Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games.
News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
Notes from Gabe: Hot off the heels of one game release going from iPhone to iPad, we are seeing a big release that goes from iPad to iPhone. It appears to us that Days of Wonder has made a shrewd and interesting decision to go big by going small. The combination of widely-owned device, low price, and focused feature set make this a very interesting release from an industry- as well as user-perspective. There should be lots to discuss about this release.
Impressions from Brad: I have had the opportunity to play Ticket to Ride Pocket over the last few days. Though limited in its feature set, which many will lament, you really are getting a nice portable package for $0.99. The folks at Days of Wonder have stuck to their guns and have not put online multiplayer on the app as they explained in a interview with iOSBG a few months ago. This may frustrate some users, but this is a design choice the developers have made, rather than just an oversight. Days of Wonder was hesitant to add local play features to the initial iPad version, though they did in a future update, and Ticket to Ride Pocket solves their worries by allowing players to play locally but on different devices. The app also does feature pass and play on a single device as an option, allowing a mix of AI and human players.
The AI seems to be just as quick as on the iPad 2 (I am playing with an iPhone 4) and you are allowed to play up to a 5 player game. The interface has undergone some major changes, and though I was able to discover most of the functions, you may want to watch the included video tutorial as it will show you how the interface works. Some of the functions, like obtaining more tickets may be hard to find initially. The map is presented in its full form on the small screen and it can sometimes be hard to see everything clearly. A zoom function has been included and is useful in some situations, especially where many routes are close together. The zooming is sometimes a little jumpy, slow to respond and could use some refining. The addition of achievements to this version of the game really add a lot. Players will have goals to work towards and some of them challenge players to win games in interesting ways. In the absence of online play, I do wonder if some sort of Game Center leader board support could be added. This would give players on the go a way to compare and compete with their friends.
My fear is that this app will be overshadowed by complaints about the features it is “missing.” The fact of the matter is that the app is $0.99 and is meant to be a quick single player version of the game. The local play is also a useful feature for those who like to play this digital game with family or others in a local setting. It is a quality app and for the price point should be in every iOS board gamer’s digital collection.
From the Developer: In addition to the feature set in the app description, have a look at some of the very interesting things Days of Wonder has to say about their latest exciting release:
Days of Wonder wrote:
Days of Wonder Puts Ticket to Ride in Your Pocket
Best-Selling Board Game Now Available on the iPhone and iPod Touch
Los Altos, CA; Paris, France – November 16, 2011. Days of Wonder today announced Ticket to Ride® Pocket, a digital adaptation of its best-selling board game custom designed from the ground up for the iPhone and iPod Touch.
Ticket to Ride Pocket focuses exclusively on the US map that made the game so popular in the first place, to deliver a user experience without compromise despite these devices’ smaller screen size. Four AI personalities (including an optimized version of US rail baron Cornelius Vanderbot Jr.), 20 unique achievements recognizing the players’ in-game accomplishments and 3 distinct leader boards all combine to make this version the best solo way to play Ticket to Ride.
Ticket to Ride Pocket also features a pass-and-play mode for multi-player gaming on a single device. Online play has been purposely omitted to prevent the interruptions inherent to mobile devices that would otherwise mar the online game experience for other Mac, PC and iPad players. Instead, Ticket to Ride Pocket features a brand new local network mode for play between multiple iPhone, iPod Touch and/or iPad devices over Bluetooth and Wi-Fi networks.
The modest 20MB file size allows downloads of the application over cellular networks and players who are just being introduced to the Ticket to Ride series will be up to speed in no time with the help of a 90- second video tutorial, custom-shot for the iPhone and iPod Touch.
"The distinctive feature set we developed for this Pocket version makes it the definitive way to enjoy Ticket to Ride as a ‘spur-of-the-moment’ mobile gaming experience," said Eric Hautemont, CEO of Days of Wonder. "The new local network play also makes Ticket to Ride Pocket the perfect companion for Ticket to Ride for iPad customers eager to play with family and friends in the comfort of their home or while traveling."
A no-compromise, designed-from-the-ground-up version of Ticket to Ride for the iPhone and iPod Touch.
What is it? A digital adaptation of the best-selling Ticket to Ride board game, designed from the ground up specifically for the iPhone and iPod Touch mobile platforms (see datasheet for reference).
What’s in it? • A SOLO and PASS-and-PLAY version of the US map that made the original Ticket to Ride board game so compelling and popular (2 million copies and counting...).
• LOCAL play support over a same Wi-Fi or Bluetooth network makes Ticket to Ride Pocket the perfect companion for Ticket to Ride for iPad customers eager to play with family & friends in the comfort of their home or while travelling.
• 20 unique Game Achievements recognizing Ticket to Ride players’ in-game accomplishments, and compatible with the newest version of Game Center for iOS 5
• Distinct leader boards showing the highest scores of Ticket to Ride Pocket players, in 2-3 and 4-5 player modes and in Game Center leader boards.
• Four distinct AI personalities to compete against, including an optimized version of US rail baron Cornelius Vanderbot Jr (first introduced in Ticket to Ride for iPad 1.2), designed to run on the iPod Touch and older iPhones under lower processor and RAM requirements.
• A new under 2 minute Tutorial video, custom-shot for the iPhone & iPod Touch. With the target audience in a mobile environment, we reduced the length of the tutorial that was first introduced in Ticket to Ride for iPad from its initial 5 minute length down to just 105 seconds, without losing any of the game’s substance.
• All for only 99 cents!
