Hi Tom.

this makes perfect sense, and indeed is also the reason why I have never investigated mac or lynux in further detail, simply because, while I know there are probably technical advantages to either os, those advantages don't matter a bit to me if they won't help me do what I do, part of which obviously includes a great many games.

it's like the betamax vhs debate. Betamax was actually a more efficient tape system, less worn out, and technically clearer, however sinse fewer video companies secured betamax contracts, the system went down rapidly, however technically good it was.

This is indeed another problem of competative capitalism, that the most prophitable and universal solution is the one that wins, not necessarily the best, but until there is another regulating standard on which to judge these things there's not a lot we can do.

Less politically though, another point I've noticed is that many people who work routinely with computers have an intrinsic liking for the subject in themselves.

For instance, a close friend of mine is a professional programm designer. When discussing his job, he stated that he gained satisfaction through the process of being given a task to write a program to fulfill and then going off and creatively writing one, irrispective of what that task was.

For instance, he recently had to write a program to log and regulate all the pay slips and online reciets issued by a company, and track these to the employees taxes. To me, i can imagine nothing quite so dull, but for my friend, the fact that he! got to design the program to work with this information, calculate the numbers involve and display it securely and relevantly was the important thing, ---- ie, it was the process he enjoyed.

The same goes with game design.

if (as I hope), in september of this year I write that text rpg I've always wanted to, for me the fun process will be the actual writing and designing and the fact that I'm creating a world and story for people to interact with. The programming will just bhe the process of making that thing happen, and as such I'll look around for a programming method that is easiest for me to use in doing that, rather than worry about a hole lot of programming concerns, such as for instance cross platform compatibility.

yes, I want people to be able to play it, but sinse the process of writing the world and story is to me more interesting, I'd rather spend my time on creating something good in windows, than learning a lot of what is to me comparatively less interesting stuff to create something to run on mac or lynux.

Of course, if the option I choose is something like Python (which seems likely given how easy python code looks to understand), it might come with cross compatibility anyway, but if not, I'm not going to worry about it.

Selfish? ---- just slightly, though I could also make a reasonable arguement that I'm simply focusing on the things I know! I can do, namely write convincing and interesting pros and come up with some balanced game mechanics, rather than the things I probably cannot such as memory management, worry about libraries, garbage checking and all the other weerd alchemical stuff that programmers need to do.

in fact if I could just write in near to plane english I'd gladly do that, even if someone had to download something in order to play it. indeed I might just skip the programming altogether and carry on writing gamebooks with darkgrue, ---- though inf airness there are matters of random description and combat rules that would need a little dice work behind the scenes which darkgrue couldn't handle, and the system I had in mind for a text rpg was rather more complex than just a basic gamebook.

Beware the Grue!

Dark.


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