Friday, 26 November 2010

Apple Interactive Project - Bibliography

These are documents I have either referenced, directly quoted or influenced me in this project:

Books:

Saffer, D (2009) Designing for interaction: Creating Innovative Applications. New
Riders; 2 edition (27 Aug 2009)

Bondo, J (2009) iPhone User Interface Design Projects. Apress; 1 edition
(December 1, 2009)


Websites:

Apple Inc. (2010) iPod touch Specifications. Available from:
[Accessed 15th November 2010]

Apple Inc.(2010) iPhone Specifications. Available from:
[Accessed 15th November 2010]

Apple Inc. (2010) iPad Specifications. Available from:
[Accessed 15th November 2010]

‘Junso’ (2010) Why indies need to pay attention when someone says that the market is dead,crowded or saturated. Games Producer Blog. Available from:

Shiels, Maggie (2009) Apps to be as big as internet. BBC News. Available from:
[Accessed 17th November 2010]

(2010) iPad- the next essential handheld? Games TM magazine. Available from:
[Accessed 17th November 2010]

Wikipedia (2010) App Store. Available from:
[Accessed 17th November 2010]

-Play (2010) MotoGP 2010 App. Available from:
[Accessed 5th November 2010]

Backflip Studios (2010) Tunnel Shoot Pro App. Available from:
[Accessed 5th November]



Apple Inc. (2010) iPod touch Specifications Jpg. Available from:
[Accessed 24th November 2010]
Apple Inc.(2010) iPhone Specifications Jpg. Available from:
[Accessed 24th November 2010]

 Images
(Date Unavailable) iPhone image
[Accessed 21st November 2010]


Apple Inc. (2010) iPad Specifications Jpg. Available from:
[Accessed 24th November 2010]

(Date Unavailable) Alligator Image. Available from:
[Accessed 10 November 2010]

(Date Unavailable) Black Widow Spider image. Available from:
[Accessed 10 November 2010]

Sollfors, Stefan (2010) Spider Eyes. Available from:
[Accessed 10th November 2010]

Backflip Studios (2010) Tunnel Shoot Pro App Screenshots. Available from:
[Accessed 5th November]



Videos


HowToiPhone (2008) CubeRunner Game - iPhone & iPod Touch 2.0 3G - cool game (Free App) Available from: <http://www.youtube.com/watch?v=tvWj3Y4N1f8&feature=channel>
 [Accessed 29th October 2010]
Julianlhj(2010) MotoGP 2010 Trailer and Download. Available from:
[Accessed 5th November 2010]

Flush Racing - Summary

Now that the project is in the closing stages I thought it would be appropriate to try to summarise my app as it would be on the App store:


Flush Racing

Full Accelerometer Controls: Flush will push you and your iPhone to the limit with fully integrated Accelerometer navigation

High speed gameplay: Fast bikes but even faster dangers! Obstacles will come thick and fast to stop you completing the race.

5 unique racers – each with their own special ability:

Elaina Raine: A former cop now taking part in the underground racing league known as ‘Flush’.
Special Ability: Last gasp speed (at third stage damage can move at stage 3 speed)
Starter Racer

Simon ‘Spider’ Seven: Modelling both himself and his bike off a spider, this 4 time Flush champion is aiming for his 5th. Are there any contenders that can stop him?
Special Ability: Web Coating (invulnerable from track obstacles for 20 seconds)
Starter Racer

‘The Alligator’: a former engineer and race hand turned racer this year. But something dark lingers inside him.
Special Ability: Hard Shell (a tough armour plate on his back means he has four lives instead of three)
Unlocked when beaten in story mode

Natalie ‘Goldie’ Finn: a daredevil acrobat turned racer
Special Ability: Gold Rush (All time trial clocks turn gold for a certain period of time)
Unlocked when you beat the ‘gold’ time on two time trials

On: this mysterious girl appeared at the track one day without a bike and came away a champion. Just who is she?
Special Ability: True Speed, True Risk (immediately begins the race with no lives and at ‘3rd’ level shed)
Unlocked in Special stage when you have completed all of the characters Story Modes.

Three Modes of Play:

Story Mode: Progress though each characters stages at the 10th Flush tournament
Time Trial Mode: Think you can beat the tracks in the quickest time? After each race is completed you can post your score on the online leader boards and through Facebook
(Online)Elimination Mode: Can you outlive your opponent on the track?

