Nintendo DSi vs. iPhone/iPod touch as a portable gaming platform

iPhone vs. Nintendo DSiThis is a topic that’s been on my mind for a while, but only now (as of last Friday) that I own a Nintendo DSi, in addition to my iPhone 3GS, do I feel I’m in a place to write an informed piece about it. The iPhone (and, to a lesser extent, its phone-less cousin, the iPod touch) has been the focus of much techie attention for the past couple of years, but most of the time (other than on game review sites) its capabilities as a portable game system are only peripheral to the discussion.

I owned a Nintendo DS Lite for a couple of years before I got my first iPhone in March 2008, but even though I knew both were, amongst their other (limited or not) features, portable game devices, I never really thought of them as being in the same league. This was mainly due to two factors: 1) their control schemes and 2) their methods of game distribution.

The DS Lite was an “old school” gaming handheld. Sure, it had limited WiFi features, could be made to run a rudimentary web browser, and offered plenty of titles that were not typical video game fare, but essentially it was the latest descendant of the venerable Game Boy, and in many ways even reminiscent of the much earlier and technologically primitive Nintendo Game & Watch systems of the early 1980s.

The iPhone on the other hand was, at least on the most superficial marketing level, a cellphone. A smartphone, to be sure, and one that would reinvent the category and an entire industry. But it was not, foremost, a gaming system. It didn’t have a D-pad or a cluster of buttons, and it didn’t accept cartridges, discs, SD cards, or any of the other, increasingly minuscule physical media upon which games are typically delivered via retail outlets for prices usually ranging between $20 and $40. Instead, Apple brought us the radically different App Store, an entirely online (and even entirely wireless) means of selling and delivering software, at such low prices that $10 is not only the high end, but is often decried as “ridiculously expensive” by customer-reviewers in the App Store.

So, pardon the lame pun, but the DS vs. iPhone was an apples-to-oranges comparison. That is, until Nintendo recognized the potential of the iPhone and iPod touch to eat its portable lunch, and delivered the more iPhone-competitive DSi, a revamped DS Lite that loses the Game Boy cartridge slot (and, sadly, backwards compatibility with a huge and highly appealing game catalog) in favor of slightly larger (but same-resolution) screens, a pair of low-resolution digital cameras, and an enhanced OS with the ability to access an “app store” of its own, the DSi Shop. And with this salvo, Nintendo suddenly made the inclination of gamers to compare these two systems head-to-head much more apt. But are they keeping themselves relevant, or shooting themselves in the foot? That’s what I aim to determine here.

Industrial Design

I haven’t lined up the Nintendo DSi next to a DS Lite to compare their sizes (though others have), but from my tactile memory of my old DS Lite (now property of my 6-year-old son), I sense that the DSi is ever-so-slightly larger. It still manages to fit, not necessarily comfortably, in a jeans pocket — at least while standing — but it’s not really the kind of device you’d carry around loose in your pocket. The iPhone and iPod touch, on the other hand, are expressly designed to be carried in this fashion. Any cellphone that can’t fit in your pocket these days would be pretty worthless, and I find that the iPhone’s form — its dimensions, rounded corners, and smooth surfaces — slides easily into a pocket and is quickly and comfortably forgotten.

A significant market has grown up around both devices for accessories like carrying cases, although ideally both should do well in a pocket without one. I’ve found my iPhone 3GS is actually less prone to scratches without a case than with one, and both devices work better in a pocket without the extra bulk that even the slimmest of cases adds. But the DSi, at least the “metallic blue” model I own, is made of the kind of matte, metalized plastic that collects and shows every fingerprint, smudge, or slightest of scratches. Why anyone would design a device, largely targeted at pre-teens, out of this material is beyond my comprehension.

Winner: iPhone, by a wide margin.

