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Smartphone & Tablet Games Summit 2012: Why designing for tablets isn't just a case of stretching out smartphone games

#smartgames Size isn't everything

Smartphone & Tablet Games Summit 2012: Why designing for tablets isn't just a case of stretching out smartphone games
It's strange to think that the tablet in its current form effectively didn't exist before 2010.

Since the launch of Apple's first iPad, however, consumers have adopted slates at an incredible rate. The question, then, is how should developers design games for what is a growing userbase that shows no sign of slowing down?

Tablets may look like stretched smartphones, but is it sensible to apply smartphone design sensibilities to tablet games?

A bit rich

"Tablets allow for such a rich experience, you cannot just port from one to the other," explained Mindshapes co-founder Christian Doffer at the outset of a panel discussion at today's Smartphone & Tablet Games Summit .

"You have to optimise for each format."

Game designer and consultant Tadhg Kelly agreed, saying: "the traditional route for many developers is to just stretch out their iPhone app. Most of the time, though, that produces quite unsatisfactory experiences."

Tablet-first?

But Applififer evangelist Oscar Clark was unconvinced when other panellists extolled the virtues of a tablet-first development strategy.

"I don't think it's helpful to focus on tablet-first. That's an interesting strategy right now, but in the long-term, I think that will be a broken strategy," Clark said.

Instead, developers should focus on content first, and then concern themselves with optimising it for the platforms they intend to deliver it on, Clark contested.

Of course, Supercell is well known for its tablet-first development strategy, and it's one that has paid dividends.

The Finnish company recently announced that Clash of Clans and Hay Day were generating a total of $500,000 a day – that's $15 million a month before Apple takes its share.
Staff Writer

PocketGamer.biz's news editor 2012-2013