No Risk, No Reward gameplay: to have that extra edge over the opponents why not shed your bike parts? Simple? Not when those parts are your lifeline!
Drive, Jump and Escape: Think racing games are simple? Not when you might be racing one moment and escaping fast oncoming water the next!

Screenshots:




Saturday, 20 November 2010

Finished Bike Sprites - Raine

This is a compilation of all of Raines Bike Sprites. It includes all three stages of Shedding as well as the 'full damage' sprite


Friday, 19 November 2010

Obstacle Design

Track obstacles

Today I designed some obstacles for my track, considering the early mind map to inspire me.

Column: The design didn’t really fit the colour scheme of the track too well, but then again this is what I had planned as the game is very fast paced so the obstacles need to stand out from the rest of the track, else the player will feel aggrieved if they do not notice it. Many games make use of using bright but out of place colours in map or track design, EA’s Mirrors Edge being the most obvious example.
As for the columns actual value and placement within the game, I would say that it is likely to be the most common form of barrier or pitfall the player could face in a track.


Hole: Designing the Hole was difficult and definitely had to be tailored purely for that track. This was because just a simple black square wouldn’t have sufficed as in other track designs it might look out of place. I was impressed with the final look of the hole, but again another issue had arisen, not from lack of specialisation to the track, but from it. I designed the hole from a certain perspective. As the cylinder is moved as are the track obstacles and there lies the problem. Should the cylinder move then surely the perspective is changed. This would be something that would have to be addressed in the design of the game (Solution: multiple ‘Hole’ designs varying on placement on the track. Or if the game is run using 3D graphics then perspective will undoubtedly fit as the 3D cylindrical model is moved).
Nevertheless the Hole demonstrated the game pitfall well enough for the concept and clearly conveys how it would look in game.

Energy Ball: The energy ball oddly enough was born through my design document construction. At the time I was constructing my ‘mind map’ page and was reading through all of the areas again. Then the item Tennis Ball was mentioned in Character design. This made me think about the attributes of the ball (first my idea was to have it as a bouncing object) but the  I considered how fast one can move when hit and combined that with my futuristic theme. From that the energy ball was born.

I was both happy with how the Energy ball looked and how it would potentially run in the game. As an object it is the easiest to see. But as it moves towards the player by itself on top of the players own movement it then poses both an obvious but quick threat to the player. It could be common or rare, likely depending on the track or story stage. Nevertheless even now I can see it tripping up many a player of the app (especially overconfident Shedders).

Propeller: the propeller would be the only game asset to potentially ‘hang’ on screen. When a player encounters it they first have to avoid its initial approach and then the subsequent cycle (s). This would add extra difficulty as if would force players onto a particular segment of track. While I wasn’t entirely happy with how the end result looked, it demonstrated the point well, and if I have time this is another game asset of which I would like to have a chance to create a second concept of.

Pipes: The pipes are yet another simple and common pitfall the player may face. There is one twist to them – in that they are not directly horizontal across screen but are more diagonal. This means that it forces the player not to move back to that same spot and can act as a measure to prevent ‘camping’ on one area of the track for too long.




In addition to the pitfalls, I also designed two positive track assets, Time trial clocks and Speed Pads. Both of these assets were born to add yet another possible level to the Time Trial mode. The clocks have three variants – gold, red and blue. The gold clocks are the rarest, and offer a large deduction from the players overall time. They will be placed in ‘difficult’ spots for players to get to, so there will be a risk’ reward element to play. The orange clocks are the opposite (easy to get to, common). By doing this more experienced players will push themselves to the limits to reach top times.
The reason I included speed pads was as oddly both a positive and a negative asset. Players who are moving slowly will welcome the boost in speed (and will likely improve their score). Players who are moving at insane speeds will hit the speed pads and reach the speed of their next ‘shed’ for a few moments. Players already fully shed can hit even higher speeds but this is at a great risk. I think it adds this nice level of almost oxymoronic value to the speed pads. On one hand, increased speed = great, on the other increased speed = objects come quicker at player. It was this kind of methodology that made the miscalculation cards in the board game project

