Re: [Audyssey] Quality verses quantity of games.

2013-04-19 Thread shaun everiss

just  putting in something i forgot.
a lot of games in mainstream you pay for have free or payed for 
downloadable content.

in some cases the game iteself is free but extra stuff would be payed for.

At 06:58 AM 4/20/2013, you wrote:

Hi Shaun,

Well, that idea might work for some games, but not others. What I mean
by that depending on how the game is designed it might not be able to
be broken up into modules or separate components like that.

For example, take the game Shades of Doom. You couldn't break that
game up into separate modules because its a linier design from Area 1
to Area 9. You can't just write the first four or five levels, sell
that as a starter game, and then sell levels 6 through 9 as an add-on
pack. Since the game would be incomplete without the extra levels.
That would be ethically questionable.

However, the way ESP Pinball Extreme is designed its perfect for what
you suggest. You buy the basic game with a starter set of tables and
then can buy any number of expansion sets  of tables that you want.
Its the type of game you can do that sort of thing with and no one
will have reason to complain since the starter game is a complete game
in itself. The expansion pack  is just that. An addition to the game
you don't have to have.

Still, the concept of designing more games with the ability to have
expansion packs is a good one. It would help audio game developers
raise money for their companies, and not be quite as time consuming as
writing new games from scratch. A small $5 or $10 expansion pack for a
game now and then would be a relatively inexpensive way to keep new
game content coming while not taking that long to complete.

For instance, I recall all of the original Tomb Raider games for the
PC has expansion packs that essentially adds little mini games to the
full game. You would have the original 15 levels, and then a mini game
that you could buy and play for a fraction of the cost of the full
game. Something like that model could be done in audio games, and a
game like Judgment Day is a prime example of that in action.

When you buy Judgment Day you of course get the game itself, but you
get a few mini games as well as some extra scenes. I don't see why
something like that game couldn't be expanded with a few more mini
games and extra content here and there if a developer wanted to take
that route. The mini games wouldn't have to be very expensive say
$5.00 each or perhaps three for $15.00. Either way it would expand an
existing game and not be expensive to obtain the new content.

Cheers!

On 4/18/13, shaun everiss  wrote:
> Well I'd be happy to pay a lot for a large game, one idea I had,
> instead of paying say 100 bucks for a game have the game selling for
> 20-30 bucks maybe even 15 bucks.
> Don't develop the full game, just do it in bits, you buy 1 bit, and
> slowly buy more and more launching bits as you go.
> Or you could keep the price low and make the player have to find more
> bits to play somehow.
>   I remember games in the old dos days, you  brought a simple game
> with the game in it.
> you could then buy the full game or play the simple game and hunt for
> it every time you finnished a section you had to hunt for the next one,
> etc.
>

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Re: [Audyssey] Quality verses quantity of games.

2013-04-19 Thread shaun everiss
true my idea was to have a game which would cost a small ammount, the 
next section would cost the same.
each section say an adventure would end on a cliff hanger of sorts or 
something, so you would buy it in bits.
my thought was that every piece you had would load the next so once 
you have finnished 1 piece you got the next piece.
For starters, you would always get  the first piece free, as a 
enticer and the next pieces would be payed with a small ammount, 
something like 10 bucks or even 5 bucks eventually you could get a 
completed story for 30 bucks or buy it as you went.

yeah some games are not designed that way but oh well.

At 06:58 AM 4/20/2013, you wrote:

Hi Shaun,

Well, that idea might work for some games, but not others. What I mean
by that depending on how the game is designed it might not be able to
be broken up into modules or separate components like that.

For example, take the game Shades of Doom. You couldn't break that
game up into separate modules because its a linier design from Area 1
to Area 9. You can't just write the first four or five levels, sell
that as a starter game, and then sell levels 6 through 9 as an add-on
pack. Since the game would be incomplete without the extra levels.
That would be ethically questionable.

However, the way ESP Pinball Extreme is designed its perfect for what
you suggest. You buy the basic game with a starter set of tables and
then can buy any number of expansion sets  of tables that you want.
Its the type of game you can do that sort of thing with and no one
will have reason to complain since the starter game is a complete game
in itself. The expansion pack  is just that. An addition to the game
you don't have to have.

Still, the concept of designing more games with the ability to have
expansion packs is a good one. It would help audio game developers
raise money for their companies, and not be quite as time consuming as
writing new games from scratch. A small $5 or $10 expansion pack for a
game now and then would be a relatively inexpensive way to keep new
game content coming while not taking that long to complete.

For instance, I recall all of the original Tomb Raider games for the
PC has expansion packs that essentially adds little mini games to the
full game. You would have the original 15 levels, and then a mini game
that you could buy and play for a fraction of the cost of the full
game. Something like that model could be done in audio games, and a
game like Judgment Day is a prime example of that in action.

When you buy Judgment Day you of course get the game itself, but you
get a few mini games as well as some extra scenes. I don't see why
something like that game couldn't be expanded with a few more mini
games and extra content here and there if a developer wanted to take
that route. The mini games wouldn't have to be very expensive say
$5.00 each or perhaps three for $15.00. Either way it would expand an
existing game and not be expensive to obtain the new content.

Cheers!

On 4/18/13, shaun everiss  wrote:
> Well I'd be happy to pay a lot for a large game, one idea I had,
> instead of paying say 100 bucks for a game have the game selling for
> 20-30 bucks maybe even 15 bucks.
> Don't develop the full game, just do it in bits, you buy 1 bit, and
> slowly buy more and more launching bits as you go.
> Or you could keep the price low and make the player have to find more
> bits to play somehow.
>   I remember games in the old dos days, you  brought a simple game
> with the game in it.
> you could then buy the full game or play the simple game and hunt for
> it every time you finnished a section you had to hunt for the next one,
> etc.
>

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Re: [Audyssey] Quality verses quantity of games.