What did we keep out? Just as important as what’s in it, is what we kept out of it:
• We purposefully kept Online play out of Ticket to Ride Pocket to focus exclusively on a great SOLO and local network play implementation. We care deeply about the online experience Ticket to Ride Online players get worldwide, and are not willing to compromise it with the issues inherent to mobile play (impromptu phone calls, spotty cellular coverage, etc.)
• The other maps (Europe, Switzerland) offered in Ticket to Ride for iPad have a level of details (placing train stations in cities, etc.) that currently does not lend itself well to the screen size of current mobile devices. Rather than provide a sub-par game experience, we chose to keep those out.
• We redesigned the out-of-game experience from the ground up, leaving out the elaborate Train Station metaphor in Ticket to Ride for iPad, to keep the player focused on a pure “spur-of-the-moment, I-only-have 3 minutes-to-play” experience that is typical of mobile players. Keeping the app so tightly focused also allowed us to fit it in under 20 MB, permitting download over cellular networks.
Why... ... not a universal app? We believe the context in which iPhone and iPad users play is fundamentally different, with each strongly benefiting from a device-specific from-the- ground-up approach.
... no support for online play? A Ticket to Ride Pocket customer might be tempted to whip out her iPhone and play while waiting in line at a theater; whereas the typical iPad user will be sitting down on a sofa, and more willing to devote 15 or 30 minutes playing the game Online, against friends on Macs or PCs. We do not want to compromise the experience of the online iPad player by having them unknowingly face an iPhone player who could be interrupted by an impromptu phone call, loss of signal or simply quitting a game because the movie is starting.
... only 99 cents? We want to introduce the Ticket to Ride game experience to hundreds of millions, not just hundreds of thousands of players. The aggressive pricing will allow us to do that.
When? The game will be released on the iPhone and iPod Touch App Store worldwide on November 16, 2011.
A new version of Ticket to Ride for iPad, version 1.3, will become available simultaneously with Ticket to Ride Pocket, to support Local Play between iPad, iPhone & iPod Touch within a same Wi-Fi or Bluetooth local network.
The app will be supported at launch by a unique and fun “Nuns on a Train” commercial, specially shot for the occasion and run in theaters throughout Silicon Valley and the West Coast.
A new version of Ticket to Ride for iPad, version 1.3, will become available simultaneously with Ticket to Ride Pocket, to support Local Play between iPad, iPhone & iPod Touch within a same Wi-Fi or Bluetooth local network.
Great news.
I'm not sure everyone will complain about the lack of features with such an open and up front explanation of their design choices. And I really hope I'm right.
I quite like their honesty. The app is as they want it to be, they have not released an early version with missing features. Very impressed with their position.
"Best-Selling Board Game Now Available on the iPhone and iPod Touch"
Me: Exciting!
tries to buy
"This App is Incompatible with this iPod Touch".
...
...
...
You guys have no idea how frustrating this is, with 80% of the iOS releases coming out being "iOS! Just kidding, iPad only!" Finally there's one that's on the iTouch - but only SOME iTouches! Gotta keep buying the new iTouch every year or else!
I have the iPad version - if I get this phone edition - can we do multiplayer between the two. Can my wife play on the iPad (full version) and can I play on the phone against her?
Or would I need to install the phone version on both devices and play in 2x mode on the iPad?
I know it says this: "• LOCAL play support over a same Wi-Fi or Bluetooth network makes Ticket to Ride Pocket the perfect companion for Ticket to Ride for iPad customers eager to play with family & friends in the comfort of their home or while travelling"
I have the iPad version - if I get this phone edition - can we do multiplayer between the two.
I just wanna be sure!
You'll need to wait for the iPad update mentioned in the quote below
Quote:
A new version of Ticket to Ride for iPad, version 1.3, will become available simultaneously with Ticket to Ride Pocket, to support Local Play between iPad, iPhone & iPod Touch within a same Wi-Fi or Bluetooth local network.
I have the iPad version - if I get this phone edition - can we do multiplayer between the two.
I just wanna be sure!
You'll need to wait for the iPad update mentioned in the quote below
Quote:
A new version of Ticket to Ride for iPad, version 1.3, will become available simultaneously with Ticket to Ride Pocket, to support Local Play between iPad, iPhone & iPod Touch within a same Wi-Fi or Bluetooth local network.
Well good news! Looks like I'll have to nab it for her and I to play together! We did pass and play - but we aren't across a table usually and it was always "ooo - don't look at my tickets!!!"
Everyone's cooing about the app, which does indeed look pretty dope.
NO ONE is commenting on the fact that Days of Wonder just released a 30-second commercial for a hobby board game. I haven't seen a board game commercial that well-produced from a non-Hasbro company in AGES.
Keep this up, DOW. Please. Gateway games are wonderful things, but if we don't advertise them, they're not gateways.
A new version of Ticket to Ride for iPad, version 1.3, will become available simultaneously with Ticket to Ride Pocket, to support Local Play between iPad, iPhone & iPod Touch within a same Wi-Fi or Bluetooth local network.
I rolled my eyes and was going to take a pass when I saw this, but the combination of achievements, local play with my iPad, and the $0.99 price tag(!) made this a no-brainer. I think DOW has a home run on their hands with this one...
Lame reason for not including Online Play. Just say we didn't have time or we wanted to price the game to a larger market but to say we care about the experience.
Offer an enhanced version with online play for more money. I would gladly pay for it. Rarely am I ever in a room with other people who play games and if I am we are going to play the board game version anyway.
