
Writer: Thomas Williams
The standard platforms for game design are either PCs or home consoles, both of which normally exist within private, stable, and controlled conditions. Thus, given the design of home games, the environment in which they’re played is not given much thought. Portable games on the other hand are interesting, since they can be played in a multitude of places, all of which can have an effect on gameplay and design. How does one effectively design for a portable game? How can we make them better? What are the main principles behind portable games? Well, let’s take a look.

According to Rovio, the redundancies are due to Angry Birds Dream Blast "not... performing as expected."

The Japan-based entertainment conglomerate is expected to pay about $1 billion for Rovio Entertainment.
Wait, have they even made anything since then? Thought they were a one-hit wonder lol.

Rovio should be embarrassed over the way it's handled Angry Birds.
Very true it's an oft understated aspect of portable game development.
Metal gear solid peace walker managed that transition very well. Which is a good way to contrast the two ways of developing within the same genre.