One of the things I like about the iPhone and Flash is how the content challenges me to rethink what my definition of a ‘game’ is. Like many people I grew up on consoles and became accustomed to the type of content that works well on these platforms – games with lots of detail, depth and great graphics etc. – games that require dozens of hours just to get to the end, or hundreds of hours if you want to see all the content. There’s definitely a ‘console’ mindset brought on by years of exposure to consoles – and that’s probably why a lot of people want to go and work for developers making games for the consoles (myself included). But I don’t think there’s a console developer in the world that reads about success stories like Doodle Jump and Angry Birds without feeling a little bit hard-done – after all they are the ones making the ‘real’ games; the ones with the large teams and complex engines.

Two years ago I would have described myself as having a ‘console’ mindset – I paid no attention to Flash games or games on mobile devices. Things have changed for me however and these bite-sized disposable experiences are becoming all the more tempting everyday. The most challenging thing for me is trying to think of new ideas that aren’t content heavy. Ask any console gamer to design a game on paper and you’ll probably get something like Black Ops – dozens of missions, complex story, characters, plethora of weapons etc. How many would sit down and design something like Doodle Jump? I’m actively trying not to discriminate and make so many distinctions between games these days – casual, free-to-play, social, hardcore etc – and just enjoy the games that appeal to me – which can come in any shape or form.