Wednesday, 17 November 2010

Games TM article on the Ipad

Recently I was told about a really interesting article in the magazine ‘Games Tm’, which discussed the potential of the iPad in the gaming Market.  As a device for developers to create something for low budget, the App store has become a clear revolution, at least in early stages.
Opening in July 2008, the App store has since flourished – today offering over 300 thousand third party apps and over 7 billion downloads. This of course has led to many other companies imitating Apple to create their very own ‘App’ system. But yet, due to the unique accelerometer and touch screen features, App design for the Apple platform seems to be the most innovative route – at least this point is argued by the Games Tm article. The emergence of the iPad has further caused discussion over whether or not the platform could be adopted as purely a games console to rival the substantial success of the Nintendo Ds and PlayStation portable. Early signs it seems make this idea seem unlikely: 
Of the 300,000 people who bought iPads on the first day of sale in the US, Aaron Yeung, associate producer on Geometry Wars Touch, estimates that only around 10-15 per cent fall into the ‘hardcore gamer’ category, and that the rest were early adopters, “more interested in the gadget/tech side than the games.” (Games Tm page 2)
Furthermore unlike conventional systems, the IPad is not likely to boast exclusives titles that are not there simply due to the visual restraints of the iPhone/ iPod Touch;
 “It’s not a huge amount of work to port an iPad application to the iPhone, and, at least for now, that’s where all the users are,” he claims. “Maybe we’ll see applications coming out for one device or the other first, but we feel that ultimately, unless the hardware platforms diverge significantly in subsequent revisions, we’ll see very few iPad-only games that do so for a reason other than that they wouldn’t work on the smaller screens…” (Games Tm page 2)
But conversely, some developers will see the iPad as a portal to creating a larger more immersive experience. Travis Boatman, Vice president at EA Mobile stated in the article that:
“The much larger screen does two things. First, the touch interface becomes larger since they are one and the same. With more places to touch, the player has more options for interaction. So designers can do more to make games interactive. The second part of that is the larger display, which offers more visual information to users. In some games you’ll be able to see more of the world. It’s a larger, more captivating experience. Need For Speed Shift offers a good example. With the larger screen only a couple inches away from your face, you’re completely immersed in the racing experience.”
“The fundamental difference between the iPhone and iPad”, Boatman continues, “is that the iPhone is not a destination device. It is always with you. The iPad, because of its size, is more like a laptop, so it’s something you choose to take with you. Games for the iPad are and will continue to be more about playing for a longer period of time for a far more immersive experience.” (Games tm Page 3)

Having been reading iPhone User Interface Design Projects, much of the emphasis was on perfectly tailoring a game/ App for the screen size so it this is a valid point. However, one issue that plagues all current App platforms is the cataloguing system. Currently the App store offers hyperlinks to various other forms of Apps, however there is no internal ordering system. Users must know the title of exactly what they want. If not then they are presented with numerous different Apps – none of which have any kind of preview system.
Meanwhile Lee Williams, executive director of the Symbian Foundation, said he was not sure the consumer or the industry needed any more application stores.
"The App Store is flawed - right now [it] is just a bucket of apps. You need to get beyond that bucket and give the consumer the opportunity to wander down a really relevant aisle of content and applications that they can get access to.
"When this problem is solved, the type of application you will see will be about more than an iBeer drinking app or a candle that flickers in different colours.
"The type of application you will see will help enrich your life in some way. It will let you do your image sharing, your social networking and establish presence with your friends, colleagues and family in completely new ways - which is really what mobile applications are all about," said Mr Williams. (http://news.bbc.co.uk/1/hi/technology/8157043.stm, M Shiels)


“It is very difficult to find anything that you don’t know the name of and are specifically looking for, or isn’t featured,” says Yeung. “We think it will have to be improved greatly to become a more dedicated gaming delivery service. Having said that, we’re sure that over time it will change to accommodate games more… we’d hope so, anyway.” (Games tm page 4)
My own viewpoint of the iPad as a machine build purely for the playing of games is actually simple. While the large screen size, touchscreen and Accelerometer features mean that the iPad is Innovative, many buyers can obtain both an iPhone and a traditional gaming console for the price of the iPad. Furthermore the iPad is of a large size and even gamers will not want to have to manipulate an object of that size and cost in the public domain. Coupled with the current issues on the App store, I feel it is going to be very difficult to match the success of more user friendly consoles.  It is these facts that have personally put me off aiming my Application solely at the iPad. And Aaron Yeung, shares this viewpoint:
Does Apple really have the right device to torpedo the traditional games market, though? Yeung, whose studio has also produced Geometry Wars games for Wii and DS, is sceptical. “Absolutely not!” he exclaims. “There are many reasons why. First, it is too big to be considered a truly portable gaming device. Second is price; it will never drop to £100-£150. Third, control devices. The tilt function is fine when using an iPhone, but using it on something the size of an iPad regularly? Also, the sheer size of the thing makes it uncomfortable to use ‘touch stick’ controls for extended periods. (games tm page 5)