2013-04-19 Thread Thomas Ward
Hi Shaun,

Well, that idea might work for some games, but not others. What I mean
by that depending on how the game is designed it might not be able to
be broken up into modules or separate components like that.

For example, take the game Shades of Doom. You couldn't break that
game up into separate modules because its a linier design from Area 1
to Area 9. You can't just write the first four or five levels, sell
that as a starter game, and then sell levels 6 through 9 as an add-on
pack. Since the game would be incomplete without the extra levels.
That would be ethically questionable.

However, the way ESP Pinball Extreme is designed its perfect for what
you suggest. You buy the basic game with a starter set of tables and
then can buy any number of expansion sets  of tables that you want.
Its the type of game you can do that sort of thing with and no one
will have reason to complain since the starter game is a complete game
in itself. The expansion pack  is just that. An addition to the game
you don't have to have.

Still, the concept of designing more games with the ability to have
expansion packs is a good one. It would help audio game developers
raise money for their companies, and not be quite as time consuming as
writing new games from scratch. A small $5 or $10 expansion pack for a
game now and then would be a relatively inexpensive way to keep new
game content coming while not taking that long to complete.

For instance, I recall all of the original Tomb Raider games for the
PC has expansion packs that essentially adds little mini games to the
full game. You would have the original 15 levels, and then a mini game
that you could buy and play for a fraction of the cost of the full
game. Something like that model could be done in audio games, and a
game like Judgment Day is a prime example of that in action.

When you buy Judgment Day you of course get the game itself, but you
get a few mini games as well as some extra scenes. I don't see why
something like that game couldn't be expanded with a few more mini
games and extra content here and there if a developer wanted to take
that route. The mini games wouldn't have to be very expensive say
$5.00 each or perhaps three for $15.00. Either way it would expand an
existing game and not be expensive to obtain the new content.

Cheers!

On 4/18/13, shaun everiss  wrote:
> Well I'd be happy to pay a lot for a large game, one idea I had,
> instead of paying say 100 bucks for a game have the game selling for
> 20-30 bucks maybe even 15 bucks.
> Don't develop the full game, just do it in bits, you buy 1 bit, and
> slowly buy more and more launching bits as you go.
> Or you could keep the price low and make the player have to find more
> bits to play somehow.
>   I remember games in the old dos days, you  brought a simple game
> with the game in it.
> you could then buy the full game or play the simple game and hunt for
> it every time you finnished a section you had to hunt for the next one,
> etc.
>

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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread shaun everiss
Well I'd be happy to pay a lot for a large game, one idea I had, 
instead of paying say 100 bucks for a game have the game selling for 
20-30 bucks maybe even 15 bucks.
Don't develop the full game, just do it in bits, you buy 1 bit, and 
slowly buy more and more launching bits as you go.
Or you could keep the price low and make the player have to find more 
bits to play somehow.
 I remember games in the old dos days, you  brought a simple game 
with the game in it.
you could then buy the full game or play the simple game and hunt for 
it every time you finnished a section you had to hunt for the next one, etc.


At 03:17 PM 4/18/2013, you wrote:

Hi Dark,

Sure. I think it is the additional complexity and exploration aspect I
was looking for as well. Chess, Uno, Hearts, Battleship, etc are good
games in and of themselves, but it didn't provide me with the
exploration and treasure hunting experience something like Tomb Raider
provided.

Like Shades of Doom the levels were basically very large mazes that I
could wander around, avoiding traps, and fighting monsters while
hunting for special items. I thrived on that kind of adventure, the
exploration, and until Shades of Doom came out there wasn't anything
like that for the blind. In the early days there were lots of card and
board games, but no adventure and exploration games outside of
interactive fiction. Since I was an adventure junky card and board
games just couldn't provide me the same experience. :D

Cheers
!


On 4/17/13, dark  wrote:
> Hi tom.
>
> well I wasn't in the same position as yourself in wanting the latest and
> best thing, since for years I'd always had my choices been limited, indeed
> for me playing games like Sryth and legend of the green dragon in text
> (which i did long before I discovered audio games), was largely 
my first and

>
> very welcome experience of rpgs.
>
> what I've always loved in games is exploration and discovery, and while I
> was quite happy finding that in text adventures and brouser mmorpgs, it
> wasn't something that occurred to me when looking at the original games to
> play offline list over at whiestick back in about 2004. i admit I didn't
> check out many of the games in detail, but was concerned that 
many seemed to

>
> be things like chess, cards etc, which i didn't really see the point of
> playing on a computer since they wouldn't give the same experience.
>
> I wouldn't say playing audio games changed my priorities, indeed when I am
> in a serious gaming mood I still play games like shades of doom, lone wolf
> or some of my low vision accessible ones like Turrican or mega man, however
>
> I did realize there was such a thing as different forms of games for
> different periods of time and different feelings, which is really something
>
> i largely missed, since even with marrio or mega man I'd generally sit down
>
> and evote serious attention, and while occasionally i'd play something like
>
> tetris while reading a book on tape, this would be less frequent and
> generally i'd prefer something like Tetris.
>
> Even now, while I will gladly play alternative games depending 
upon what I'm

>
> doing, i generally want something a bit more complex with challenge
> atmosphere and exploration when i'm in the frame of mind to play a serious
> game and discover new things.
>
> fortunately audio games exist to suit man y different moods now, albeit I'd
>
> love to see a few more with full exploration like shades.
>
> Beware the Grue!
>
> Dark.
>
>
> ---
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> gamers-unsubscr...@audyssey.org.
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> If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread Thomas Ward
Hi Dark,

Sure. I think it is the additional complexity and exploration aspect I
was looking for as well. Chess, Uno, Hearts, Battleship, etc are good
games in and of themselves, but it didn't provide me with the
exploration and treasure hunting experience something like Tomb Raider
provided.

