Again, Amen!

I couldn't have said it better myself.

----- Original Message ----- 
From: "michael_feir" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, January 10, 2006 4:15 PM
Subject: audyssey: montezuma, pre-ordering, etc


> Hello, everyone. I would have jumpped in earlier were it not for the
> bouncing problem I've been having. Something called sorbs seems to
> have gotten it into its electronic head that yahoogroups messages are
> spam. Anyhow, enough of my current E-mail sorrows.
>
> What we have here are two wrongs not making a right. We have a game
> that has been unfortunately delayed for an extended period of time
> due to unique personal circumstances that its developer had to
> contend with. I've been right with all of you in terms of being
> frustrated and disappointed with the delays. I've dreamed of playing
> this particular game in accessible format since I was a kid.
> Experiencing the realisation of such a long-held wish will be a truly
> remarkable experience. I'll also have the distinct pleasure of
> showing my father how I can play Monty after having him play a remake
> of the original game for sighted people. It'll be the first time he
> can truly step into my gaming world and fully grasp what's happening.
> I hope this leaves people no doubts as to how much I've wanted the
> game to come out since I first learned of it last year.
>
> However, despite this impatience, I've done my best to be supportive
> of James and protect the community from its unfortunately short-
> sighted self. It makes perfect sense for James to have offered those
> customers who have demonstrated their faith in him the reward of a
> lower price. This happens all the time in the sighted game market and
> there have been cases of even longer delays. This is despite the fact
> that there's only one James North and hundreds of employees working
> on some of these mainstream games. This argument that a business is a
> business just doesn't hold up. When you're dealing with single
> individuals working on projects, you have to understand that personal
> life can and will get in the way. Failure to do this will result in
> game developers being burned out and turned away from serving our
> community.
>
> I don't think James is perfect. However, he has done his best for us
> given his circumstances and the emotional draning onslot of
> acusations this community has subjected him to. Perhaps, people would
> like it better if developers never told us anything until the games
> were fully made and ready. There would then certainly not be a
> situation like what we've experienced in Monty's case. However, stop
> and think a moment. There would be no news at all for months and
> months at a time. Developers wouldn't give out any information at all
> for fear of paying through the nose for it later. People wouldn't
> have any opportunity at all to offer feedback or ideas which could
> make games better than they otherwise would have been. Is that the
> kind of atmosphere you people want? If so, I'm glad I got out of
> editing Audyssey because that job would be absolutely impossible
> given those conditions. There just wouldn't be enough to talk about
> every three or even six months to warrant publishing an issue.
> Getting people to submit material was like pulling teeth even with
> things like they are now.
>
> Those of us who have stuck it out with James will ultimately get a
> far superior game to what they would have gotten before. I only know
> about some of the improvements he's introduced and can't wait to
> experience them all first hand. We'll get our money and time's worth.
> This is especially clear to me after reading the manual. If anybody
> still has doubts that we'll ultimately get the game, I don't know
> what planet they're on. You don't create a manual as detailed as that
> or a trailer for a game which doesn't exist. We just have to be
> patient and let James do things right. He knows the score.
>
> There are two oposites when it comes to community relations and game
> developers. There are people like James who let the community know
> what's coming up and aren't averse to sharing some information. It's
> thanks to these brave souls that I was able to build Audyssey into
> the magazine and community it became. The advantage is the
> suggestions and positive feedback you get while you're working on
> projects as well as the trust in your work that people will have when
> you're ready to sell. The down side is what happens when things don't
> go as planned as we saw in James's case. A whole barrage of things
> held Monty up for a lot longer than James wanted and people were
> repetedly disappointed with missed release dates. The obvious lesson
> here is not to offer release dates at all. I don't think there's any
> arguing with that given what's happened.
>
> On the other hand, you have developers like Bavisoft who just
> suddenly appear with new game in hand. Grizzly Gulch just suddenly
> appeared one day out of the blue. I'm more than convinced that had
> there been more community consultation, it would have been a far
> better game. I also suspect that they wouldn't have been as badly
> clobbered by pirates as they ultimately were. Communities like ours
> thrive on information that only game developers can provide. How long
> would people hang around if we never heard about any new games until
> they were released? Things would get incredibly boring as people lost
> interest in older games.
>
> Fortunately, there's a middle ground available. Actually, there are
> probably several middle grounds. Bavisoft and other developers have
> their own separate lists which let them communicate with a more
> select group of interested people. They also have access to their own
> web sites and could choose to proffer new information only there.
> There's also the question of what information to release. I've chosen
> to update people on my progress or lack of it every three months in
> Audyssey Magazine. That way, people can have an idea what I'm going
> through while it's happening. If somebody asks "Why did it take so
> long to make Fearless Flin?" I can point them to my developer
> diaries. I'll never give any sort of dates at all and I'll always be
> certain to make it clear that plans could change on me. This is a
> hobby for me until I actually have something ready to sell assuming
> I'm ultimately able to create my game. Working at home is quite
> different from working at a company even with just Rebecca and I. It
> must be tougher by far when you have kids to raise as many developers
> do. Things just have a way of coming between you and progress. We as
> a community consuming people's creative energies and efforts have to
> allow for that. If we don't, we'll see our brightest stars take their
> passions elsewhere.
>
>
>
>
>
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