Hi,

Well, weather it was a prank or not its over and done with as far as I
am concerned. I felt it was legit at the time, and took it seriously.

As for Montezuma's Revenge/Return I've got something in mind for that
game. I've had plenty of time to rethink the problem and have plans to
redo the game in such a way it offers similar game play, similar
story, but doesn't infringe on any copyrights. Its just I committed
myself to MOTA before the idea came along, and now I wish I had
thought of the revised MOntezuma's Revenge idea sooner.

Cheers!


On 11/10/11, Yohandy <yohand...@gmail.com> wrote:
> Ya know, I have always wondered if that cease and desist letter wasn't some
> sick prank played by someone? Did you ever check that out Thomas? I doubt
> you'd overlook something that obvious, but you could've been stressed out,
> or perhaps you didn't think someone would do such an evil thing, so didn't
> consider it. email can be easily spoofed, as we've previously discovered on
> here. only way to make that authentic was to receive actual signed mail
> correspondence by the company. which I'm pretty sure is how cease and desist
> works anyway. you've always made it sound like you just got a random email
> claiming to be the company responsible for game development telling you to
> stop, which sounds unlikely. how would they even know such game was
> available? and what are the odds of them going after an accessible game
> developer as opposed to thousands of other people who've most likely used a
> similar idea? did they even play the game? I still think a simple name
> change would've solved the whole problem just in case it actually was legit.
> Understand I'm not saying your claims are false, but that this could've
> easily been a prank to scare you off.
>
>
>
>
>
>
>
> ----- Original Message -----
> From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Thursday, November 10, 2011 10:11 AM
> Subject: Re: [Audyssey] Perilous Hearts preorders?
>
>
>> Hi Dark,
>>
>> Agreed. Giving this community an exact day of release could be
>> dangerous as there could be some unforeseen delays between now and
>> then. It is better to give a general idea like January 2012 which
>> gives the developer a window of 31 days in which to meet the deadline.
>> Releasing sooner than later is not always better, because we want to
>> make sure the game is stable, has been fully tested, and most issues
>> and potential bugs are resolved on the release date. If you give a
>> specific date/time to release and find out at the 11th hour there is a
>> problem your prepaid customers will scream bloody murder if their is a
>> valid delay due to some unforeseen bug or issue that came up at the
>> last moment.
>>
>> I know my situation is different, but Montezuma's Revenge is a classic
>> case of how the unexpected can happen litterally at the 11th hour. I
>> had the game 90% complete, was just adding the final six levels to
>> 1.0, when I got a letter to sease and desist development based on a
>> copyright claim from Utopia. I royally got screwed over because of
>> that, and I'm glad I hadn't gave a specific date/time of release
>> because when that happened there was no way I could have met it
>> because the situation was a complete mess.
>>
>> Obviously, this wouldn't happen to Philip, but there are always things
>> that can go wrong at the 11th hour.His computer could crash, a last
>> minute bug pops up in the game, whatever. Its always smarter to cover
>> your backside if your a single developer, because you don't have any
>> idea what might happen between now and your target date.
>>
>> Just this year I have had a horrible run of bad luck. Two unexpected
>> deaths in the family, been sick quite a lot, as well as a few other
>> personal issues that interrupted my own schedule. Some things like
>> that can't be helped, and I'm glad I'm not forced into meeting some
>> exact release date/time or I'd be screwed.
>>
>> Cheers!
>>
>>
>>
>
>
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