Like Shades of Doom the levels were basically very large mazes that I
could wander around, avoiding traps, and fighting monsters while
hunting for special items. I thrived on that kind of adventure, the
exploration, and until Shades of Doom came out there wasn't anything
like that for the blind. In the early days there were lots of card and
board games, but no adventure and exploration games outside of
interactive fiction. Since I was an adventure junky card and board
games just couldn't provide me the same experience. :D

Cheers
!


On 4/17/13, dark  wrote:
> Hi tom.
>
> well I wasn't in the same position as yourself in wanting the latest and
> best thing, since for years I'd always had my choices been limited, indeed
> for me playing games like Sryth and legend of the green dragon in text
> (which i did long before I discovered audio games), was largely my first and
>
> very welcome experience of rpgs.
>
> what I've always loved in games is exploration and discovery, and while I
> was quite happy finding that in text adventures and brouser mmorpgs, it
> wasn't something that occurred to me when looking at the original games to
> play offline list over at whiestick back in about 2004. i admit I didn't
> check out many of the games in detail, but was concerned that many seemed to
>
> be things like chess, cards etc, which i didn't really see the point of
> playing on a computer since they wouldn't give the same experience.
>
> I wouldn't say playing audio games changed my priorities, indeed when I am
> in a serious gaming mood I still play games like shades of doom, lone wolf
> or some of my low vision accessible ones like Turrican or mega man, however
>
> I did realize there was such a thing as different forms of games for
> different periods of time and different feelings, which is really something
>
> i largely missed, since even with marrio or mega man I'd generally sit down
>
> and evote serious attention, and while occasionally i'd play something like
>
> tetris while reading a book on tape, this would be less frequent and
> generally i'd prefer something like Tetris.
>
> Even now, while I will gladly play alternative games depending upon what I'm
>
> doing, i generally want something a bit more complex with challenge
> atmosphere and exploration when i'm in the frame of mind to play a serious
> game and discover new things.
>
> fortunately audio games exist to suit man y different moods now, albeit I'd
>
> love to see a few more with full exploration like shades.
>
> Beware the Grue!
>
> Dark.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
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>

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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread Thomas Ward
Hi Jim,

Well, I'll grant you that one. Weather developed through the GMA
Engine or written in Visual Basic 6 the dependencies are the same so
it really comes down to the same thing in the end.

Cheers!

On 4/17/13, Jim Kitchen  wrote:
> Hi Thomas,
>
> True Phil did not need to learn to program in VB6 to use David's game
> engine, but when the games are compiled they need all of the VB6
> dependances, thus I would say that they are games written in VB6.
>
> Have a good one.
>
> BFN
>
>  Jim
>
> I am using BASIC, because I don't want to be C-sick.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread Jim Kitchen

Hi Thomas,

True Phil did not need to learn to program in VB6 to use David's game engine, 
but when the games are compiled they need all of the VB6 dependances, thus I 
would say that they are games written in VB6.

Have a good one.

BFN

Jim

I am using BASIC, because I don't want to be C-sick.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread dark

Hi tom.

well I wasn't in the same position as yourself in wanting the latest and 
best thing, since for years I'd always had my choices been limited, indeed 
for me playing games like Sryth and legend of the green dragon in text 
(which i did long before I discovered audio games), was largely my first and 
very welcome experience of rpgs.


what I've always loved in games is exploration and discovery, and while I 
was quite happy finding that in text adventures and brouser mmorpgs, it 
wasn't something that occurred to me when looking at the original games to 
play offline list over at whiestick back in about 2004. i admit I didn't 
check out many of the games in detail, but was concerned that many seemed to 
be things like chess, cards etc, which i didn't really see the point of 
playing on a computer since they wouldn't give the same experience.


I wouldn't say playing audio games changed my priorities, indeed when I am 
in a serious gaming mood I still play games like shades of doom, lone wolf 
or some of my low vision accessible ones like Turrican or mega man, however 
I did realize there was such a thing as different forms of games for 
different periods of time and different feelings, which is really something 
i largely missed, since even with marrio or mega man I'd generally sit down 
and evote serious attention, and while occasionally i'd play something like 
tetris while reading a book on tape, this would be less frequent and 
generally i'd prefer something like Tetris.


Even now, while I will gladly play alternative games depending upon what I'm 
doing, i generally want something a bit more complex with challenge 
atmosphere and exploration when i'm in the frame of mind to play a serious 
game and discover new things.


fortunately audio games exist to suit man y different moods now, albeit I'd 
love to see a few more with full exploration like shades.


Beware the Grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread Lisa Hayes
I was also referd by a blind friend who was your friend thomas paul nimmo 
brought me over here.  I aam glad now he did.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, April 17, 2013 11:44 PM
Subject: Re: [Audyssey] Quality verses quantity of games.



