My thoughts exactly. It'll be interesting to see what other sorts of 
adventures Angela can get into.



It ain't pretty when the pretty leaves you with no place to go.





>From: Thomas Ward <[EMAIL PROTECTED]>
>Reply-To: Gamers Discussion list <gamers@audyssey.org>
>To: Gamers Discussion list <gamers@audyssey.org>
>Subject: Re: [Audyssey] Monty patch status and news.
>Date: Sun, 16 Jul 2006 13:31:49 -0400
>
>Hi, Bryan.
>Well, one thing I have noticed not only as an author, game dev, and
>business person is companies do well when they have an icon or a popular
>character.
>Nintendo made it big with Mario. That is there main character, they have
>an entire world based around him, and whenever games seam to slow they
>can put out another Mario game adding to his saga.
>What's more some games such as the Toomb Raider series have become
>popular enough to be licensed for toys, books, and movies.
>So developing a central character, good story line, and games based on
>it would be a nice addition to our comunity.
>
>
>
>Bryan Peterson wrote:
> > That kind of thinking could very well go towards expanding the AG market 
>and
> > maybe, just maybe, the sighted awareness of same. Then again it also 
>just
> > sounds like a lot of fun. It's time the AG market had its share of 
>signature
> > characters. The Mainstream market has Mario, Link, Mega Man and Samus to
> > name a few, so why shouldn't our own market, small though it be at 
>present,
> > have its own signature characters? Angela Smith might just be one of 
>them.
> > Super Liam might as well if and when Liam finds the time to resume work 
>on
> > SL2. I just hope that doesn't end up becoming one of those projects that
> > gets underway and then gets forgotten by the wayside. I remember a big
> > fiasco on the AudioGames.net forum where one of the posters claimed that 
>the
> > sighted gaming industry didn't have that sort of problem. That is far 
>from
> > true of course. The reason it's so much more noticeable for us audio 
>gamers
> > is because we don't have nearly as many people developing games and
> > therefore nowhere near as many titles released or in progress per year. 
>It's
> > funny. The mainstream market could have four or five-hundred scrapped 
>titles
> > a year (this is just hypothetical and should therefore not be taken too
> > seriously), and barely anyone bats an eye. Then we have our market where 
>if
> > a single title is scrapped it causes a big blowout. But anyway I got
> > seriously off the main topic so I think I'll end this post before I say
> > something stupid.
> >
>
>
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