The Case For One-Thumb Games
The phone is a strange device to play games on. Your hands are holding the thing you're looking at, and half the screen is covered by your own fingers. The games that understand this tend to feel the best.
One-thumb design is a discipline. It forces developers to make every input count, and it usually means the game is playable while standing on a train holding a rail. That's a huge chunk of real mobile play right there.
We've reviewed plenty of games that cram virtual buttons across the whole screen and it rarely works. Your thumbs cover the action, and precision suffers. Compare that to a clean flick or tap system and the difference in comfort is night and day.
This isn't a rule against complexity. Strategy games need more inputs, and that's fine when they're on a table. But for the games you play in stolen moments, simpler controls win almost every time.