Hi Dark,

I know exactly where you are coming from. I first came to Audyssey
after being referred by a blind friend, and it just so happens one of
the first games I tried was Lone Wolf which was a fairly advanced game
for audio games at the time. Shades of Doom came out about a year
later and it reinforced the idea that audio games were not all simple
text adventures or card and board games. I realized that audio games
could be much more. If I hadn't had that experience I might have tried
to stick with the mainstream games I was playing because there would
have been nothing comparable in audio games at the time.

It isn't that Jim Kitchen, Robert Betz, PCs Games, etc were developing
bad games, but they were not the kind of games I was use to. I had
been use to playing Tomb Raider, Jedi Knight, Quake, Doom, Mech
Warrior, and so on. In other words I was use to first-person shooters,
third-person shooters, and action simulations when the blind community
were still largely playing games like Uno and Hearts. There is no
comparison and the disappointment I felt was a major let down.

Then, a friend showed me a game he had gotten from GMA called Lone
Wolf. That restored the faith in me that audio games didn't have to be
card, board, and puzzle games. I looked at Lone Wolf and could see it
was sort of like Aces of the Deep, and even if it wasn't as good as
Aces of the Deep it was good enough to play and I liked it.

A year or so later Shades of Doom came out, and I liked it right away.
It wasn't exactly like Doom, the same way Lone Wolf wasn't exactly
like Aces of the Deep, but was close enough to be comparable and just
as fun. To this day Shades of Doom is among my top five audio games.
It is and remains a part of my fave five as is Lone Wolf.

Now, over the years I have become more accepting of basic card and
board games such as those by Jim Kitchen and Ian, because they are
still good games even though they aren't fast paced side-scrollers and
first-person shooters. It took me a while to get out of the mainstream
mindset that I had to have the latest and greatest action games for
the PC available. Part of that was simply getting out of the teenage
and young adult gaming scene and being blind meant I took a different
gaming path than most of my high school friends and college mates.
However, during that transition it really helped to have a couple of
games that were comparable to what I had been playing to help me
discover audio games in the first place. Otherwise if there only had
been card and board games I doubt I would have stayed with Audyssey
and be here moderating the list now just because I was looking for
something like Shades of Doom when starting out.  :D


On 4/17/13, dark  wrote:

Hi tom.

shades is indeed a good example, indeed from my perspective of mostly
playing low vision accessible mainstream games like megaman, turrican 
etc,

had shades not been of a comparable design standard I'd not likely have
played too many more. I in fact found! the page of games to play offline 
on


the whitestick site back in 2004 or so when i was trying out interactive
fiction games, brouser games like Sryth and the like, but none of the 
games


listed there interested me indeed I do confess that as I have something 
of a


prejudice of blind people and the often condescending attitude of various
organizations, I didn't particularly take to the idea until Bryan P
mentioned shades to me on the sryth forums and I tried it.

Had my fi9rst audio game experience been something simpler or less well
designed rather than something of that quality I'd have not likely had 
such


a good opinion of the hole field, and stuck to my low vision accessible
games which would've been a shame.

Beware the Grue!

Dark.


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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread Thomas Ward
Hi Dark,

I know exactly where you are coming from. I first came to Audyssey
after being referred by a blind friend, and it just so happens one of
the first games I tried was Lone Wolf which was a fairly advanced game
for audio games at the time. Shades of Doom came out about a year
later and it reinforced the idea that audio games were not all simple
text adventures or card and board games. I realized that audio games
could be much more. If I hadn't had that experience I might have tried
to stick with the mainstream games I was playing because there would
have been nothing comparable in audio games at the time.

It isn't that Jim Kitchen, Robert Betz, PCs Games, etc were developing
bad games, but they were not the kind of games I was use to. I had
been use to playing Tomb Raider, Jedi Knight, Quake, Doom, Mech
Warrior, and so on. In other words I was use to first-person shooters,
third-person shooters, and action simulations when the blind community
were still largely playing games like Uno and Hearts. There is no
comparison and the disappointment I felt was a major let down.

Then, a friend showed me a game he had gotten from GMA called Lone
Wolf. That restored the faith in me that audio games didn't have to be
card, board, and puzzle games. I looked at Lone Wolf and could see it
was sort of like Aces of the Deep, and even if it wasn't as good as
Aces of the Deep it was good enough to play and I liked it.

A year or so later Shades of Doom came out, and I liked it right away.
It wasn't exactly like Doom, the same way Lone Wolf wasn't exactly
like Aces of the Deep, but was close enough to be comparable and just
as fun. To this day Shades of Doom is among my top five audio games.
It is and remains a part of my fave five as is Lone Wolf.

Now, over the years I have become more accepting of basic card and
board games such as those by Jim Kitchen and Ian, because they are
still good games even though they aren't fast paced side-scrollers and
first-person shooters. It took me a while to get out of the mainstream
mindset that I had to have the latest and greatest action games for
the PC available. Part of that was simply getting out of the teenage
and young adult gaming scene and being blind meant I took a different
gaming path than most of my high school friends and college mates.
However, during that transition it really helped to have a couple of
games that were comparable to what I had been playing to help me
discover audio games in the first place. Otherwise if there only had
been card and board games I doubt I would have stayed with Audyssey
and be here moderating the list now just because I was looking for
something like Shades of Doom when starting out.  :D


On 4/17/13, dark  wrote:
> Hi tom.
>
> shades is indeed a good example, indeed from my perspective of mostly
> playing low vision accessible mainstream games like megaman, turrican etc,
> had shades not been of a comparable design standard I'd not likely have
> played too many more. I in fact found! the page of games to play offline on
>
> the whitestick site back in 2004 or so when i was trying out interactive
> fiction games, brouser games like Sryth and the like, but none of the games
>
> listed there interested me indeed I do confess that as I have something of a
>
> prejudice of blind people and the often condescending attitude of various
> organizations, I didn't particularly take to the idea until Bryan P
> mentioned shades to me on the sryth forums and I tried it.
>
> Had my fi9rst audio game experience been something simpler or less well
> designed rather than something of that quality I'd have not likely had such
>
> a good opinion of the hole field, and stuck to my low vision accessible
> games which would've been a shame.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] Quality verses quantity of games.

