Hi.
There is another viewpoint that nobody has mentioned yet, one that I'm pretty sure is one of the bigger problems.

The people who are really going nuts and creating amazing games with lots of mechanics, the ones who actually could take the community beyond what it knows, are creating a nice game or 3, then leaving the audio gaming community. Why is this? My guess would be because they have the skills they need to get a real paying job. I like what I'm working on, but if someone saw that and said oh wow I like your skillset, you should think about joining our company. Since you know this much it is obvious you can learn code. We'll train you to use our own language and you can write something we need done. If something like that happened to me, I would be hard pressed not to just drop the game I'm working on. Because while it is going to be a paid game, I don't look for it to make anywhere near enough money to pay for my time. I'm doing it for fun, the ability to play the game myself, the attention in the community, and what money I can get out of it.

But we are often jobless, have the idea to make games and sell them for a little cash to hopefully help mom and dad pay our bills, or what have you, and then because we are actually achieving these things, we then just naturally have some of what it takes to actually have a job, if I'm making any sense? I didn't do nearly as good a job explaining as I meant.

Basically the very fact that we might have a programmer in our community who can make great audiogames pretty much by definition means we have someone who won't be staying, at least not full time by any means.


Cheers, Sent with Thunderbird 24.6.0 portable
On 12/16/2014 7:22 PM, Thomas Ward wrote:
Hi Michael,

Well, as far as Justin goes there is no great mystery why he did what
he did. Justin made it pretty clear from the beginning he was
interested in making money off of his games, and rather than releasing
them as freeware he chose to sell his key generator in order to make
what money he could off the games before closing his doors. He didn't
have to do things that way, but he did it anyway.

In any case there is a few reasons why Liam, Justin, Dan, etc didn't
just write simple board and card games. One reason is they all had
interests in more arcade type games, and chose to write something a
bit more complex than just another card or board game. Another is Dan
and Justin wrote most of there games while they were in college,
receiving professional training  , where the majority of audio game
developers are self-taught. Finally, I imagine they had the time to
devote to developing the games when they wrote their games.

This is not meant to be taken as a criticism, but it seems from your
posts that you are grossly underestimating the time and effort that
goes into creating an  audio game. You appear to be under the false
assumption that people have the time, money, skills, and resources to
create anything they want to. Such isn't the case. Real life can and
does get in the way, and if you think it is so easy I think you should
give it a try. Get yourself a book on programming and write yourself a
few complex games. I think once you do a lot of your questions will go
away from experience.

Cheers!



On 12/16/14, Michael Gauler <michael.gau...@gmx.de> wrote:
Hi Thomas,
I know that a beginner won't do highly complex games from the start.
That is true.
However the ones like Justin or Liam or Dan had some rather complex games
compared to simple board or card games.
Look at the unlockables in Judgment Day for example.
But after that you heard not much from Liam in terms of big projects for
whatever reasons.
The last commercial project was Super Egg Hunt Plus.
But if he supposedly still sells it, then there is at least in theory no
reason to drop Super Liam or Judgment day.

I know that real life can get in the way and that this might be the reason
why we had some people leave permanently.
But this did for example not explain why Justin did not make his originally

paid games free if he was not going to give further key replacements to
previous customers.
While his final special offer was good for me personally, since I didn't buy

his games up to this point, for people who already owned one or two games it

was not an ideal option.
And if he generally said he wanted to drop all support for these titles,
then he could simply have released his unlock code generator like Dan did
with his legal unlock patches and no one would have screamed foul play or
something similar.

And of course you are right when you say people born blind might not know
the difference between Entombed or Warcraft.

However there are such things as anime, movies, TV shows or fantasy books.
And such large fictional universes nmight not be used in audio game
development due to copyright issues, creating a similar setting than
described in such media might be legally possible.
You atempted the same in basing your Mysteries of the Ancients around Tomb
Raider, even if you couldn't legally use Lara.
This doesn't prevent you from creating a fictional tomb hounter named Anna
with a gun and a magical sword just as an example.

On the other hand, I know of at least one German gamer (I know him
personally) who wants to try Final Fantasy 13 on Steam and owns a PC edition

of Injustice: Gods among us Ultimate Edition.
I don't know how playable it actually is for blind people, but if blind
people partially can play it, then it means that some blind gamers who were

born blind want to expand their knowledge by going mobile or by trying such

games.

If you know what the following mainstream titles are, I'd really like to see

an accessible or audio version of Fate/Stay Night or some more Japanese
games.
I also wonder if we'll ever get something like Star Trek Bridge Commander,
since that should be partially playable in its mainstream form as well.


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