Wow, it looks great! Now how long until DOW wakes up to the fact that Android has greater market share? 52.5% of Smartphones are Android (which admittedly does not account for media players like the iTouch).
There's gold in them hills, DOW!
Please, publish both the tablet and phone apps for Android. You'll be glad you did!
Gotta keep buying the new iTouch every year or else!
I realize you're mostly speaking out of frustration, but that's just flat-out inaccurate.
Assuming you're talking about the 2G Touch (since the third- or fourth-generation will run this game), you're talking about a model introduced more than THREE years ago. That's dinosaur-land in the world of tech.
Frankly, if you ever hope to play more than the most basic games, you're going to have to consider upgrading at some point. I understand you likely use your Touch for lots of other stuff — it's a fantastic iPod, for one thing — but, if games are important to you, you're just going to get more and more frustrated
Gotta keep buying the new iTouch every year or else!
I realize you're mostly speaking out of frustration, but that's just flat-out inaccurate.
Assuming you're talking about the 2G Touch (since the third- or fourth-generation will run this game), you're talking about a model introduced more than THREE years ago. That's dinosaur-land in the world of tech.
2G Touch owner here-- I agree that old tech can't be supported forever. Nevertheless, it is exceedingly frustrating to be excluded from these titles.
Carcassonne, Ra, Money and Medici run just fine on my device. Dead Space, Super Monkey Ball and The Sims 3 run just fine on my device. Is Ticket to Ride that much more of a game?
I have an active iTunes account with credit card on file. I willingly spend for good apps. I want to give DoW my money, yet they won't let me.
As someone who only plays games on his iPhone, I'm very happy it is not a universal app because it would be a higher price.
Agreed. I'm usually a "universal or death!" sort of guy, but this was a brilliant move by DoW. It's a great core game with a low entry price, and it even adds some fun stuff like achievements.
Plus, props to DoW for being very up-front about what this package contains and does not contain. They certainly aren't trying to fool anyone.
I would do all the things I have ever dreamed of doing. I would love to become a professional whistler.I'm pretty amazing at it now, but I wanna get, like, even better. Make my living out of it.
Bffffttt, Pffffttt, Buuuuurtt........
Ok, I bit the bullet and picked it up, I don't know how often I'll be using it, and I'm slightly concerned about trying to play it on my small screen, but I'm willing to support DoW's efforts and who knows it may become a favorite.
*edit* Played one game, works fine on the small screen. They highlight the cities on your tickets and have a feature that turns the two end points of a route red when you are trying to claim it, so the size is not a hindrance at all. Well done DoW.
It would be great to see this [the DoW ad] as a proper TV ad.
I'm very happy with the app. It allows me to get my fix but doesnt stop me wanting an iPad and playing the fuller version, nor from wanting to get the new physical Asia+ board maps.
We purposefully kept Online play out of Ticket to Ride Pocket to focus exclusively on a great SOLO and local network play implementation. We care deeply about the online experience Ticket to Ride Online players get worldwide, and are not willing to compromise it with the issues inherent to mobile play (impromptu phone calls, spotty cellular coverage, etc.)
I call BS here. With asynchronous play you don't need to worry about phone calls, coverage, etc.
With asynchronous play you don't need to worry about phone calls, coverage, etc.
Except that TtR would be a miserable asynch experience. And that's not just me saying it: the powers that be at DoW are on record as saying that TtR's "micro-turns" aren't a good fit for asynch. In other words, I wouldn't look for that feature to be coming anytime soon.
Also, TtR is a unique case, as it's had a very successful live online multiplayer system going for many years now. It's been a huge hit for them, with hundreds of thousands of players from around the world who play regularly — and those players are used to playing live games, not waiting for some other guy to move whenever he feels like it.
It would be a huge mistake for DoW to mess with that formula at this late stage of the game. For them, live > asynch.
Asynch can feel live if both players are engaged. It could be every few seconds or an email a day later. Or somewhere in between allowing you to play on you phone while pretending to pay attention in a meeting at work.
The line is very blurry from a network programming point of view. Short polling, long polling, full socket connections, server push from an existing OS channel, etc.
The excuse was a copout. Networking can be hard, and for them it apparently was not worth doing for the 99 cents they're charging. They don't need to make it sound like they're doing anyone a favor. An unnecessary marketing spin. Single player is probably fun, and worth 99 cents. They could have just left it at that.
Great implementation, even if the ticket cards are a bit small. I wish the 1910 Mega game was included in the initial release. I'm sure the additional maps (and likely 1910) will be $0.99 in-game purchases before long.
Asynch can feel live if both players are engaged. It could be every few seconds or an email a day later. Or somewhere in between allowing you to play on you phone while pretending to pay attention in a meeting at work.
First off, a discussion about "doing it live" is hilarious when someone with your avatar is participating.
CaptainCosmic is correct, though. Their excuse may be a copout, but if so, it has been a copout from the beginning of their online presence as I understand it. They are all about the live experience. Just because asynch can be like live doesn't mean that players will always play it that way. DoW doesn't want async in their ecosystem and iPhone users, in my estimation, will play in an async style most of the time.
First off, a discussion about "doing it live" is hilarious when someone with your avatar is participating.
"Do it Live" used to be my ubergeek badge, but BGG's uploader seems broken right now, so I haven't set it back. O'reilly is a riot
WrongWrongWrong wrote:
CaptainCosmic is correct, though. Their excuse may be a copout, but if so, it has been a copout from the beginning of their online presence as I understand it. They are all about the live experience. Just because asynch can be like live doesn't mean that players will always play it that way. DoW doesn't want async in their ecosystem and iPhone users, in my estimation, will play in an async style most of the time.