2013-04-17 Thread dark

Hi tom.

shades is indeed a good example, indeed from my perspective of mostly 
playing low vision accessible mainstream games like megaman, turrican etc, 
had shades not been of a comparable design standard I'd not likely have 
played too many more. I in fact found! the page of games to play offline on 
the whitestick site back in 2004 or so when i was trying out interactive 
fiction games, brouser games like Sryth and the like, but none of the games 
listed there interested me indeed I do confess that as I have something of a 
prejudice of blind people and the often condescending attitude of various 
organizations, I didn't particularly take to the idea until Bryan P 
mentioned shades to me on the sryth forums and I tried it.


Had my fi9rst audio game experience been something simpler or less well 
designed rather than something of that quality I'd have not likely had such 
a good opinion of the hole field, and stuck to my low vision accessible 
games which would've been a shame.


Beware the Grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Thomas Ward
Hi Dark,

I know exactly what you mean. It isn't so easy to quantify that
special something that makes you come back to a game again and again
no matter how many times you played it, but you sure know it when you
encounter it. I think it is hard to get that quality of game, because
its not an exact formula. It just happens to be a well designed game
that has a lot of fun and replay value.

Since we both like Shades of Doom that seems to me to be the logical
place to discuss this issue of undefinable quality and replay value.

To be honest I don't know that David Greenwood intentionally set out
to make the game that addictive or it just happened to turn out that
way, but it has a lot going for it. For one thing the sound effects
are not fantastic, but are decent.  The game has very good navigation
aids which makes it possible to get around in an FPS environment with
a little practice.  Each level was designed as a maze which serves as
a puzzle element so that new gamers won't finish it in one or two
games. It took me at least a month to figure out where I was going
which made it challenging as well as addictive. There are hidden
rewards such as the ammo in the toilet on the second floor and the
mesh armor behind the crack in the wall on level 4. Having hidden
rewards like that really adds a bit to the initial replay value of the
game. However, the thing I like most about the game is that super
battle at the end where there are monsters all over level 9 and then I
have to take on the Boss who is one tough son of a gun to beat. I get
such an adrenaline rush playing that level I do it pretty frequently.

So what makes it such a good game? I'm not sure but it is a
combination of many good elements like random placement of items,
decent quality sounds, plenty of hidden items, and a gradual increase
from fairly easy monsters to that battle to end all battles on level
9. I would say most good games fits this formula pretty closely and
are popular for that reason.

I know the original Megaman slowly increased in difficulty and  one of
the things that made that game tough was in the final level you had to
fight all the bosses at once which was certainly interesting to say
the least. I'd play the entire game through just for that final battle
sometimes because it was that fun.

Cheers!

On 4/16/13, dark  wrote:
> Hi Tom.
>
> One crytical aspect i have noticed with games such as prince of persia,
> Turrican, mega man etc is replay value, and I don't just mean in terms of
> how much content a game has.
>
> There are several games that i have played and replayed many times, yet
> still find myself returning to them over and again, even when I know every
> single aspect of them intimately. Super Metroid is a primary example. i've
> finished the game with every single item, yet still! I find myself returning
>
> to run it again, and finding I still get satisfaction from the enemy
> placement, the puzzles, the design, even the basic atmosphere.
>
> The Metroid games on the gba however, fusion and zero mission I've perhaps
> played through twice, since while they are fun, they just don't have that
> element of surprise and really clean design that made super what it was,
> indeed zero mission, which i really enjoyed back when i first played it in
> 2005, I find doubly disappointing now since very little new was added to the
>
> game at all compared to what I'd previously seen.
>
> I'm told, with the first person prime series this has gotten even worse,
> indeed I have a friend who hates the prime games with a passion, despite
> being a huge fan of Super metroid.
>
> It's not however just! classics of the 90's that have this sort of quality
> though. As you said in another reply, I've replayed shades and gma tank
> commander more than several times, not to mention pipe 2, since the elements
>
> in those games, even in an arccade style game like pipe 2 were just so well
>
> worked out.
>
> It's this aspect that makes me want to come back and run through a game
> again, even if I've finished it before. it's hard to say what this element
> of design actually is, but certainly good planning, real judgement, and
> challenging the player with more than just hear and react challenges all
> come in to it.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Thomas Ward
Hi Jim,

Yes, you are right. David Greenwood does still use VB 6. Although Phil
used the GMA engine to write Pac-Man Talks and Sarah those games
wasn't written directly in VB 6 but used the GMA Engine to create the
games which means he didn't really use VB 6 directly. It just happened
to be  the language the GMA Engine was written with.

As far as Ken goes I'm not really sure what he is using now days. I
thought he was looking into BGT last time I heard. In any case the
number of blind developers still using VB 6 is slowly growing smaller
now that BGT is out there, and I know of at least three developers
using C# .NET.

Cheers!

