Re: [Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-19 Thread Paul Lemm
Hi Dakotah,,

Agree with you totally on this, although I have no idea what Indy developers
earn, I'm pretty sure  it's not enough   to live off and definitely nowhere
near as much as a programmer working full time for a corporate company

 I know a sighted friend who  developed a sighted  game for IOS and it
definitely didn't make him rich , yeah sure people downloaded  it  and he
made a little cash  but nowhere near the kind of money he makes in his day
job , but he did the game more for fun than profit.  yes like you said audio
games is a nitch market which does mean  a small customer base, but this is
also a positive  as pretty much any good game  that is brought out  most
people that play audio games  will  hear about it as unlike the main stream
indie market with thousands of games being released all the time  any new
game is easily over looked   and difficult  to get people to play, whereas
the audio games market small that it is  through lists like this and audio
games forums  most people will hear about the game and if its got a demo
give it a try  and I think you can't get that kind of exposure in the main
stream market due to the quantity of games being produced , and of course if
you can get people to play the demo and the price is right people will buy
it, think the proof is  in Jeremy's email where he said he made $12,000 out
of swamp and yes I know this isn't enough to live off but it shows blind
people  will pay for a good game

Just an afterthought after my above ranting, please don't any developers
take this the wrong way and as if I am having a go at developers, as its not
at all I think the work all developers of audio games do is fantastic and
there are some audio games I play time and time again  and marvel at the
work put into these  games  and take my hat off to each and every developer
putting his or her time into creating these games, I just wanted to point
out some of the positive side of audio game programming  and on that note
think both Jason (from entombed) and Jeremy (from swamp  and many others
too) are both sighted developers (apologies if I have that incorrect( but
I'm pretty sure both have said in email comments how much they enjoy
programing for our nitch market since the people  and feedback is so much
more positive than the feedback from main stream games where feedback is
more often than not only given when people have something negative to say

Paul 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
Rickard
Sent: Friday, December 19, 2014 12:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Game Development, Accessibility, and a Future worth
Fighting For

We have had much discussion, of late, on a topic we usually discuss
thoroughly about every year, sometimes every few months. That topic is game
development, its costs, its profits, its hazards. We resort to comparisons
with the major game studios, comparisons with major mainstream games we have
encountered or heard about. I have had, finally, a clarifying thought, and I
intend that it reach all of the blind players and developers of audiogames
that it possibly can.
I have two discrete, separate topics. First, the fact that developers of
games for the blind, by extension audiogames, by extension games in general
don't make much money from it. Second, we are a niche market, at this point,
primarily due to lack of awareness, lack of exposure, and lack of
confidence.
First, Developers of audio games don't make living wages. However, neither
do developers of most of the games out there for sighted folks.
Mojang, the people who made the popular indie game Minecraft, may be rolling
in the dosh, but they're a remarkable, phenomenal story, I'm not saying that
you have to work for a triple A publisher:
Electronic Arts, etc. to make good money, but what I am saying is that we
should remember that we're indie developers, that we play indie games. When
games for the blind in general, and audiogames in specific, came to be a
thing, Indie wasn't a word at all associated with games. Now, especially
because of the ease of entrance into the mobile space and the presence of
tremendous online markets for PC and Mac, most of the games out there are
Indie games. For people unfamiliar with the term, this means they are
developed by an independent individual or small team. They aren't made by
huge organizations, giant studios, or wealthy individuals. I think that this
is a necessary perspective when considering how much we might make by
developing software for blind gamers.

The second part of this is the new revolution in the mainstream gaming
world. Game audio in general is a lot more useful and a lot more important
than it was. I couldn't play popular Bioware title Mass Effect in its
entirety, but I could play one of the minigames, scanning planets, perfectly
well. I could identify, with apparently startling accuracy, direction and
distance of enemies. I can locate enemies

Re: [Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-19 Thread Cara Quinn
Hi Dakotah,

You know I was literally just about to write a message very similar to yours, 
but in response to Valiant.