Why not just go with asynch, call it Live, and kick people out after a long enough time. Or allow them the option for long turns?
Fantastic news from Days of Wonder, now when can we expect the android version, if ever?
I know from experience that Android versions of apps do not sell as well (Android users are more inclined to go for free apps than iOS users), but there is still a large untapped market, especially for board gamers. On the Android market we have Catan and Carcassonne, and not too much else in the way of moderate to advanced board games.
Asynch can feel live if both players are engaged. ...
And there's that big asynch "if" ...
For better or worse, DoW decided long ago that it wanted no part of that "if" for TtR. And it's difficult to argue against their massive success with live multiplayer.
DoW is simply repeating what they've said for years: "We already have multiplayer. Come join thousands of other players online, 24/7, and play as much as you want."
However, lest I come across as the Anti-Asynch-Guy, I'll point out that there's no reason for DoW not to start looking at its other iOS title for asynch. That's right, Small World, I'm looking at you, pal. Where's your asynch?
SW is a game practically built for that feature. And while you're at it, DoW, where's my 3-player map?
Asynch can feel live if both players are engaged. ...
And there's that big asynch "if" ...
For better or worse, DoW decided long ago that it wanted no part of that "if" for TtR. And it's difficult to argue against their massive success with live multiplayer.
DoW is simply repeating what they've said for years: "We already have multiplayer. Come join thousands of other players online, 24/7, and play as much as you want."
However, lest I come across as the Anti-Asynch-Guy, I'll point out that there's no reason for DoW not to start looking at its other iOS title for asynch. That's right, Small World, I'm looking at you, pal. Where's your asynch?
SW is a game practically built for that feature. And while you're at it, DoW, where's my 3-player map?
I think it's a matter of perception and the rules that are applied. The only real difference programmatically is whether or not you're using a stateful socket connection. And that alone doesn't make it live.
You can have things technically polling periodically and asynchronously, yet call it live. You could also have a bidirectional socket connection open, yet after a certain time passes, shoot an email reminder out and call it an asynchronous game.
The rules for the implementation are what matter. And being mobile doesn't necessarily have to change those rules.
Except that TtR would be a miserable asynch experience. And that's not just me saying it: the powers that be at DoW are on record as saying that TtR's "micro-turns" aren't a good fit for asynch. In other words, I wouldn't look for that feature to be coming anytime soon.
Ansynch works well for other micro turn games like Carcassone. This is just them not wanting to spend the money on implementing it.
Lack of multiplayer is a dealbreaker for a lot of people.
Lack of multiplayer is a dealbreaker for a lot of people.
Two things:
1. TtR already has, by far, the most successful multiplayer solution ever introduced for a hobby boardgame. There is hardly a "lack of" here;
2. If a lack of asynch on a 99-cent game specifically promoted as a solo experience is a "dealbreaker" to some people, I guess DoW will have to find a way to live with that.
Lack of multiplayer is a dealbreaker for a lot of people.
Two things:
1. TtR already has, by far, the most successful multiplayer solution ever introduced for a hobby boardgame. There is hardly a "lack of" here;
Isn't there a lack of multiplayer TTR on mobile devices? That's what the original post was about.
CaptainCosmic wrote:
2. If a lack of asynch on a 99-cent game specifically promoted as a solo experience is a "dealbreaker" to some people, I guess DoW will have to find a way to live with that.
I have no problem with the solo game costing 99 cents. Mulitplayer is not a dealbreaker for me (iOS-only is).
That said, the excuse for a lack of multiplayer was weak.
I really wanted to download this for my iPod Touch 2nd generation, but I can't.
It requires iOS 4.2 or later. My iPod Touch 2nd generation has iOS 4.2.
Then it lists compatible devices: iPhone 3GS, 4, and 4S; iPod Touch 3rd generation and 4th generation, any iPad.
It's not an iOS version limitation, so why leave out iPod Touch 2nd generation?
If it's a performance issue, just require iOS 4.3. That will significantly reduce complaints from iPod Touch 2nd generation owners.
The reason is most probably hardware. Why then force people who are running 4.2 on other devices upgrade to 4.3 just so they can play this to keep happy the handful of people who think that this is something to actually complain about?
It is pretty common for early adopters to be left out in the cold. This is a complaint you should be levelling at Apple or the general consumers who happily endorse such a business model. Not at a group of people brining a game to a device you do not own. You cannot expect that all App development be centred around your purchases. Or for limitations on Apps to be decided by ios rather than both ios and hardware.
A developer cannot make Apps work on all devices and ios or the combination of ones that make you less likely to complain, as the limitations of certain devices will cost them time and money enough to have to change pricing models. Something no doubt that would cause further complaints by the people who feel entitled to almost free software.
I do not mean to be rude. It just seems like your complaint is a little strange. It has an ios and a hardware limitation that is pretty common to all software. Why do you expect these guys to be different?
Except that TtR would be a miserable asynch experience. And that's not just me saying it: the powers that be at DoW are on record as saying that TtR's "micro-turns" aren't a good fit for asynch. In other words, I wouldn't look for that feature to be coming anytime soon.
Ansynch works well for other micro turn games like Carcassone. This is just them not wanting to spend the money on implementing it.
Lack of multiplayer is a dealbreaker for a lot of people.
I disagree with the comparison.