On 4/16/13, Jim Kitchen  wrote:
> Hi Thomas,
>
> Besides me and Aprone, I thought that David Greenwood's games also were
> written in VB6. Which would also mean that Phil's games that use his engine
> were also.  And I also thought that Ken was still writing in VB6.  But for
> awhile now, anyone that has asked, I have recommended that they take a look
> at BGT if they want to try to get into game programming.
>
> BFN
>
>  Jim
>
> I like Visual Basic 6.0 because I can not C.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Jim Kitchen

Hi Thomas,

Besides me and Aprone, I thought that David Greenwood's games also were written 
in VB6. Which would also mean that Phil's games that use his engine were also.  
And I also thought that Ken was still writing in VB6.  But for awhile now, 
anyone that has asked, I have recommended that they take a look at BGT if they 
want to try to get into game programming.

BFN

Jim

I like Visual Basic 6.0 because I can not C.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread shaun everiss
well I firmly think that once win8 is used by more blind and the 
kinks are ironed out or even if 9 is the system or even 10 that touch 
will eventually need to become part of the blind gaming  industry as a whole.
its the next logical step and while the standard devices are ok its 
probably where its at.
I have not tried swamp on a track pad but my next system will have a 
propper touch tablet and sertainly  I will try again and see.


At 01:30 AM 4/17/2013, you wrote:

Hi Jim,

Besides you and Aprone I don't really know anyone who uses visual
Basic 6 since it is 14 or 15 years old, and isn't really up to spec
for newer 64-bit versions of Windows etc. However, I could see someone
converting that code to Visual Basic .NET 2010 which would be far more
up to date, and could possibly work with the latest Mono Framework for
Mac and Linux. Other code libraries could be Python, C++, or C# .NET
as well as BGT. Either way I do think some public code that could be
copied into a starter project would be a good idea. We just need to
figure out which language or languages would be the most benefit to
the community.

Cheers!

On 4/16/13, Jim Kitchen  wrote:
> Hi Thomas,
>
> Yeah, I have two starter .frm files.  One has DirectX keyboard and joystick
> input and the other has just VB6 keyboard input.  VB6 keyboard input is all
> that is needed in games like Press Your Luck.  But both .frm 
files have many
> functions that I use in all games such as say, play, delay, 
adjust voice and

> input for things like player names etc.  And then like you I also copy,
> paste and modify bits of code in from other games that I have written.  It
> would be cool if there was a depository for bits of code like that for BGT.
> One for VB6 too, but who uses VB6 anymore?
>
> BFN
>
>  Jim
>
> Might as well face it,  you're addicted to code...
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread shaun everiss
aggreed jim kitchens games and gma's games while being 2 of the 
oldest  companies in the industry even with their games being as they 
are still appeal to me as a player.
last crusade with its limited randomized number generation is just 
enough to keep me playing from time to time even legacy is good from 
time to time.

and the clients for qc and rs sertainly.

At 01:17 AM 4/17/2013, you wrote:

Hi Dark,

Yes, simplicity and a good over all game design was really one of the
factors that made some of those classic Atari games classics. Its easy
to see which games were well thought out, designed well, as they have
stood the test of time. Games like Pac-Man, Donkey Kong, Centipede,
and Asteroids have been played by fans clear up until today and have
been included in a number of arcade packs. Others like the E.T. game
were such abysmal failures you have to wonder if the programmers were
smoking dope or were so interested in  selling the game based on the
success of the movie that they forgot to give the game a halfway
decent design. That's why millions of E.T. games went to the city
dump, because the developers poorly designed that game and nobody
liked it.

However, simplicity and quality need not be mutually exclusive. The
original Montezuma's Revenge by Parker Brothers was a great example of
this. It took a simple idea, it was suppose to be a clone of Indiana
Jones and the Temple of Doom, but had its own character and deadly
enemies. You jumped over skulls, snakes, and spiders, ran through
electric walls, leaped over fire pits, jumped onto vanishing
platforms, and a number of other traps that would begin showing up
elsewhere such as Megaman. There were only like 11 levels all told,
but I played that game constantly because it was hard to put down. Yet
was simple, and it was also high quality for the $40 we paid for that
game.

Cheers!

On 4/16/13, dark  wrote:
> Hi Bryan.
>
> simplicity of a basic game idea combined with the good design aspects was
> often what made those old atari 2600 games so engaging. One great 
example of

>
> this in audio are the games created by Lworks, the arcade titles such as
> Great toy robbery, lockpick and original egghunt. Another might be Gmas
> recent lander game, which, while extremely simple has a complex enough set
> of mechanics and design to present a real and distinct challenge just as
> those old atari 2600 games did, since a player has to fully learn 
and get to

>
> grips with the basic physics and interactions of the game objects, rather
> than just instantly having everything their own way.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread dark

Hi Tom.

One crytical aspect i have noticed with games such as prince of persia, 
Turrican, mega man etc is replay value, and I don't just mean in terms of 
how much content a game has.


There are several games that i have played and replayed many times, yet 
still find myself returning to them over and again, even when I know every 
single aspect of them intimately. Super Metroid is a primary example. i've 
finished the game with every single item, yet still! I find myself returning 
to run it again, and finding I still get satisfaction from the enemy 
placement, the puzzles, the design, even the basic atmosphere.


The Metroid games on the gba however, fusion and zero mission I've perhaps 
played through twice, since while they are fun, they just don't have that 
element of surprise and really clean design that made super what it was, 
indeed zero mission, which i really enjoyed back when i first played it in 
2005, I find doubly disappointing now since very little new was added to the 
game at all compared to what I'd previously seen.


I'm told, with the first person prime series this has gotten even worse, 
indeed I have a friend who hates the prime games with a passion, despite 
being a huge fan of Super metroid.


