Then, you have to do an antagonisor for what was it, 46 minutes?

----- Original Message ----- 
From: "Shadow Dragon" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, August 06, 2007 12:21 PM
Subject: Re: [Audyssey] Quality games was rail racer


> All I can say here is I'm definitely not one of the ones who likes a 
> simple
> game. Sound RTS, Rail Racer, the Trek games, and especially several muds
> like this are right up my alley. I think that's half the fun of a game, 
> the
> complexity. It gives you some challenge, and forces you to learn the game.
> Take Miriani's combat system for example. In order to do a solo mission, 
> you
> have to fly and gun down ships at the same time, while keeping your ship 
> in
> top condition if you start taking hits. Not easy by any means, but
> definitely worth it. I really hope that complexity in games doesn't drop
> completely off the market, or my interest in audio gaming will be gone
> forever.
> ----- Original Message ----- 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Monday, August 06, 2007 7:01 AM
> Subject: [Audyssey] Quality games was rail racer
>
>
>> Hi Che,
>> Yeah, I think you are correct in saying most blind audio gamers want
>> easy games they can just run and play without having to learn a complex
>> game like Rail Racer or even STFC for that matter.
>> When I began STFC I wanted a good Star Trek game that was similar to
>> Trek 2000, but had a much more advanced AI for enemy ships, more
>> weapons, a cloaking device, and several other things Trek 2000 simply
>> didn't have. However, during the initial public beta stage I got several
>> responces on and off list that the game was too complicated, the game
>> was to hard, it was boring etc. I soon discovered that other than the
>> die-hard Trek fans and those in to challenging games most blind gamers
>> didn't want a game they have to learn to play by trial and error. The
>> key to winning or loosing STFC is strategy. Like in Chess or another
>> strategy game you learn over time and practice which strategies will
>> help you win, and which ones will cause you to lose. Sometimes you have
>> to take calculated risks. Let one ship get blown up to make sure the
>> other ship is able to get back to a starbase and live on to fight
>> another battle and so on.
>> However, since releasing Montezuma's Revenge beta 1 I have had much more
>> posative responce. The game is far simpler than STFC only requiring a
>> gamer to walk, run, climb, and jump through the levels. It has been
>> easier to create, and I think it is do to the fact Montezuma's Revenge
>> is allot easier to play in it's own way.
>> When Troopenum 1.0 was released I heard Dan and Justin had lots of sales
>> of that title and Troopenum II did almost as well. That game compared to
>> Rail Racer and STFC is basically a simple space Invaders type game.
>> Like you I am left to conclude while there are apparently many gamers
>> asking for games like ToomRaider, Half Life, Mech Warrior, etc the
>> numbers and reality shows the simple arcade games still are doing
>> better  financially in most cases. Though, STFC and Rail Racer are nitch
>> markets anyway so it is completely possible it is those games don't have
>> wide apeal do to  the fact strategy and racing games are not as in
>> demand as arcade and FPS games are.
>> I know GMA did really well with Shades of Doom, but even with SOD now
>> and then I see some grumbles the game is to hard etc.
>> So what are we suppose to do as developers? Make simple games like
>> Pacman, Space Invaders, are we suppose to push the audio games market
>> into a wider world of more and more complex games?
>>
>>
>> Che wrote:
>>>   Just to make sure it is clear, Rail Racer itself isn't on hold, only
>>> future expansion and development of it, such as more online chat 
>>> features
>>> and additional upgrades to the Racer.  As far as the online track 
>>> uploads
>>> and sharing, and the tournaments, they will go on.
>>>   For me, the sales were dissapointing, I was hoping to move at least 
>>> 200
>>> units, but it turns out I overdeveloped the game and deep and complex
>>> isn't
>>> neccessarily what the blind gaming community wants unfortunately.
>>>   I did everything I could to make Rail Racer the most replayable blind
>>> game
>>> available, including free online play, an extensive career mode, a track
>>> editor with an online track upload system, online posting of results, 
>>> and
>>> the first web based tournament system for the blind.  There simply is no
>>> accessible game out there with the amount of features Rail Racer offers
>>> for
>>> replayability.   Despite all that, only around 120 copies of RR have 
>>> been
>>> sold, and this is very unfortunate, as it doesn't encourage developers
>>> such
>>> as myself to put the kind of time and energy into a project that leads 
>>> to
>>> immerssive and involving game play.
>>>   At any rate, my plans for some more involved games, such as an Apache
>>> helicopter simulation have pretty much been canned, as it just isn't
>>> worth
>>> the large amount of time it would take, when I could do 4 simpler games
>>> in
>>> the same amount of time.
>>>   Some of the problem with Rail Racer is due to the fact a lot of blind
>>> gamers just aren't into racing, and I have to wonder how this is going 
>>> to
>>> affect the success of USA Raceway when it comes out.
>>>   I think probably Raceway will be more well received, as it is easier 
>>> to
>>> relate to todays Nascar racing than a futuristic environment such as 
>>> Rail
>>> Racer is set in.  Additionally, I think RR is probably a more 
>>> challenging
>>> racer to get used to than Raceway will be, this is something I thought
>>> would
>>> be a selling point, but I am afraid the opposite has turned out to be 
>>> the
>>> case.  Blind gamers don't seem to want a game with a steep learning 
>>> curve
>>> by
>>> and large, they just want to be able to start a game, jump right in and
>>> get
>>> cracking without having to practice and get used to the nuances of a 
>>> high
>>> speed vehicle on complex tracks.
>>>   Anyhow, I have learned an incredible amount by developing and 
>>> releasing
>>> rail racer, and the things I have learned will help tremendously in my
>>> future titles, though I will probably not create something as feature
>>> rich
>>> as RR again, at least not in the near future.
>>>   Finally, regarding Raceway, I hope no one takes what I have stated 
>>> here
>>> as
>>> any kind of slam towards that title, I assure you I will be buying it
>>> myself
>>> at the first chance, and I would hope Thomas would include me on his 
>>> beta
>>> team for the game, as i did with him for RR.  I am confident Thomas will
>>> give us a great game we can all have a lot of fun playing, I think his
>>> work
>>> on Final Conflict and Monty shows that he is one of the top developers 
>>> we
>>> have.
>>>   And if you haven't given RR a fair chance, I urge you to give the demo
>>> another try.  Ask anyone that has played in the Rail Racer tournament 
>>> and
>>> they will happily tell you what a great time we have all had competing
>>> online with it, it has truly been a killer gaming experience.
>>>   Later all,
>>>   Che
>>> Blind Adrenaline Simulations
>>> Games by one of us, for all of us
>>> www.blindAdrenaline.com
>>> email: [EMAIL PROTECTED]
>>>
>>>
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>>>
>>>
>>>
>>
>>
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