In Carcassonne every turn is the same, so optimally placing that one tile each turn feels like a good bit of participation whenever your turn comes around, similar to Scrabble/Words with Friends, and other async games. And because every turn is the same (draw a tile, and place it) you can always respond right away to what your opponents did on their turns.
In TtR, you might have your strategy/plan set for a particular route, and now just need to start stockpiling train cards. You can't always react to what your opponents have done, especially if you still need to draw more train cards. Potentially waiting minutes, hours, or days, just to draw your two cards off the top of the deck would create incredibly unfulfilling turns, and would suck all the fun out of the game. "Oh, cool, you drew cards too? I'm going to draw some cards again now. See you tomorrow." Sounds pretty boring.
1. TtR already has, by far, the most successful multiplayer solution ever introduced for a hobby boardgame. There is hardly a "lack of" here;
We are talking about the TtR Pocket app and the lack of multiplayer there.
CaptainCosmic wrote:
If a lack of asynch on a 99-cent game specifically promoted as a solo experience is a "dealbreaker" to some people, I guess DoW will have to find a way to live with that.
How about a spurious marketing blurb that pretends it's a feature?
Potentially waiting minutes, hours, or days, just to draw your two cards off the top of the deck would create incredibly unfulfilling turns, and would suck all the fun out of the game. "Oh, cool, you drew cards too? I'm going to draw some cards again now. See you tomorrow." Sounds pretty boring.
It does indeed. Other apps deal with this situation by optionally taking these rote turns for you according to some policy you set (e.g. "keep drawing until I get have at least [3] cards that are [red] or wild"). Starbase Orion is a good example of an asynch game with this feature.
I really wanted to download this for my iPod Touch 2nd generation, but I can't.
It requires iOS 4.2 or later. My iPod Touch 2nd generation has iOS 4.2.
Then it lists compatible devices: iPhone 3GS, 4, and 4S; iPod Touch 3rd generation and 4th generation, any iPad.
It's not an iOS version limitation, so why leave out iPod Touch 2nd generation?
If it's a performance issue, just require iOS 4.3. That will significantly reduce complaints from iPod Touch 2nd generation owners.
The reason is most probably hardware. Why then force people who are running 4.2 on other devices upgrade to 4.3 just so they can play this to keep happy the handful of people who think that this is something to actually complain about?
I do not mean to be rude. It just seems like your complaint is a little strange. It has an ios and a hardware limitation that is pretty common to all software. Why do you expect these guys to be different?
I don't take your reply as rude. I'm not trying to whine either. I legitimately wonder what difference it would make to bump the requirement to iOS 4.3. I may be wrong, but I don't think there was a device orphaned at iOS 4.3 the same way that the iPod Touch 2nd generation was at iOS 4.2. If a LOT more people would be unable to get this app if it required iOS 4.3, I withdraw the suggestion. I'm not trying to make it worse!
Other apps deal with this situation by optionally taking these rote turns for you according to some policy you set (e.g. "keep drawing until I get have at least [3] cards that are [red] or wild").
Are you being serious? Setting up a bunch of decision trees for one of the world's simplest games? Yeah, that sounds like fun. Not to mention something that at least 99 percent of the world's TtR players would have absolutely zero interest in.
It's difficult to think of something that would kill the simple fun of the game more effectively. It would also hurt a proven, established, and effective multiplayer system that works wonderfully as-is, all for the sake of pleasing a vocal minority who are desperately trying to pound a square peg into a round hole.
Except that TtR would be a miserable asynch experience. And that's not just me saying it: the powers that be at DoW are on record as saying that TtR's "micro-turns" aren't a good fit for asynch. In other words, I wouldn't look for that feature to be coming anytime soon.
Ansynch works well for other micro turn games like Carcassone. This is just them not wanting to spend the money on implementing it.
Lack of multiplayer is a dealbreaker for a lot of people.
Are you being serious? Setting up a bunch of decision trees for one of the world's simplest games? Yeah, that sounds like fun. Not to mention something that at least 99 percent of the world's TtR players would have absolutely zero interest in. It's difficult to think of something that would kill the simple fun of the game more effectively.
Or they could press the Draw button.
CaptainCosmic wrote:
It would also hurt a proven, established, and effective multiplayer system that works wonderfully as-is, all for the sake of pleasing a vocal minority who are desperately trying to pound a square peg into a round hole.
There is no online multiplayer system for this app. You keep acting like there is, but there isn't. There's a wonderful system for other platforms, but the people buying games for mobile system want to play them on their mobile systems.
Great implementation, even if the ticket cards are a bit small. I wish the 1910 Mega game was included in the initial release. I'm sure the additional maps (and likely 1910) will be $0.99 in-game purchases before long.
-S
I'd never played Mega on the physical game, but have come to love it on the iPad. Bummer that it isn't included out of the gate.
I understand leaving the online matches experience off of this version, but I really think they should be open to in-app purchases of some of the other boards and/or the expansions. Users realize fitting the whole board on a screen can be tight, but I think it's well done and zooming in to place a train station really wouldn't be that big a deal.
I am happy with the game for 99 cents and can't argue that point, but don't sell the app short on possible growth!
Are you being serious? Setting up a bunch of decision trees for one of the world's simplest games? Yeah, that sounds like fun. Not to mention something that at least 99 percent of the world's TtR players would have absolutely zero interest in. It's difficult to think of something that would kill the simple fun of the game more effectively.
Or they could press the Draw button.
CaptainCosmic wrote:
It would also hurt a proven, established, and effective multiplayer system that works wonderfully as-is, all for the sake of pleasing a vocal minority who are desperately trying to pound a square peg into a round hole.