While his note almost exactly reflects my story of late, I agree with your 
sentiments here one hundred percent!

Not sure if everyone knows here, but after my work with Audio Quake, (Jedi 
Quake) Josh (from Draconis) approached me about working with them. Another 
audio game company that you all know, also approached me but I had already 
agreed to join Draconis.

Because of my Audio Quake and Draconis experience, I realized that I could 
write a mobile app which was very important to me. It is a GPS app called 
Breadcrumbs.

LookTel found out about it, purchased it from me and then hired me to work on 
it, in addition to the other LookTel projects.

This really ties both your and Valiant's notes together in my opinion, as I 
felt it was important to share my above story so that the members of our 
community can realize that we all have mad skills which we can use to help 
ourselves and to also contribute to the world. Yes, I'm not developing games 
per se, but I am working on projects which benefit this community.

I consider myself blessed every day to be able to do this and be well-payed for 
it.

It's so very important that people not take no for an answer, and just try as 
much as you can; do as much as you can. You may not realize that you have 
talents that people want. You absolutely do though. I cannot emphasize this 
enough! :)

I never went to school for coding. I supported myself in the entertainment 
industry, modeling, teaching guitar / music theory, writing, etc.

so I never expected to find myself working as a professional software developer.

I must say that I am so glad that I am! :)

-And, I have many in this community to thank for it; Matthew and Sebby (with 
Audio Quake) Josh (with Draconis) Thomas (with USA Games) and of course the 
LookTel team for believing in me and inviting me to be involved with them. 
Every single one of you rocks!

As Dakotah said, this is not idealism talking, this is real life. Stories like 
mine actually happen and they happen to people like us in this community.

The opportunities we have now are much much greater than ever before. One 
developer (for very little money, all things considered) can write an app, and 
get it on the App Store or Google Play Store etc for example and actually make 
money with it, reach thousands (possibly millions) of people and become known 
this way. You can literally touch lives this way. You can make a real 
difference for people in the world.

I wrote my app because I needed it. -And there was nothing like it out there, 
and I thought others might like it. I did not wait for anyone else to do it. 
What I did not know, I learned. There are many people in this community with 
incredible skills and talents.

Some use them for hacking / cracking. Some use them for game-development. Some 
use them for other things. My point is that we can contribute. We can improve 
not only our own lives but the lives of the people around us and those of the 
wider communities of which we are a part.

When we help each other, we help ourselves.

to bring this back to gaming, sure, we all would like to see more audio games. 
Maybe some of us cannot contribute much money to such projects but we all can 
contribute something, whether it be time, expertise, other resources etc. If 
you do not wait for others to do things for you, you may be surprised at what 
you find you can do.

Conversely, if you really cannot do something, do not be afraid to find someone 
who can, and find out what you can offer to them that they might need, so that 
you both benefit. Does this make sense?

Sometimes the old saying is quite true, Necessity is the mother of invention. :)

Okay, that's enough from me for now.

I hope this note helps someone.

I wish you all a lovely weekend and happy holiday season!

Cheers!

Cara

---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Dec 18, 2014, at 5:52 PM, Dakotah Rickard dakotah.rick...@gmail.com wrote:

We have had much discussion, of late, on a topic we usually discuss
thoroughly about every year, sometimes every few months. That topic is
game development, its costs, its profits, its hazards. We resort to
comparisons with the major game studios, comparisons with major
mainstream games we have encountered or heard about. I have had,
finally, a clarifying thought, and I intend that it reach all of the
blind players and developers of audiogames that it possibly can.
I have two discrete, separate topics. First, the fact that developers
of games for the blind, by extension audiogames, by extension games in
general don't make much money from it. Second, we are a niche market,
at this point, primarily due to lack of awareness, lack of exposure,
and lack of confidence.
First, Developers of 

[Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-18 Thread Dakotah Rickard
We have had much discussion, of late, on a topic we usually discuss
thoroughly about every year, sometimes every few months. That topic is
game development, its costs, its profits, its hazards. We resort to
comparisons with the major game studios, comparisons with major
mainstream games we have encountered or heard about. I have had,
finally, a clarifying thought, and I intend that it reach all of the
blind players and developers of audiogames that it possibly can.
I have two discrete, separate topics. First, the fact that developers
of games for the blind, by extension audiogames, by extension games in
general don't make much money from it. Second, we are a niche market,
at this point, primarily due to lack of awareness, lack of exposure,
and lack of confidence.
First, Developers of audio games don't make living wages. However,
neither do developers of most of the games out there for sighted
folks.
Mojang, the people who made the popular indie game Minecraft, may be
rolling in the dosh, but they're a remarkable, phenomenal story,
I'm not saying that you have to work for a triple A publisher:
Electronic Arts, etc. to make good money, but what I am saying is that
we should remember that we're indie developers, that we play indie
games. When games for the blind in general, and audiogames in
specific, came to be a thing, Indie wasn't a word at all associated
with games. Now, especially because of the ease of entrance into the
mobile space and the presence of tremendous online markets for PC and
Mac, most of the games out there are Indie games. For people
unfamiliar with the term, this means they are developed by an
independent individual or small team. They aren't made by huge
organizations, giant studios, or wealthy individuals. I think that
this is a necessary perspective when considering how much we might
make by developing software for blind gamers.

The second part of this is the new revolution in the mainstream gaming
world. Game audio in general is a lot more useful and a lot more
important than it was. I couldn't play popular Bioware title Mass
Effect in its entirety, but I could play one of the minigames,
scanning planets, perfectly well. I could identify, with apparently
startling accuracy, direction and distance of enemies. I can locate
enemies and follow my dog around in Fable II, a mainstream roleplaying
game made by Microsoft/Lionhead Studios. Many games now offer, or
rely, on audial cues to tell players something important is coming.
This means we are approaching a point of choice. We are approaching an
important crossroads. If we stop treating ourselves as a niche in
which nobody is interested and start trying to actually get our games
out there, maybe we can become a little more mainstream ourselves.
I'm not just being idealistic. Do you guys think that every player of
Swamp is blind? I and my friends haven't played in a while, but I used
to get my sighted wife, and two of my sighted best friends involved
with that one. We had such good times. The reason is that Swamp was
immersive. It wasn't riddled with beeps, boops, clicks, and other
obvious blindness related stuff.
What about the Somethin' Else games: Papa Sangre 1 and 2, The
Nightjar, and Audio Defense? Are those blind games or are they audio
games? Is every player blind or can every player hear?
Even Entombed, an obvious game which is fantastic by our standards but
rather lackluster by the standards of mainstream games of ten years
ago or many indie games today, was enjoyed by several of my friends.
I suggest that we are a niche market, at least in part, because we're
used to being a niche market. How many games out there run with
absolutely awful graphics, and sighted people love them. Steam,
Valve's online game database and platform, contains truly thousands of
games like these. Even popular entries from the well-known developers
Choice of Games are now on Steam, and those are so old school it's
cool!
As a side note, I have to offer a little advice, especially when
considering the demographics of the supposedly niche market we are in.
We have to stop comparing our works to major titles like Final
Fantasy. We also have to stop pricing our games like them. When an
Indie developer can sell their so so RPG for $5 to $10, we can't
justify tripling that. Why? Because our developers are also indie
developers. If we continue to expect to be a niche, then that's all
we'll be. Instead of trying to convince fat cats and major studios
that our few thousand blind buyers would make it worth their time to
put in the few tweaks necessary to make their multi-million dollar
games playable, let's start by asking the indie developers, the folks
who, like our own gamemakers, are hoping for a few extra buys to make
Christmas just a bit more special, to change their mindset for future
projects. Let's get the word out there about our games, try to get
noticed, try to advocate for something that will actually bridge the
gap.
Back briefly to game audio, and