It's not however just! classics of the 90's that have this sort of quality 
though. As you said in another reply, I've replayed shades and gma tank 
commander more than several times, not to mention pipe 2, since the elements 
in those games, even in an arccade style game like pipe 2 were just so well 
worked out.


It's this aspect that makes me want to come back and run through a game 
again, even if I've finished it before. it's hard to say what this element 
of design actually is, but certainly good planning, real judgement, and 
challenging the player with more than just hear and react challenges all 
come in to it.


Beware the Grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Thomas Ward
Hi Dark,

Yes, ultimately it is the design that counts the most. I haven't
played any of the Turrican games myself, but the fact that it is still
going strong, has a following after all these years, proves the design
is one that was good. The early Prince of Persia games are another
example of a game that was very good, and people still play the Dos
versions because  newer games even in that series aren't as good as
the original games in the series. The problem is game designers are
focusing all ore most of their efforts on high quality graphics and
sounds, and have ignored the good design principles that made Turrican
Turrican or Prince of Persia Prince of Persia and the quality has
suffered for it. As much as I appreciate good sounds and graphics that
can't make up for a poor design no matter what quality the graphics
and sounds are.

Cheers!

On 4/16/13, dark  wrote:
> Hi Tom.
>
> I can't speak about original monti, as until i saw your version and played
> that old retro remakes one with the original graphics I never played the
> original, however I am very familiar with mega man and turrican as you
> know.
>
> original Turrican 2 was the game that really! stands out for me. it had such
>
> a simple concept, man with gun in giant maze level finds exit surrounded by
>
> many enemies picking up weapon powers, yet it is one of the finest games
> I've ever played and I can still get fun out of the original today even
> though i know the levels backwards, --- heck the same goes for super
> metroid, mega man x, original marrio brothers or even a walk along beatemup
>
> such as golden axe.
>
> I know many people over on the turrican remake boards that actually say they
>
> prefer! playing the new turrican levels to paying large amounts for what big
>
> companies churn out nexxt, for reason of the fact that good design has been
>
> replaced largely by visual appeal,  indeed this doesn't just hold for
> games (I could talk about the current series of Doctor who in very much the
>
> same terms).
>
> Utliamtely though it's the design that counts.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Bryan Peterson
Then you have the Lunar games for Playstation. They were originally released 
for the Sega Saturn and Sega CD, then ported to the PS1. Those were some 
very well-designed games in my opinion. I wasn't impressed so much with the 
audio in the Sega versions since those systems' sound chips weren't the 
greatest. But the PS versions featured some incredible music and they 
fleshed out the story quite a bit, particularly in the first game. And the 
voice acting, although some may disagree, was great. I even liked the fact 
that after you beat the games you could listen to some outtakes from the 
voice recording sessions. You don't see that much if at all in most 
mainstream games and even in audio games. I'm hoping that whenever Airik the 
Cleric 2 finally comes out Jake will include the option of listening to 
bloopers after you beat the game.




But thou must!
-Original Message- 
From: Thomas Ward

Sent: Tuesday, April 16, 2013 9:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quality verses quantity of games.

Hi Dark,

Yes, ultimately it is the design that counts the most. I haven't
played any of the Turrican games myself, but the fact that it is still
going strong, has a following after all these years, proves the design
is one that was good. The early Prince of Persia games are another
example of a game that was very good, and people still play the Dos
versions because  newer games even in that series aren't as good as
the original games in the series. The problem is game designers are
focusing all ore most of their efforts on high quality graphics and
sounds, and have ignored the good design principles that made Turrican
Turrican or Prince of Persia Prince of Persia and the quality has
suffered for it. As much as I appreciate good sounds and graphics that
can't make up for a poor design no matter what quality the graphics
and sounds are.

Cheers!

On 4/16/13, dark  wrote:

Hi Tom.

I can't speak about original monti, as until i saw your version and played
that old retro remakes one with the original graphics I never played the
original, however I am very familiar with mega man and turrican as you
know.

original Turrican 2 was the game that really! stands out for me. it had 
such


a simple concept, man with gun in giant maze level finds exit surrounded 
by


many enemies picking up weapon powers, yet it is one of the finest games
I've ever played and I can still get fun out of the original today even
though i know the levels backwards, --- heck the same goes for super
metroid, mega man x, original marrio brothers or even a walk along 
beatemup


such as golden axe.

I know many people over on the turrican remake boards that actually say 
they


prefer! playing the new turrican levels to paying large amounts for what 
big


companies churn out nexxt, for reason of the fact that good design has 
been


replaced largely by visual appeal,  indeed this doesn't just hold for
games (I could talk about the current series of Doctor who in very much 
the


same terms).

Utliamtely though it's the design that counts.

Beware the Grue!

Dark.


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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread dark

Hi Tom.

I can't speak about original monti, as until i saw your version and played 
that old retro remakes one with the original graphics I never played the 
original, however I am very familiar with mega man and turrican as you know.


original Turrican 2 was the game that really! stands out for me. it had such 
a simple concept, man with gun in giant maze level finds exit surrounded by 
many enemies picking up weapon powers, yet it is one of the finest games 
I've ever played and I can still get fun out of the original today even 
though i know the levels backwards, --- heck the same goes for super 
metroid, mega man x, original marrio brothers or even a walk along beatemup 
such as golden axe.


I know many people over on the turrican remake boards that actually say they 
prefer! playing the new turrican levels to paying large amounts for what big 
companies churn out nexxt, for reason of the fact that good design has been 
replaced largely by visual appeal,  indeed this doesn't just hold for 
games (I could talk about the current series of Doctor who in very much the 
same terms).