Technical Capabilities

That both Sony’s PSP and the iPhone have far more processing and graphics horsepower than the Nintendo DS has been well covered, but as with the Wii, Nintendo has proven it’s not waging a war of raw tech specs. Nintendo’s angle in this generation of systems is to provide unique gameplay experiences via unconventional control mechanisms, be they the Wii’s motion-sensing controller or the DS’s dual screens (one of which is touch-sensitive) and innovative ways of incorporating its microphone and, now, camera(s) into gameplay. Sometimes these new schemes seem more like gimmicks than innovations, especially with the DS.

The iPhone changes the game (sorry) here, though, because not only does it have more impressive raw technical specs than the iPhone, but it incorporates technologies that allow for the innovative control schemes of both of Nintendo’s systems. So even if you take Nintendo’s side in the argument that it’s not about specs, Apple pretty much has this one covered.

Winner: iPhone, slightly.

Interface

This is the aspect of the DSi that most compelled me to write a review comparing the two systems. It’s obvious, when comparing the original DS interface to that of the DSi, that Nintendo took lessons from both the iPhone interface and its own Wii in designing this new DS user experience. The new DSi interface is pretty slick, but cheesy-looking icons and bad text anti-aliasing only serve to highlight the DS screen’s low resolution (even lower on the DSi than on the DS Lite, because the screens are larger without adding any pixels, meaning the overall perceived resolution is worse than before). The DSi’s interface looks not just second-rate, but last-century compared to the iPhone.

Winner: iPhone, by a mile. Make that a light-year.

Gameplay Experience

Here’s where Nintendo shows its strength. For all of the “innovative” control schemes possible with the DSi, the thing I like most about it is its adherence to the old school D-pad-and-buttons controls. Take a look at the number of iPhone games with on-screen “virtual D-pads” and buttons as control mechanisms, and you realize just how important this is. And unfortunately, no matter how well iPhone developers implement these virtual controls — and they’ve gotten much better at it over time — there is simply no way that the iPhone will ever be able to replicate one critical aspect of the DSi’s controls: the tactile sensation of the buttons under your fingers. You never have to look at the controls to know your fingers are in the right places on a DSi. Not only is this lack of tactile feedback an inherent problem with the iPhone’s controls, but the ergonomics of holding the smaller iPhone’s form and pressing these on-screen “buttons” are a recipe for wrist strain.

The thing is, there’s no reason you’d have to use a D-pad for controls on the iPhone, and I’ve found that most of the D-pad based iPhone games I’ve tried, assuming I’d love them because they’re like the DS games I enjoy, have just left me frustrated and disappointed. Some of my favorite DS games include venerable franchises like Castlevania and The Legend of Zelda. Translating these kinds of games to a virtual D-pad just doesn’t work. But there’s no real reason why these types of exploration/action games need you to move your player around with a D-pad. Dungeon Hunter is a great example of an iPhone game that takes a new approach — you can simply tap on the screen where you want your character to move. It works much better than the D-pad, but it affirms the one aspect of touch-based controls on the iPhone that Apple will never be able to work around — you have to obscure your view of part of the screen in order to control the game.

Winner: DSi, for keeping it real, old school.

Software

Nintendo’s DS platform had a three-year lead on the iPhone, and in that time a lot of fun, engaging games have appeared, making the DS the world’s top handheld game system in the latter half of this decade. But the iPhone App Store has exploded like nothing before it. The fact that most iPhone games sell for 99 cents, and $9.99 is considered an absolute top end for premier titles like Madden 10, has made the prices of DS games — where even closeouts on shovelware typically run at least $14.99 — seem absurd. On the other hand, it’s almost impossible to find iPhone games with the depth and polish of the best DS games, such as the aforementioned Castlevania and Zelda series, to say nothing of Mario and Pokémon.

But those top-tier franchises are just a small part of the DS picture. The most successful games on the DS platform, “casual,” puzzle-type games, are equally, if not better, represented on the iPhone platform as well, usually at a small fraction of the price. The good is overwhelmingly outnumbered by the bad on both systems, but the best of the iPhone is catching up fast to the quality of the best of the DS, and price is not a factor to be overlooked. (In fact, the somewhat higher price of the iPhone/iPod touch hardware is quickly offset by the relative costs of building up game libraries for both systems.)

