Ocean View GamesPorting a game to mobile is never just a resolution swap. When the source material is a 20-year-old...
Porting a game to mobile is never just a resolution swap. When the source material is a 20-year-old MMORPG with dozens of overlapping menus, right-click context actions, and a keyboard-heavy control scheme, the challenge becomes an entirely different beast.
During our founder's tenure at Jagex, we were part of the team that brought RuneScape to iOS and Android, a project that touched over 10 million players. That experience now underpins every mobile development project we take on at Ocean View Games.
This post distils the hard-won lessons from that process into practical principles any studio can apply when adapting complex desktop interfaces for touchscreens.
Desktop MMORPGs are information-rich by design. A typical RuneScape session might have the game world, an inventory panel, a chat window, a minimap, action bars, and skill trackers all visible simultaneously. On a 24-inch monitor, that works. On a 6-inch phone, it is unplayable.
The instinct is to shrink everything. That instinct is wrong. Tiny buttons lead to mis-taps, frustration, and uninstalls. The real solution is not miniaturisation but prioritisation.
Key Takeaway: The goal of mobile UI adaptation is not to fit everything on screen at once. It is to show exactly what the player needs, exactly when they need it.
The single biggest architectural shift we made was moving from a static panel layout to a context-sensitive interface that dynamically adapts to what the player is doing.
When a player is mining, they need to see:
They do not need to see their friends list, their quest log, or a chat window full of trade spam.
We built a state machine that tracks the player's current activity and adjusts visible UI panels accordingly:
The transitions between modes needed to feel instant and invisible. Any animation longer than 150ms felt sluggish during combat. We settled on 100ms slide transitions with a subtle fade, fast enough to feel responsive but smooth enough to avoid visual jarring.
Apple's Human Interface Guidelines recommend a minimum tap target of 44x44 points. Google's Material Design suggests 48x48dp. In a complex game with dozens of interactive elements, meeting these minimums is a constant battle.
We established a strict rule: no interactive element smaller than 44x44 points, regardless of how it looks visually. The visual footprint of a button can be smaller than its hit area. We used invisible padding to extend tap zones beyond their visual boundaries.
RuneScape's desktop interface relies heavily on right-click context menus; a mechanic with no direct mobile equivalent. We evaluated three approaches:
We ultimately used a hybrid: long-press for context actions, with a visual "hold" indicator that fills radially around the finger position. This gave players clear feedback that a long-press was registering, reducing accidental cancellations.
One of the most valuable architectural decisions was fully decoupling the UI layer from the underlying game systems. The game logic did not care whether the player pressed a keyboard shortcut or tapped a button. It
received the same event.
This separation had two critical benefits:
Key Takeaway: If your UI code is entangled with game logic, you will pay for it during every porting project. Invest in clean separation early.
Desktop interfaces can rely on pixel-perfect cursor positioning. Mobile cannot. We adopted several techniques to accommodate imprecise touch input:
These techniques sound minor individually but collectively they transform the experience from "playable but annoying" to "feels native."
Mobile players are often in portrait orientation on a phone, but in landscape on a tablet. A fixed layout breaks one or the other.
We built the UI on a responsive anchor system. Critical HUD elements anchor to screen edges and corners rather than absolute positions. The minimap anchors to the top-right. The action bar anchors to the bottom-centre. As the viewport changes, elements reflow without overlapping.
For panels that needed scrolling (inventory, skill lists, quest logs), we used native scroll physics with momentum and rubber-banding. Custom scroll implementations that ignore platform conventions feel immediately wrong to players, even if they cannot articulate why.
You do not need to be porting an MMORPG for these principles to apply. Any game with moderate UI complexity (such as strategy games, RPGs, management sims, or educational apps) benefits from:
At Ocean View Games, we apply these principles across every mobile project and porting engagement we take on. Whether we are optimising performance for mid-range devices or adapting desktop controls for touch, the foundation is always the same: put the player's needs first.