoco - making games designed for the iPhone, not making games that were designed for other platforms FIT the iPhone. It's something that has made your titles really stand out from the crowd.&lt;/p&gt;&lt;p&gt;With each new games platform, that's one of the most important things to do - I think Martin (hi Martin) would probably agree. Unfortunately it can also be one of the most risky, since if you spend a lot of money creating a title designed exclusively around the unique features of a single platform, and that platform doesn't do well, you could be in trouble. It's much easier to abstract the title's features and controls away from the hardware so that you can ship on multiple platforms and hedge your bets - but of course then you lose out on the uniqueness front. It's an interesting challenge to be sure.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Mark_DeLoura</dc:creator><pubDate>Tue, 03 Feb 2009 14:41:04 -0000</pubDate></item><item><title>Re: On Buttons</title><link>http://gamemakers.ngmoco.com/post/74936421#comment-5815339</link><description>&lt;p&gt;I think that's one thing you have been doing particularly well at ngmoco - making games designed for the iPhone, not making games that were designed for other platforms FIT the iPhone. It's something that has made your titles really stand out from the crowd.&lt;/p&gt;&lt;p&gt;With each new games platform, that's one of the most important things to do - I think Martin (hi Martin) would probably agree. Unfortunately it can also be one of the most risky, since if you spend a lot of money creating a title designed exclusively around the unique features of a single platform, and that platform doesn't do well, you could be in trouble. It's much easier to abstract the title's features and controls away from the hardware so that you can ship on multiple platforms and hedge your bets - but of course then you lose out on the uniqueness front. It's an interesting challenge to be sure.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Mark_DeLoura</dc:creator><pubDate>Tue, 03 Feb 2009 14:38:02 -0000</pubDate></item></channel></rss>