There is no online multiplayer system for this app. You keep acting like there is, but there isn't. There's a wonderful system for other platforms, but the people buying games for mobile system want to play them on their mobile systems.
Days of Wonder has cultivated a huge community of online players for TTR... they can play in the browser (also via BGG), on desktop apps, and on the iPad. As someone who used to play frequently on my computer, I applaud their decision not to put online play on the iPhone version -- I would launch the game when I wanted a quick break from work, and the last thing that I would want is to be delayed by someone multi-tasking on their phone.
I think what a number of us are trying to say is that DOW has a successful online solution for all platforms except the iPhone. If they wanted to bring an online multiplayer solution to the iPhone, it would require an overhaul of their system (would all games become async? would players have to choose? would the async games be limited to mobile devices only? if so, would that significantly diminish the size of the audience?).
Itʻs a $0.99 version of Ticket to Ride, with new achievements and local bluetooth play. Did DOW take the easy way out? Maybe. Do I blame them at all? Heck no. I think they made the right decision.
Days of Wonder has cultivated a huge community of online players for TTR... they can play in the browser (also via BGG), on desktop apps, and on the iPad. As someone who used to play frequently on my computer, I applaud their decision not to put online play on the iPhone version -- I would launch the game when I wanted a quick break from work, and the last thing that I would want is to be delayed by someone multi-tasking on their phone.
I agree that this would be a bad idea, and I don't think they should do that. I'm saying that they should use Game Center asynch, precisely because it doesn't have those issues.
lflurie wrote:
I think what a number of us are trying to say is that DOW has a successful online solution for all platforms except the iPhone. If they wanted to bring an online multiplayer solution to the iPhone, it would require an overhaul of their system (would all games become async? would players have to choose? would the async games be limited to mobile devices only? if so, would that significantly diminish the size of the audience?).
If they just used Game Center aysnch for the iOS version, that allow iOS users to enjoy online multiplayer without impacting the other platforms in any way. It would also use Apple's code and servers, with no overhaul required for the existing DoW multiplayer. Whether they pursue iOS asynch or not, it would have zero impact on the players on other platforms.
99 cents made it an obvious purchase. We love playing pass and play games on my iPhone in bed and on travels (ferry, bus, airplane, etc), so this does fit my iOS board game collection perfectly. However... I too would love to see multiplayer (real-time or turn-by-turn) added in a future update.
What do these game's designers have against older iPods? First it was Elder Signs Omens and now Ticket to Ride Pocket. It's good to see iPad games being made for the iPhone/iPod. Would be great if we could all play.
Not a Ticket to Ride fan, but I do respect the way they went about designing this and implementing it. I always appreciate when companies are transparent about their decisions. Maybe we'll see a cool Memoir 44 app someday...
If you are looking for a particular Japanese game e.g. String Railway, just GM me. I might be able to help you track down a copy :) & we can do a trade.
I was waiting forever for this to come out. Just bought it the other day, and it is awesome. I'm getting my TTR fix I was playing ascension a lot, now it's TTR and it's cheaper. Love it
What did we keep out? ... The other maps (Europe, Switzerland) offered in Ticket to Ride for iPad have a level of details (placing train stations in cities, etc.) that currently does not lend itself well to the screen size of current mobile devices. Rather than provide a sub-par game experience, we chose to keep those out.
I hope they reconsider adding Europe. I prefer this map (not just because I'm not American). The iphone/ipod touch interface is designed for zooming so having to high a level of detail doesn't seem like a valid restriction to me.
Man, if I was DoW and came here and saw this thread I'd find myself wondering why in the world I'd bothered.
Then I'd go look at the pile of money made by selling a competetively priced app to tons of casual players who don't complain about every little thing and who are themselves potential new customers for our board game and then I'd realiz why we did it. And I'd smile.
Are the compatibility issues really fair to lay on DoW's doorstep?
Apple's never been one to care much about backward compatibility, so maybe there are inherent hardware issues / restrictions that make the app incompatible?
(I'd have thought that being able to run iOS 4.2 would have been enough but I've been surprised by Apple before...)
Man, if I was DoW and came here and saw this thread I'd find myself wondering why in the world I'd bothered.
If I was DoW, I wouldn't read Internet forums unless I was looking for criticism.
Typically people who are happy don't bother heading to forums. They're too busy being happy.
Having said that, I'm very happy with TTR Pocket, although three of the Vanderbot Jr. AI are tough to beat. Bring on the expansion maps/decks at $0.99 a pop!
Finally got a chance to play. This is a great app, and a steal at 99 cents. DoW really pulled it off; navigating the map and placing trains is totally EZPZ.
So let the haters hate. If they don't want to pick up a high-quality app for the amount of change they could find in their couch cushions, then it's entirely their loss.
Disclaimer: I'm not saying this is what DoW did, but imagine the following scenario.
A print board game company has a highly successful print game, selling 750,000 copies. Now, they feel like they could probably sell at least another 750,000 copies if only they could reach a market wider than the relatively limited-size count of souls that can be reached in the hobby print board game market. If only there were a way to reach a much wider audience! "Hey!" says the company. "We could potentially reach 100,000,000 people if we made a $0.99 app version just to get the basic game experience in people's hands." Hmmm. Let's do it!
Apple's never been one to care much about backward compatibility
This may be fair to say about the iPod Touch vs. other gaming platforms, but it ignores the fact that the iPod Touch is a tiny little potato hitching a ride on the iPhone juggernaut. And Apple is far far ahead of that copycat phone OS in terms of keeping older iPhones up to date with the latest and greatest software. Some Android devices aren't even running the latest software the day they hit the market, nevermind 2-1/2 years after the fact as the iPhone 3GS currently is.
