Date: 3/12/2010
At the end of January, Apple held one of its famous launch events and introduced the world to a product called the iPad, set to launch April 3. It falls somewhere between a mobile device like the iPhone and a laptop computer, essentially an iPod Touch with more power but mostly the same functionality, and a much bigger screen. What remains to be seen is whether there is enough of a niche to sustain such a device. And as Apple's smaller counterpart has become central to the realm of casual gaming, it begs the question of whether the iPad has a place in the world of casual gaming.
For a point of comparison, I should first explain why I like my current device so much. I use the iPod Touch third generation, rather than an iPhone. I didn't need a new phone, nor did I care to spend the cash on the data plan, so I picked up the Touch. It has absolutely the same functionality except for the phone, and therefore uses Wi-Fi connections rather than the 3G data system. I bought it because, as a gaming journalist, I wanted to play all the titles being released exclusive to the platform.
I like that the games I play on the iPod Touch generally range from $1 to $2 in price, with the costliest of my purchases never exceeding $10. There are plenty of bad titles available for the Touch, and the iTunes app store isn't the easiest place in the world to surf for new titles, but it is also a breeding ground for innovation from new and old developers alike. A platform on which one man can create a game as good as that of any studio, and I can try most of them for free first in a "Lite" version.
Then there are the trappings of the iPod Touch itself. Developers can utilize a touch screen and tilt controls, which help to keep things innovative and intuitive, if not a bit limited without buttons. The sync options allow me to download and update games directly on the device, or transfer via PC. It is small enough to play on the go, and sounds great with headphones, though it also offers built-in speakers. Saving games is usually as simple as exiting and coming back to them.
That's before considering that it's still a fully functional iPod. It is of the size that can fit in one's pocket for gaming on the go. Its 32GB storage space ($299) offers plenty of space for all of the games I could possibly want, and enough left over for my favorite music and digital copies of the movies I purchase on Blu-ray, plus email, a calendar, weather reports, maps, internet access and more. For me, the gaming comes first, but condensing all of these things into one device is a major selling point.
The iPad, by design, will offer the same gaming innovations, because it'll be pulling from the same pool of games as the iPod Touch. Gamers will simply have the option to play many of these games in their original size, or enhance them to fill out the 9.7-inch screen. But that's not to say it will be limited to the innovations of the iPhone. A bigger screen means larger viewing space, for sure, but it also opens the possibility for a higher quantity and better quality of on-screen button prompts. The iPod Touch's screen size limits the amount of reasonable button prompts (in addition to the limit the technology supports), and sometimes they're just too small to accurately press. The large screen of iPad opens things up to easier use and possibly creative new ideas with a reported 11 prompts at once supported by the device.
The storage space is there, with 16GB, 32GB and 64GB models announced. There's an option for Wi-Fi (similar to iPod Touch) or a subscription-based 3G network a la iPhone. All of the iPod Touch functions remain intact, plus it should be easier for those interested in an eReader, as the size lends itself to reading books or newspapers.
But that size, along with the price, will also be major obstacles for Apple's iPad. The size may open the way for more interesting games, but the iPad isn't exactly the kind of device a gamer can toss in his or her pocket and take on the go. It's the kind of size where one might be better off just bringing a fully-featured laptop. As portability has been a big selling point of the iPod, and home consoles and computers already have hold of the casual home gaming market, it'll be interesting to see if iPad can find a niche with its awkward place in the mix. Add to that the fact that it reportedly does not support Flash, maybe as a method to keep casual gamers away from those freebies online.
Price is the second major factor going against it. The iPad is $499...on the low end. It ranges from that for the 16GB model, to $699 for a 64GB iPad, and that's before adding a 3G network, if one so chooses. As a point of comparison, the PlayStation 3 was the priciest console launch since 3DO back in 1993. Its 20GB model cost $499 at launch, while the 60GB model ran $599. So iPad is in line with the PS3 as a starting model, but even surpassing it with the 64GB model, and that's not considering that PS3 is a more powerful piece of hardware (though tied to home use, without touch properties) and offered a fully functional Blu-ray player at the launch of the medium.
The number crunching and arguments over the prices of new technology, and whether iPad's features warrant such a price could go on forever, but for gamers it is fairly simple. Is it going to be worth dropping (at least) $499 on the new device just to get to those $1 and $2 games we're already playing on a similar, but smaller device? And if we can't take it with us as easily on the go, what are we planning on doing with it?
As far as new innovations goes, it will be awhile (if ever) before iPad has an original catalog that rivals the offerings on iPod Touch, making a switch necessary. That's assuming the technology doesn't flop, in which case developers won't come in droves to support it like that have with the iPod Touch and iPhone. As with any new piece of hardware, it's hard for the early adaptors to resist the urge to have its sleek design in their own hands on Day One. But as a gamer, I'm hesitant to buy into the hype this time around. I'm sitting this one out until the second or third generation to see how it does, and what kind of support and innovations developers bring to the table.