Hi Dark,

That makes two of us. As a software and game developer I often feel
like those asking for games equivalent to mainstream games assume that
audio game developers aren't developing games equal to their favorite
mainstream games out of laziness or perhaps a lack of desire. It feels
like they sometimes assume someone can just snap their fingers and
voila their is an accessible version of Assassin Creed, Call of ?Duty,
or whatever. Things just aren't that simple and straight forward, and
take more time, money, and energy to produce than the uninitiated
assume.

As you so correctly pointed out it is unfair to compare most single
audio game developers to multi-million dollar game companies who are
developing massively complex games for the mainstream gaming community
because we just don't have the time, resources, or ability to compete
with that kind of game. It is much more fair and realistic to hold us
to the indie standards of smaller indie developers who are developing
good games, but on a much smaller budget and less resources. In a case
like that I think a lot of audio game developers could improve and
develop games on par with the indie games for PC.

Cheers!


On 6/13/15, dark <d...@xgam.org> wrote:
> Hi.
>
> To be honest I'm getting a little sick of this "I want a mainstream game"
> debate.
>
> ?
>
> People seem to think all mainstream games are complex affairs just because
> they are graphical and the audio game developers are just being lazyor
> something or not taking the time.
>
> ?
>
> The plane fact is even in terms of graphical games, what people are
> developing with similar resources to audiogames are not huge complex
> multiplayer 3D monstrosities. Most indi games are by their nature simpler
> because your comparing the resources of one or two people on their own
> working probably in their spare time, with a huge multi million dollar
> company that employs hundreds of developers working 8 hours a day with a
> gigantic budget of resources.
>
> ?
>
> IInstead of people saying "where is the audio version of insert mainstream
> title" I'd suggest people look around at some of the indi produced pc, Ios
> or android games, the games that do have similar amounts of funding and
> resources and look at the differences there, why the differences exist and
> how to reduce them.
>
> ?
>
> One for example which people mention but which still hasn't had much by way
>
> of attention is sound design. A graphics artist can put whatever they want
> in their game. they want a huge mechanized plant monster from the planet
> zog, well they can have it, how well it is produced might depend upon how
> good their graphics artist and animmating program is, but fundamentally they
>
> can still have it.
>
> The same is not true of audiogames, I still! see people wanting to buy
> ridiculously expensive soundpacks rather than looking into alternative
> methods of sound design, indeed we have some talented sound designers in
> this community. I'd also suggest looking around for sounbds more.
>
> ?
>
> it amazed me when in 2010, the independently produced game To hell with
> Johnny (a game with low vision access but no complete audio access),
> actually had a more rich soundscape than most audiogames. When i asked the
> developer where he came by sounds, he just said he found them around. Same
> goes for music, the music in some indi titles has been staggeringly good,
> mostly becuase people have sought out ameter musicians who are able to do a
>
> good job and communicated with them, but for some reason a lot of makers of
>
> audiogames just look within the community, and as has been said before there
>
> are comparatively few blind people.
>
> ?
>
> Lastly, one thing which always confuses me is why people don't make more use
>
> the tools that are! available, and I'm not just talking about Bgt.
>
> ?
>
> Swamp Campaign scripting has the potential to create some great stuff,
> because you can pretty much do whatever you want in first person, create
> door and lock puzzles, alter health, attacks etc. A while ago someone was
> bemoaning the fact that there was no audio resident evil, and yet it'd be
> comparatively easy to create an audio resident evel as a Swamp campaing
> sinse you've already got all the movement and firing controls, just slow
> things down (including the zombies), and insert a lot of locked door puzzles
>
> and objects to pick up and examine, and vuala!
>
> ?
>
> The same goes for tactical battle maps and time of conflict maps. Jason Alan
>
> is currently working on a modding system for Entombed ii, something which
> I'm really! looking forward to, yet I do wonder how many people will be
> making use of it?
>
> ?
>
> This isn't intended to be harsh. Yes, even when comparing audiogames to indi
>
> games there are some pretty huge gaps, and yes, the lack of easier
> development tools like unity is undoubtedly part of the problem, however I
> tend to agree with Thomas' sentiment here. People are very quick to say "oh
>
> where is that big complex multi million dollar audiogam" yet even the ones
> who don't spend their time bashing developers don't tend to be good at
> solutions or looking around for what "could" be done rather than complaining
>
> about what is lacking.
>
> ?
>
> All the best,
>
> ?
>
> Dark.
>

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