Apple's never been one to care much about backward compatibility
This may be fair to say about the iPod Touch vs. other gaming platforms, but it ignores the fact that the iPod Touch is a tiny little potato hitching a ride on the iPhone juggernaut. And Apple is far far ahead of that copycat phone OS in terms of keeping older iPhones up to date with the latest and greatest software. Some Android devices aren't even running the latest software the day they hit the market, nevermind 2-1/2 years after the fact as the iPhone 3GS currently is.
Tell that to 3g owners. No ascension, no Ticket to ride, I wonder how long that list really is? Defence of the Apple platform by attacking another is hardly a compelling argument. Especially one that is made up of so many varied hardware vendors.
The potential for Android is huge and Apple has definitely learnt and improved from it's competition you should be thanking them. I know I am.
I hope both platforms continue to get better. I own and enjoy devices on both. Until ios 5 Android's interface was a better experience. I just hope the ability for developers to make money on Android improves so the amount of apps available that I want grows on a more open platform.
Okay. Dear iPhone 3G Owners: Your phone, relative to the technology, is very old. It is unreasonable to expect your phone to be able to do everything that current phones can do.
Quote:
Defence of the Apple platform by attacking another is hardly a compelling argument.
Replace "Android" with "all other phone operating systems" if that makes you happier. Apple is doing the best of anybody in regards to the issue of hardware obsolescence.
Man, if I was DoW and came here and saw this thread I'd find myself wondering why in the world I'd bothered.
If I was DoW, I wouldn't read Internet forums unless I was looking for criticism.
Typically people who are happy don't bother heading to forums. They're too busy being happy.
Having said that, I'm very happy with TTR Pocket, although three of the Vanderbot Jr. AI are tough to beat. Bring on the expansion maps/decks at $0.99 a pop!
I'm happy with the iPhone version as well. For 99 cents, it's a great deal. Even so, as someone who plays Carcassonne and Ascension constantly on my iPhone, the lack of multiplayer is always going to be a minor annoyance. I understand them doing this if they want a cheap intro version... make the online portion be an IAP, then.
I find it curious that DoW is so worried about "my" gaming experience. If three friends and I decide we are OK with async, and that we are cool with "micro-turns," why does DoW care? Are they going to come to my house and unplug the TV so that our physical boardgaming experience isn't interrupted?
If it is too expensive, and they don't want to bother, I am fine with that. Just wish they wouldn't try to explain how lack of MP is a consciously omitted "feature."
Wow, great implementation! DOW did a fantastic job on the iPad version, and they made some smart choices when they put this game on the smaller screen.
Then the 99-cent price point was icing on the cake. Bravo!
I think it's a great conversion and makes the most of the limited real estate of the iPhone screen. I have no problem with what the developers left out.
What I can't determine is how to randomize turn order in single player mode...I'm always first. Has anyone figured out how to do this?
I find it curious that DoW is so worried about "my" gaming experience. If three friends and I decide we are OK with async, and that we are cool with "micro-turns," why does DoW care? Are they going to come to my house and unplug the TV so that our physical boardgaming experience isn't interrupted?
If it is too expensive, and they don't want to bother, I am fine with that. Just wish they wouldn't try to explain how lack of MP is a consciously omitted "feature."
I don't see how what you said makes DoW's position invalid.
If you work backward, the root cause of no online MP is that it could ruin online play for people online or using the iPad. If it didn't they wouldn't need to use a separate network/server, so the cost of that is irrelevant.
If three friends and I decide we are OK with async, and that we are cool with "micro-turns," why does DoW care?
They care because they use their own servers for all TtR games. Their servers, their rules.
That would be just about OK if that was in fact what they were giving as the reason for no async. But it isn't; they're dressing it up with crap about how they care about everyone's playing experience and how they know for a fact that async play would be terrible. Well, speaking as one of "everyone", that just isn't true. Synchronous MP is a crappy experience for me because, among other things, I rarely have much time when I AND my friends are all free to play simultaneously, and I don't like playing strangers. So I rarely if ever do MP with synchronous games. Async games, I play all the time. I have no problem with the fact that other people have different preferences and think that async would suck, for this game or others, fine.
So add an option: play synchronously via DoW's servers or play (as someone suggested above) async via Game Center. As a first-off. No extra load on their servers, very little extra coding and a significant chunk of new customers. Even if they think those customers are all idiots, don't they want idiots' money too?
(I say "as a first-off" because I fully expect that when they realise how many people will want to play async, and when they finally realise they can make money from Android* too, they're going to need a cross-platform async solution. But that's for the future!)
* The "Android users don't spend money" thing is, I think, a bit of a self-fulfilling thing. Most of the games I have on Android are free and ad-supported because the developers of those games don't even offer a pay version because they believe it won't sell. I'd buy ad-free versions in a heartbeat, as would my girlfriend and most of my Android-using friends. We simply can't because they're not available. Anecdotal evidence, yes, but I'm willing to bet it would generalise.
Cheers for the heads up on this, Gabe. Was disappointed when saw that TtR was originally only on iPad but this Pocket iteration looks fantastic, especially at $0.99. Downloading as I type!
I'd like to get this, but the screen shots make me think it won't be good for colorblind players. Are there any colorblind folks who have seen this app that could comment?
I'd like to get this, but the screen shots make me think it won't be good for colorblind players. Are there any colorblind folks who have seen this app that could comment?