Information sourced from

 http://news.bbc.co.uk/1/hi/technology/8157043.stm
http://www.gamestm.co.uk/features/ipad-the-next-essential-handheld/
http://en.wikipedia.org/wiki/App_Store

Tuesday, 16 November 2010

Bike Sprite design



Over the last couple of days I have been looking at two books; 'iPhone User Interface Design Projects' and  Designing for Interaction '' - both of which are focused on looking at the design process and one in particular about user interface. A big problem with designing for a touch screen based console is that buttons have to be just big enough to be able to touch, but small enough to not over populate the screen - a particular issue that plagues iPhone App designers. I thought heavily about how the HUD would run in my own game. Since the game makes the player focus on the characters, making it on the side of the screen would be far too impractical. However in the centre of the screen would be distracting. So that causes a problem. How can I present a HUD on my App?
Well thinking about what the player needs to know, there is only two things that would be necessary. How many Lives/ Sheds they have and their current race time/ percentage of race completed. The way I solved the Shed/ Lives problem is intergrate that into the sprite. Players will have three lights on the back of the bike (at least for Raine's Pulse bike). Each time they crash or use a Shed, one light will turn red. After all three lights turn red, they blast off the bike. At this point the player will know that they cannot make any more mistakes or shed. As for the percentage of race completed information, perhaps it could be opaque and hang next to the bike. In my next mock screenshot after obstacle design I will experiment with this.

Sunday, 14 November 2010

Track Design - Tunnel

Track Design.

Track design has been one area that I’ve been somewhat confident in how it will look, but never the less have been sidestepping somewhat. This wasn’t because I didn’t want to create a concept, but rather as designing a track of this style presents me with a somewhat unique challenge in terms of perspective. Nevertheless today I designed one track for my game. This particular track is very conventional in terms of ‘futuristic’ games. By this I mean it features metallic textures, slight neon lights and a very geometric series of lines running throughout.
In terms of the outcome of the track, I was really impressed. Using a basic paper guideline, I constructed each row and column carefully – making sure to convey the smooth metallic textures and slivers of neon in each area. The feedback I received was really good but I know that the end result will look better when some solid bike sprites and obstacles are placed on it - two areas which I shall cover soon

Friday, 12 November 2010

Character Design - Alligator

Alligator Design

While it may seem strange to use an alligator as inspiration, it really was born from all of the urban legends which revolve around people flushing baby alligators down toilets, etc. So far I had covered the traditional ‘average all’ stat character (Raine) and the rival character (Spider). My game doesn’t really have ‘speed’ or ‘handling’ attributes so it is difficult to really think of a stand out way to define the characters aside from using the Sheds/ Lives as the basis. For the alligator character I think that his special ability should be to have some form of extra protection but less sheds (i.e.: 2 sheds but 4 lives). This could be suited for elimination style battles (trying to outlive the other players) and also if there are ‘boss’ races in the game.
The actual character design was quite simple. All my other characters had more a futuristic theme so I decided to move away slightly from that and have the character as a muscular guy with a t-shirt and body armour. I looked at the way that Alligators have both a softer looking underbelly and a tough back so I made the body armour reflect this.
I did suffer from some criticism that people thought the character was female instead of male so attempted to rectify this by making the hips not rounded (although I kept the long hair – it was a character trait that he is messy so it is suitable). One fear I did have was that people might think that the character was themed from a dinosaur instead of an alligator (due to the tail) but fortunately I had no such feedback.



I also did an extra edit, this time much darker, perhaps more suited should the character be some form of ‘boss’.


Overall, I have been quite happy with the outcome of the character – I was disappointed with the early ‘female’ feedback but as the artist it is often that you will see your art in ways other people cannot – which is why I have valued the feedback throughout this entire process as invaluable. To shield work from people due to fear of criticism will always damage the final outcome so it pays to take even the most painful criticism to better yourself as an artist (however difficult it is!)

Wednesday, 10 November 2010

Character Design - Spider

Spider Design

Having been toying with the idea of a spider character for a while now, I did a rough sketch last night using a Biro in my note pad. At the time it didn’t seem like it would come to anything, but it actually led to my finished concept of the character:

Initially I had planned to completely colour over the scanned biro lines, but in actuality they seem to add something extra to the characters armour. Maybe it is due to the whole ‘primal’ feel of the fur and striped undercoating? Never the less I quickly glanced at some reference materials to add to the Spider theme.
Key areas I looked at in the design were:

Black Widow Spiders: I found that they had a simple black colour scheme, but had a unique orange Hourglass symbol on their backs – I wanted to incorporate this somewhere in the design (settled on the shoulder plate). I was tempted to shift the colour of the character to black, but I wanted the character to be red (the traditional Red V Blue theme that has run in many games (Pokémon, Halo, etc.)).

