shadow wrote:...You one of the developers ? I call MYTH 100% PC game not cause I have something against consoles and tablets etc.
How u gonna adapt squad-based RTT for consoles and esp. for tablets ?! What u gonna sacrifice for that ?
Who is your target audience on consoles and tablets ?
I am not in any way affiliated with the Deadhold team so I can't say who their target audience is, or what they would have to give up on different platforms but it's only common sense that when you are creating a commercial product (game/app/or other) that you want to make it accessible to the largest audience possible.
In terms of what is possible on different platforms look at the new apple watch. Most people said (or still say) smart watches were doomed to fail or be just a tiny niche market because the screens are too small to do touch screen gestures that everyone is used to. Apple changed the interface so instead of using the same user interface gestures you use on a phone or tablet, the watch uses a combination of touch along with a knob (seriously. you turn it to zoom in and out and move around) and a button so you can still use apps without your fingers blocking the screen. Sure the watch itself is overpriced and ridiculous, but it's a good example of how you can make something work if you aren't afraid to experiment with the interface.
I wouldn't want to play Myth using a console controller, and some things would be difficult to implement, but there are some things that could be given up. For example I think presets as they are would be near impossible to implement smoothly with a game controller (it would take forever to create them) but if there were a standard set of presets (e.g. mellee, missle, artilery, scouts, all-units) which could be cycled through quickly you could get a lot of the benefit of presets without the difficulty.) Likewise the overhead map with it's dynamic zooming/dragging-to-resize/etc would be a pain - or at least cumbersome, but if there were a few presets so you could switch between thumbnail, heads-up-transparent-overhead and no overhead that would probably meet 95% of player's needs in game.