Re: [Audyssey] Game Development, Accessibility, and a Future worth Fighting For
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 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 audio games don't make li
Re: [Audyssey] Game Development, Accessibility, and a Future worth Fighting For
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
[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 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 to