"Oh, I think it was very worth attempting," he told Videogamer. "Even when something's not as successful as you'd like, you can take some lessons away and apply them, right? For us, that's kind of where humility comes in, to eat the humble pie on the Mass iPhone game [laughs] and go, 'Yeeeaaah, we made a big mistake,' in the sense that we thought story could carry it." He immediately corrected himself, saying that it might not have been a mistake, but "as much as we took a guess, our guess was wrong, and we learned something in the process." The lesson? That the important part of designing for iPhone is building the game around the interface. "Unless your game is utterly designed about tactile gameplay, you shouldn't release it. That was good information for us to have."
Despite Galaxy's failing, Dr. Zeschuk isn't entirely willing to write off the potential of the iPhone just yet. "We'll explore stuff," Zeschuk said. "For us, it may be things that link into other games. It's the cross-platform nature of the potential platform, like an iPhone app able to somehow access one of the other games' universes, or something. That would be really cool."