Not to continue to pimp our own Infinity Bladeelegiac masterpiece.

Interestingly, though, it turns out that Infinity Blade — a game that seems like it would be impossible to pull off on any other console — was not designed for iOS to begin with.

In fact, as Chair co-founder Donald Mustard makes clear in a recent interview, it wasn’t designed for an iPhone or iPad… it was designed for the great gaming device that Apple missed out on: Kinect.

“We always have some cool ideas on deck, and kind of the inception of Infinity Blade began as a discussion around: ‘If we were going to make a Kinect title, what would we make? What would a Chair Kinect game look like?’,” Chair co-founder Donald Mustard told Joystiq.

“That discussion happened, you know, a year and a half ago. We had this really cool design, and it’s not that dissimilar from the game you’re playing today; it’s just been refined and adapted to the iOS screen, which honestly I think is where the design works the best.”

It seems like a wise decision. By moving Infinity Blade to iOS, Chair could afford to tighten the game’s scope while refining the controls and sword-fighting mechanism… a luxury that might not have been afforded them by reviewers if it had been a title for a perceivably more “powerful” console.