Spider Eyes: I looked at several different images before settling on this particular image to base the head piece from. It just looked right, and I was happy with the end result as it definitely illustrated the theme.
[The reason that this image is not  up on the blog is that the owner of the website specifies on the home page that he doesn't allow use of his pictures other than linking them, which is a shame.]
While I didn’t use reference materials for the fur, I did want the four strands to resemble spider legs so they we large, black and curled.


When I showed the initial image to friends, the criticism was that it wasn’t clear that the fur was meant to resemble spider legs, and that the metallic headpiece would probably look better as the same colour as the armour. I took this on board and made the necessary changes. This was the end result;


Looking at it now, I am really happy with how it turned out and it almost exactly resembled my initial thoughts about how the character would look. Furthermore, as an artist I feel that although I am still inexperienced with digital rendering, that I have progressed a large amount from my earliest work.
If I have time, I would like to continue with some more character designs (a crocodile/alligator design and a goldfish character?)



Monday, 8 November 2010

Tunnel Shoot Pro (blems?)


Whilst searching for different apps, I stumbled upon an App called Tunnel Shoot Pro and on closer inspection it seems to be almost exactly the idea that I had (a cylindrical based track with accelerometer based steering) The critical gameplay mechanics are not racing; however – but rather are ‘score based’ in an endurance style (avoid the objects for as long as possible). This is both relieving but also disappointing that the core appeal for my Idea has already been used.
This now presents me with an important question; how can I retain the same idea – but keep the innovation running?
Both my idea and TSP both have the core mechanic that the track is against the player. In Tunnel Shoot Pro these are the Key Features:
Game includes:
-Amazing 3D graphics
-Highly intuitive accelerometer based controls
-Original soundtrack
-Fast-paced action
-Addictive, endless gameplay
-Easy to learn, difficult to master
-iPad support with custom high-resolution graphics
-Optimized graphics for new retina display
-Plus+ integration
-Facebook/Twitter integration

My Idea would feature the following of those aspects: 3D graphics, Accelerometer based controls, Fast Paced action, easy to learn, difficult to master and I pad Support. I hadn’t really thought much about Facebook/Twitter integration but now I know it’s possible this could be included in my Time Trial game mode. My initial Features (on top of the above) are:
-Fast paced action that is pushed to the limit by the unique ‘Shedding’ system which places speed over player lifespan – will your own need for speed cause you the ultimate frustration
- 3 racers and several tracks
-Custom music from your Ipod (If not – racy techno style music/ Jpop?)
-Story Mode and time trial modes

So how can mine differ? Well having discussed the game with my tutors and friends, I have come up with several ideas how to change it and make it more innovative.
-      Multiplayer (Both players on same screen over wi-fi players with 2 game modes: Race (traditional race structure) and Elimination (unlimited time span and slowly speeds up – last man standing wins)
-      ‘Drops’ (Gameplay Switches to the touchscreen controls and your driver jumps out of bike (quick animation) and drops down vertically before eventually landing back onto bike and continues  - adding diversity of both objects, screen, and mechanics.)
-      Chases (at certain point the camera switches to back view and players must avoid objects coming both ways)
-      Ipad ‘Flick’ ability (as Ipads are Cumbersome and hard to turn and tilt so to overturn this players will be able to ‘flick’ their bikes with the touchscreen to reach the ‘top’ of the cylinder)
-      Two forms of play control (Accelerometer and Touch screen (follows bike with finger to move it)


Having now worked out ways I can adjust different areas of my concept, I wondered how the critics labelled Tunnel Shoot Pro - given that it runs using very similar priciples. Here are the http://itunes.apple.com/us/app/tunnel-shoot-pro/id376449570?mt=8# [accessed November 8th] customer reviews.
Great, but crashes nonstop under iOS 4
     

As everyone says, this game is solid but crashes every time you play it. Could be after 3 minutes, could be literally 3 seconds... regardless, it is guaranteed to happen. Also, I play it on my iPhone 4, but have it on my 3G, and I must say, it is almost impossible to play on the 3G as the "enemies"/obstacles don't render fast enough to dodge them!