Winner: toss up, but leaning more towards the iPhone every day.

Online Stores

No comparison. Apple’s iPhone App Store is revolutionary, and huge, and despite its increasing notoriety for the abusive way Apple treats developers, a rousing success. It’s well-established that there are over 100,000 apps for the iPhone, and even though most of those are buried beneath a poorly-conceived interface, they’re still there. Granted, games are only a part of that 100,000, but my anecdotal observations suggest that games are possibly as much as 40% of the total. But let’s be conservative and cut that in half. 20,000 games available on the App Store.

How many games are available for download to the DSi, via the DSi Shop? I decided to check for myself, and the number I came up with is 75. Not 75,000. 75. And that includes some non-games, like a web browser and quasi-productivity apps.

Winner: Are you kidding me?

Conclusion

When I first got my iPhone, I was a somewhat avid DS player. I own a few dozen DS games, and have logged hundreds of hours playing them. Initially, the weak selection of slapdash, shallow, awkward games on the iPhone kept me committed to the DS platform. But over time, as was to be expected, iPhone developers have learned how to take best advantage of the unique properties of the platform, not to mention the fact that additional time and the promise of serious profits have brought tremendous commitment on the part of some “big guns” mobile developers (such as EA and Gameloft). As the iPhone has become a lot more competitive as a gaming platform, Nintendo has responded with the somewhat ill-conceived and tepidly-received revamps of the DSi.

The DS Lite is still on the market, for $40 less than the DSi. After a few days putting it through its paces, not only do I think the additions to the DSi are not worth the extra money, but the loss of backwards compatibility with Game Boy Advance games makes the system a lateral move if not an outright downgrade. Meanwhile, the iPhone/iPod touch just keeps moving on up.

Winner: iPhone.

I have not formerly addressed this formally

Malaprop'sI’m a geek. Let’s get that straight. I’m not a nerd. Geeks are people who tend to be obsessive over a particular set of arcane knowledge. Nerds are people who are obsessive about learning. The differences are subtle, and to some extent overlapping. I could draw you a Venn diagram, but then, simply by virtue of the suggestion, I think I prove my point. SLP is a nerd. She will provide historical citations to back me up on this. In short, nerds read more books than geeks. At least if you exclude sci-fi/fantasy.

Anyway, yes, there places where geekdom and nerdery overlap. One of those places is in language itself. So perhaps I’m being a bit nerdy here, and not just geeky as usual, but I feel I must address one of my longstanding pet peeves of language misuse that I’ve been observing with increasing frequency: the confounding (to me) confusion (by others) over the words formerly and formally. These two words are not even close in meaning, yet I often see one substituted for the other — almost always “formally” for “formerly,” come to think of it. I suspect that many people just don’t even know “formerly” is a word.

Perhaps, formerly, you were one of them. But no longer.

A Google search confirms that I am not just imagining this phenomenon, and the first result, from About.com, elucidates the difference succinctly:

The adverb formally means “in a formal way.” The adverb formerly means “at an earlier time.”

Another way to look at it is to simply drop the “-ly” adverb suffix and compare the base adjectives: “formal” and “former.” So, really, maybe the problem here is that none of you were paying attention in fourth grade grammar class. Clearly, I think that those who are misusing these words are failing to understand some aspect of the linguistic structure underlying them. Because if you do understand, it’s almost impossible to mix them up.

Or is it?

I certainly thought the two words were about as distinct as could be, until I looked at this quiz which challenges you to read a sentence and determine which of these two words belongs in it. It’s not as clear cut as you might think. For example:

I recognize her face, but she and I never have been introduced (formally/formerly).

My gut tells me to use “formally” here, but “formerly” would also technically be correct (even though “previously” — or nothing — would probably sound better). However, all of the questions in this quiz are only challenging from the perspective of the reader/listener, who is trying to determine the original intent of the writer/speaker. The writer/speaker should not be struggling with this ambiguity, assuming they themselves know what they’re trying to say.

