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I don’t know if this is still the case, but for a long time, your game would get rejected from the App Store if it required an external controller to play. And yet being able to design games around that baseline is critical for triple-A.

I’m super curious to see what they’ve done with this current–gen, mainline Assassin‘s Creed game coming to iPhone: there is no way the core gameplay of that franchise could translate to touch controls, so either Apple dropped the requirement, some poor team had the doomed project of building an abysmal fallback touch control scheme, or they implemented some kind of semi-automated scheme for touch that makes traversal and combat less interactive.




>>there is no way the core gameplay of that franchise could translate to touch controls

I mean.....millions of people play proper console games on their phones now using various streaming services and touch controls.....turns out playing games using shitty touch controls is preferable to not playing them at all I guess. So yeah, I imagine it's just a simple touch overlay, like the one used for XCloud.


> I don’t know if this is still the case, but for a long time, your game would get rejected from the App Store if it required an external controller to play.

To my knowledge you've always been allowed to provide optional game controller support, as long as you supported a touch interface too.


>>if it required




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