Iʻm not colorblind, but I just checked and the tracks/cards definitely donʻt have the little icons that they added to the iPad version, so I would guess not. I guess DOW figured that if would be too hard to add that level of detail on the iPhone? Seems like a shame, though.
Great game, I've played a few rounds and I'm impressed with the interface. I just wish they'd thrown in the 1910 expansion with it - I'm tired of going to LA!
Great game, I've played a few rounds and I'm impressed with the interface. I just wish they'd thrown in the 1910 expansion with it - I'm tired of going to LA!
yeah i'm kind of on the fence myself. really disappointed about the lack of types of multiplayer. i've played ttr to death irl and on their website, hard to get too excited about vanilla usa. esp since their previous attempts online with computer ai were pretty pathetic. but it's only 99 cents lol
I was finding similar compatibility problems buying other games for my kid and after some digging found this statement cropping up in various places : "8GB 3rd generation iPod touches are actually 2nd generation hardware and are UNSUPPORTED." So while my experience as a techno geek is that time marches on and we sometimes have to bite the bullet and upgrade to keep up ... it narks me that we've been sold a sow's ear in the guise of a silk purse by Apple. It plainly didn't make any difference at the time , but we ended up unsupported ahead of everybody else !
I was thinking of getting an Ipad2 but how long will it be before that also gets frozen out of new releases due to IOS upgrades?
Btw, I use a 1st generation itouch so I've got used to the messages telling me I need to upgrade to play new releases (which it won't), but then for some reason, some new games just work?
A woman needs a man like a fish needs a saxophone.
Vistathon wrote:
I was thinking of getting an Ipad2 but how long will it be before that also gets frozen out of new releases due to IOS upgrades?
I'd bet on at least three years. It's running the same processor as the iPhone 4S, and the 3GS is still supported 2.5 years later.
Quote:
Btw, I use a 1st generation itouch so I've got used to the messages telling me I need to upgrade to play new releases (which it won't), but then for some reason, some new games just work?
Sometimes you get lucky. I guess the "you need to upgrade" message is basically the developer saying "this isn't supported." That's not necessarily "it won't work," it's "it may not work, and if it doesn't then don't bother us about it."
At least at the moment it seems iPads are holding their value quite well for resale. So it is quite likely you will only lose about 25% of it's value when you sell it and upgrade. As long as you get a fair bit of use out of it it is worth it but it looks like the iPad 3 may come in march. So it might be worth waiting for the 3, it is getting closer. But then if the iPad 3 has a different screen resolution who knows what that will happen with all the current and future apps. Hopefully universal apps will solve the possible issue.
It has an ios and a hardware limitation that is pretty common to all software. Why do you expect these guys to be different?
Because the line they've drawn is non-sensical. The differences between a 2nd generation running 4.2 and a 3rd generation are minimal. A slightly faster processor and more memory, and they go to great lengths to tell us how small the app is, so memory is clearly not the factor.
I bet this app would have run just fine on our 2nd generations. Yes, it would have been a bit slower. Those of us running them are already used to that.
This game really is fantastic, I must say. My wife and I have played countless games from the comfort of our couch. It is very easy to manipulate all the controls, and the achievements add a nice aspect to the solo game. In fact my wife has been addicted for days now, trying to attain all of the achievement, well except for the 20,000 games played. That is just absurd. However, she has surpassed the 100 games played mark in just a couple days. For $0.99 this app just can't be beat.
I immersed myself in this app for a couple of days. The AI is good, though two player is pretty easy now. This would be really great for travel, even without the features. I think that if I'm going to do local play I would prefer to pull out the board if that was an option. But if it's not, this is a great back-up!
I'd like to get this, but the screen shots make me think it won't be good for colorblind players. Are there any colorblind folks who have seen this app that could comment?
Iʻm not colorblind, but I just checked and the tracks/cards definitely donʻt have the little icons that they added to the iPad version, so I would guess not. I guess DOW figured that if would be too hard to add that level of detail on the iPhone? Seems like a shame, though.
I went ahead and got it since it was so affordable. The colors make it unplayable for me, but my wife loves it!
This is NOT a full version of Ticket to Ride, which is why it's only 99¢. If you want online play or more maps, you'll need an iPad or a computer or the box game.
But this IS DEFINITELY a board game app on which everyone should spend 99¢!
It plays quickly, is moderately challenging, and has local wireless connectivity (or pass&play) for a quick game with your kids while waiting for a table at Max & Erma's (or wherever).
I understand Days of Wonder's opposition to online in this app, because their online leader boards are sacred to the serious players. Dropped games due to phone calls could be a disaster!
If online multiplayer were included this would be a 5-star review, so as it is I easily give it 4. Reviewers saying it's a 1-star game without multiplayer are unreasonable. Ignore them.
Buy Ticket to Ride Pocket and enjoy a fantastic iOS app!
I bought this in South America last week for the plane ride home. It runs just fine on the iPad. My wife and I played three games pass-and-play. The base US game is all we need.
I would do all the things I have ever dreamed of doing. I would love to become a professional whistler.I'm pretty amazing at it now, but I wanna get, like, even better. Make my living out of it.
Bffffttt, Pffffttt, Buuuuurtt........
prael wrote:
correct me if this is the wrong place for this, but ...
has anyone had the experience of being denied the use of the open track of a half-occupied double-route? we keep running into this.
In 2 & 3 player games? If so, this would be according to the rules. Once one of the two is claimed, the other becomes unavailable.