So we’re right back at square one: do you know what you’re trying to say, or not? And if not, why are you talking at all? Formerly I would have been more tolerant, but now I am formally asking you to get it right before you write. All right?

Here come the underdogs…

Twins Underdog
Last night’s stunning victory by the Twins in game 163 to clinch the AL Central Division title from the recently floundering Detroit Tigers was about as exciting a game of baseball as I’ve ever seen… and I not only watched every minute of the 1987 and 1991 playoffs, but I was also in the Metrodome in 1986 on the night when the dome deflated. (OK, that didn’t really have anything to do with the game itself, an unspectacular defeat handed to the hapless Ron Davis after proper dome inflation had been restored.)

The celebration was short-lived though: the Twins knew all along that in less than 24 hours they’d be in the Bronx, facing the best team that money can buy, the New York Yankees.

But as far as I’m concerned, the real championship has already happened. In the final weeks the AL Central was the only division in MLB that was contested. The Tigers’ surprising fall from season-long dominance of the division, and the Twins’ simultaneous, spectacular rise, was legendary. That the Twins’ season would end, for the second year in a row, in a one-game tiebreak to determine the division champ, and in such a game at that, was the ultimate conclusion to the Twins’ farewell season in the Metrodome.

What comes next is anyone’s guess. OK, who are we kidding? The Twins might eke out a victory when the series returns to Minnesota for game 3, but there’s almost no way the scrappy Twins can stand a chance against the formidable Yankees lineup.

The sad truth, though, is that there’s little sport in how the Yankees got to where they are. Unlike the NFL, Major League Baseball doesn’t have revenue sharing, ensuring that each team has the necessary resources (in theory… and leaving aside last year’s Detroit Lions for now) to field a solid team. The Yankees are in a league of their own, calling the country’s largest advertising market city home, charging four figures for some seats at Yankee Stadium, and in general bringing in quantities of cash that most other teams couldn’t even dream of, resulting in salaries for some individual players that are comparable to that of the entire roster of some smaller market teams. It’s as if the rest of the league is really AAA, and the Yankees are the only true “majors.”

Which, I suppose, is their right. I personally think revenue sharing is a smart idea, and it would keep the game a lot more interesting. Woo-hoo. The Yankees and the Red Sox and the Angels are all in the playoffs again. What a surprise. Maybe the feeble AL Central really does belong in AAA, but at least there’s some real competition, some real sport in it all. If the Yankees go on to sweep the Twins (likely), beat the Red Sox or Angels for the league championship (probably), and ultimately win the World Series (quite possibly), what does it really prove? Little more than that money is all that really matters in a game towards which the majority of the country is increasingly indifferent, for fairly obvious reasons.

Then again, as long as the Yankees can keep charging $2500 for seats, I doubt the decision-makers will really care. But for me, last night was what the game is all about.

Congratulations, Minnesota Twins, champion underdogs!

Update (October 11, 2010): OK, apparently MLB does have revenue sharing, but it might as well not.

Mall of America Field

Tonight the Vikings play their first home game of the season. But the big talk isn’t about Brett Favre going up against his former Green Bay teammates (assuming any of them are left… I have no idea). It’s about the “new” Vikings stadium.

The Vikings don’t really have a new stadium. But after tomorrow (or whenever the Twins’ season finally fizzles out ends with a World Series victory), the Vikings will be the only remaining sports team calling the Metrodome home: the Twins are moving to the new Target Field on the other side of downtown next spring, and the Gophers have gone back to campus and the new TCF Bank Stadium.

Well, the Vikings surely couldn’t be left out of the stadium naming rights trend, and so they have rechristened the Metrodome — or at least its field — “Mall of America Field.” Or as I like to call it, MOAF.

As you can see in the aerial photo below, the new branding has already begun in a big way. It’s not the name that bothers me, so much as the font.

MOAF

Addendum: It seems just about every made-up sounding word is already a slang term, often a regrettable one, that can be found in the Urban Dictionary. And this is no exception. Just makes the whole thing even more regrettable.