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The detail you forget with gaming is that the basic PC hardware is more or less guaranteed to be there: mouse, keyboard, 3d graphics accelerator, monitor capable of a certain minimal resolution. In particular, the ergonomics are also consistent.

The issue with phones is that ergonomics can make or break your app, and that is dictated entirely by fixed hardware. Do you have only a touch screen? A keyboard? keyboard + touch screen? What about physical screen size and resolution? Your application will technically run on every combination of that hardware, but the end-user experience may suffer.

Those ergonomic issues impact the end-user in a huge way. If you've ever watched someone with a Blackberry (with a trackball) use an iphone optimized website, it's usable but not as efficient as using a touch screen. There's often no way around these limitations for the end-user other than getting a new device.

Mobile devices will eventually mature and converge toward common hardware and input technologies, but until that happens cross-device work is going to be a real challenge.



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