Live data from Hacker News

Playdate – A New Handheld Gaming System

play.date

121–130 of 424 posts

Re: Playdate – A New Handheld Gaming System

#121
post #68

Isn't $150 expensive? Or may be I am just too poor, to throw money at anyone who asks for it.

That was my impression. If I’m paying $150 anyway I might as well buy a DS. Still, I guess there is a niche for this. It just isn’t me.

> I guess there is a niche for this

Nerds with disposable income who will play with it for a few hours, after which it’ll take dust on a shelf.

Re: Playdate – A New Handheld Gaming System

#122

Earlier quoted context omitted.

that's what i thought it was for, and then maybe it could be used to charge something else with crank-power through usb

Yeah same here. I'm not sure I really buy it as control mechanism for playing though.

There was a great fishing mini game in one of the N64 Zelda titles.

This crank would have ruled.

Re: Playdate – A New Handheld Gaming System

#123
post #3

I personally love weird single-purpose hardware. Unfortunately it tends not to do very well commercially. Anybody remember this guy? https://en.wikipedia.org/wiki/WikiReader

When hardware is increasingly becoming just a way to interface with a larger platform (IoT, game console subscription services, etc.), I think there will be a certain nostalgia for more static, tactile and analog hardware. I collect records, own a couple pocket operators, and buy physical books for similar reasons.

Single-purpose hardware has identity. It has explicit purpose. If it is well-designed, it has an interface that is intuitive while encouraging a limited amount of experimentation. I think a lot of good software emulates these properties, but often with the tradeoff of being less extensible/integrable/power user friendly.

Re: Playdate – A New Handheld Gaming System

#124
post #93
post #89

Earlier quoted context omitted.

That was my first thought as well. But would it actually be practical? Anyone have an educated guess as to how much cranking it'd take to get 30 minutes of play time?

Optional power drill adapter.

Optional bicycle adapter!

Re: Playdate – A New Handheld Gaming System

#125

Earlier quoted context omitted.

I like the visual style.

It mostly works well on mobile, but the layout results in hilariously big images on desktop. The top unit could benefit from scaling to the viewport height. Right now the grey section is 100% the height of the viewport, meaning that scrolling is not an obvious interaction. Having some yellow and text peeking up could make that more intuitive.

It is ridiculous on a 2560x1440 screen. It seems to be designed for a "10ft television" view distance. Much better at 25% zoom.

Re: Playdate – A New Handheld Gaming System

#126
post #95

My feelings are not positive on this one. Trying to be for the sake of the guys making this but here is my problem...besides being very let down that the crank has nothing to do with charging, the price is just too much. Canadian here so 150USD is just over 200$CAD. For 200$ I can very easily pick up a used ipad or iphone and my kids would love to have either one of those. They play lots of games, they watch videos,…

Your kids aren't the target market. This is for a young or older adult who has been into gaming his entire life and wants to pay a premium for a very well game (hopefully) device with can offer a unique experience. It's somewhat of a novelty item, but I see there's definitely a market for it.

Re: Playdate – A New Handheld Gaming System

#127
post #56

Earlier quoted context omitted.

The problem with single-purpose devices is they're a frivolous cost. When your phone can do everything, buying a separate dedicated device is inherently impractical. Of course, impracticality is also what tends to give things charm. Put differently, limitations create interest, but they're also the opposite of cost-effective.

Touchscreens can’t [yet] replace a dedicated keypad for games. That’s why you don’t see many platformers for mobile. The ones that do exist auto run for you or put virtual buttons on the screen, which I haven’t found to work well.

Still, even a mainstream game console is far less specialized than this one

Re: Playdate – A New Handheld Gaming System

#128
post #95

My feelings are not positive on this one. Trying to be for the sake of the guys making this but here is my problem...besides being very let down that the crank has nothing to do with charging, the price is just too much. Canadian here so 150USD is just over 200$CAD. For 200$ I can very easily pick up a used ipad or iphone and my kids would love to have either one of those. They play lots of games, they watch videos,…

What those devices do not do is deliver a likely novel game experience. This one does 12 of them.

That is 12 opportunities to put the gadgets down and focus on the new game.

Each of those are roughly $16 each. It is hard to get through McDees for that sum.

So when it is time, the idea is to set the world aside and have a bit of fun. You may be surprised.

The kids may groove on it, and just trade those times with fast food or something. Maybe an hour or two spent exploring the games, talking about the experience, seeing who likes what, why, etc... with Dads full attention plays better than you might think.

Re: Playdate – A New Handheld Gaming System

#130
post #81

Earlier quoted context omitted.

Yeah same here. I'm not sure I really buy it as control mechanism for playing though.

It looks uncomfortable to spin the crank while using the other controls, which means you’d want it to be used exclusively if at all.

It looks so dumb. I wonder who they are marketing this at? Not your typical Fortnite / CS / Wow gamer.

I love indie games and experimental story telling, but $150 for 12 games, and one of them uses a crank... not buying it. Sorry. $50 on steam gets me a whole lot of weird, and I got a ton left to invest in a case of craft beer to enjoy along with it.

Post reply on HN