Worst thing: this game has a nasty bug in it that can freeze your accelerometer, even after you quit the game (and I mean end the app in the fast app switcher). Only thing that fixes it is to soft reset or power off phone. LAME

Game has potential to be excellent, but it NEEDS AN UPDATE to fix the crashing issue. Luckily I got this on launch when it was free, so I'm not extremely angry about it, but I would NOT recommend paying for this until the devs fix the crashing bug(s). 2 stars until fixed.

*** EDIT: FINALLY they updated this game, and so far, no crashing! I actually was able to score above a million without the app freezing! Nice. Dunno how it performs on older devices now with this new anti-aliasing, but plays beautifully on the 4. Thank you developers for finally fixing the extremely irritating crash. I now recommend this game to all. ***
Great game.
     

No crashes and no problem.
Crazy fun!
     

Crazy fast and fun on an iPad! The colors and graphics are wild! Draws you into the screen action! I have a zillion games, this is a keeper!

Looking at these, while the game has 'bugs' overall the opinion is very positive, which bodes exceptionallu well for my concepts odds of success.

Moto Gp 2010 Application

Not having an IPod that can use applications means I’m not able to personally trial similar games; however despite this I decided to look at racing games available in the App store. The first I came across was ‘MotoGP 2010’.

 (The Trailer for the Application)
http://www.youtube.com/watch?v=i_txyvB_UmU

Having watched the trailer I identified the main points of the game;
-The starting Screen (Touch Screen Compatible)
-Rider Select Screen (coupled with the Bike choice screen (Touch Screen Compatible))
-Difficulty Select Screen (Touch Screen Compatible)
-Race Pre-Summary Screen (Non interactive scrolling animation)
-Race
-After Race Summary Screen (Non interactive scrolling animation)
-‘Winners animation’ (Non interactive animation)
As you can see the general construction of the game is simple: The player opens the game, selects ‘rider’ and Difficulty before proceeding to non-interactive screen. From here the gameplay begins. When it ends the game finalises the results through 2 screens. This seems to comply with traditional racing game protocol.
What are the features of this game? (Below features quoted from http://itunes.apple.com/us/app/motogp-2010/id381301564?mt=8# [accessed 5th November])
------ All the best riders of the championship--------
Play against the real 17 riders of 2010 season! Featuring Valentino Rossi, Casey Stoner, Jorge Lorenzo, Dany Pedrosa and many more!

---- Ride the official bikes ----
Ride the fastest bikes one earth! Ducati, Suzuki, Yamaha, Honda… Choose among 10 different MotoGP Team bikes, each with their own features. Pick the one that best suits your style and handling!

----- The complete list of circuits----
From Losail to Valencia, race your way through all 18 official circuits! The game perfectly reproduces the design and difficulty of each track, delivering the ultimate GP racing experience!

---- Championship mode---
Race the 2010 season as it unfolds! Refine your skills and rack up victories to become World Champion at the end of the season.

--- 2 camera angles ---
Camera angles replicate the thrills of the MotoGP™ experience! Choose between classic 3rd person view from the back or the stunning bumper view camera.

---- Accessible Handling ----
With smooth handling and tight controls tuned for players of all levels, MotoGP™2010 delivers a thrilling racing experience for beginners and experts alike!

---- 3 levels of difficulty ----
Unlock progressively all difficulty levels from Rookie to Legendary. The game suits all style of players from casual gamers to hardcore fans.

-- Exclusive image gallery –
Get the official images from the 18 circuits! Race well to unlock all of them and save them to your photo library.
So from this the simple version of the features is as follows: 17 riders, 18 tracks, a career mode, two camera angles, a focus on easy to master handling, multiple difficulty levels and free images. These are logical and conventional ‘features’ of most racing games so I can’t identify any innovative USPs.

User feedback:

What a let down
     
by Ed who
Wayyy too sensitive handling and WTF do we have nos/boost for? What an insult to those of us over 4yrs old that are actually in this industry for a living!

Come on guys. Moto GP is the best in the world for m/c and this is the game/app for it? Sad
Kennyg9672
     
by Newjack 321
PLEASE fix the steering issue. WAY TOO SENSATIVE It's impossible to play this game. Did someone test this game before it was released? If and when the steering issue gets fixed, this game will be my most played app for sure!!!!
Disappointed
     
by Peter Ha
It's way too arcade-y. And MotoGP bikes don't have NOS-like boosts!

Sourced From : http://itunes.apple.com/us/app/motogp-2010/id381301564?mt=8#