Utliamtely though it's the design that counts.

Beware the Grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Thomas Ward
Hi Jim,

Besides you and Aprone I don't really know anyone who uses visual
Basic 6 since it is 14 or 15 years old, and isn't really up to spec
for newer 64-bit versions of Windows etc. However, I could see someone
converting that code to Visual Basic .NET 2010 which would be far more
up to date, and could possibly work with the latest Mono Framework for
Mac and Linux. Other code libraries could be Python, C++, or C# .NET
as well as BGT. Either way I do think some public code that could be
copied into a starter project would be a good idea. We just need to
figure out which language or languages would be the most benefit to
the community.

Cheers!

On 4/16/13, Jim Kitchen  wrote:
> Hi Thomas,
>
> Yeah, I have two starter .frm files.  One has DirectX keyboard and joystick
> input and the other has just VB6 keyboard input.  VB6 keyboard input is all
> that is needed in games like Press Your Luck.  But both .frm files have many
> functions that I use in all games such as say, play, delay, adjust voice and
> input for things like player names etc.  And then like you I also copy,
> paste and modify bits of code in from other games that I have written.  It
> would be cool if there was a depository for bits of code like that for BGT.
> One for VB6 too, but who uses VB6 anymore?
>
> BFN
>
>  Jim
>
> Might as well face it,  you're addicted to code...
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Thomas Ward
Hi Dark,

Yes, simplicity and a good over all game design was really one of the
factors that made some of those classic Atari games classics. Its easy
to see which games were well thought out, designed well, as they have
stood the test of time. Games like Pac-Man, Donkey Kong, Centipede,
and Asteroids have been played by fans clear up until today and have
been included in a number of arcade packs. Others like the E.T. game
were such abysmal failures you have to wonder if the programmers were
smoking dope or were so interested in  selling the game based on the
success of the movie that they forgot to give the game a halfway
decent design. That's why millions of E.T. games went to the city
dump, because the developers poorly designed that game and nobody
liked it.

However, simplicity and quality need not be mutually exclusive. The
original Montezuma's Revenge by Parker Brothers was a great example of
this. It took a simple idea, it was suppose to be a clone of Indiana
Jones and the Temple of Doom, but had its own character and deadly
enemies. You jumped over skulls, snakes, and spiders, ran through
electric walls, leaped over fire pits, jumped onto vanishing
platforms, and a number of other traps that would begin showing up
elsewhere such as Megaman. There were only like 11 levels all told,
but I played that game constantly because it was hard to put down. Yet
was simple, and it was also high quality for the $40 we paid for that
game.

Cheers!

On 4/16/13, dark  wrote:
> Hi Bryan.
>
> simplicity of a basic game idea combined with the good design aspects was
> often what made those old atari 2600 games so engaging. One great example of
>
> this in audio are the games created by Lworks, the arcade titles such as
> Great toy robbery, lockpick and original egghunt. Another might be Gmas
> recent lander game, which, while extremely simple has a complex enough set
> of mechanics and design to present a real and distinct challenge just as
> those old atari 2600 games did, since a player has to fully learn and get to
>
> grips with the basic physics and interactions of the game objects, rather
> than just instantly having everything their own way.
>
> Beware the grue!
>
> Dark.
>
>
> ---
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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread dark

Hi Bryan.

simplicity of a basic game idea combined with the good design aspects was 
often what made those old atari 2600 games so engaging. One great example of 
this in audio are the games created by Lworks, the arcade titles such as 
Great toy robbery, lockpick and original egghunt. Another might be Gmas 
recent lander game, which, while extremely simple has a complex enough set 
of mechanics and design to present a real and distinct challenge just as 
those old atari 2600 games did, since a player has to fully learn and get to 
grips with the basic physics and interactions of the game objects, rather 
than just instantly having everything their own way.


Beware the grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread dark

Hi tom.

I fully recognize the need for practice games too, but often I have! found 
people particularly on the audiogames.net forum posting what I would myself 
considder practice games as fully finished projects, hence why we introduced 
the database guidelines which have at least a basic standard of design 
attached to them. I have no problem with people creating practice games, 
indeed it's a good idea to, accept that distinguishing betwene what is 
practice as opposed to sitting down and coming up with a game concept that 
has actual replayability is quite a different matter.


Beware the grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-16 Thread Jim Kitchen

Hi Thomas,

Yeah, I have two starter .frm files.  One has DirectX keyboard and joystick 
input and the other has just VB6 keyboard input.  VB6 keyboard input is all 
that is needed in games like Press Your Luck.  But both .frm files have many 
functions that I use in all games such as say, play, delay, adjust voice and 
input for things like player names etc.  And then like you I also copy, paste 
and modify bits of code in from other games that I have written.  It would be 
cool if there was a depository for bits of code like that for BGT.  One for VB6 
too, but who uses VB6 anymore?

BFN

Jim

Might as well face it,  you're addicted to code...

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Cara Quinn
Hi Allan, how much would you be willing to spend for smaller yet high-quality 
games?

This is really as a general query as well.

One dollar? Two Dollars? Five dollars? Ten dollars?…

Just curious…

Thanks,

Cara :)
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On Apr 14, 2013, at 12:07 PM, Allan Thompson  wrote:

I think I agree with the general consensus here, but I think Charles has an 
excellent point. If a developer pumps out dozens of small games, I would still 
want quality, so quantity is really kind of useless if the developer is 
unwilling to spend the time to make it good.

As for time in development for a game, that is really a tough call. 
For instance, I make maps for tactical battles. It isn't programming or 
anything, but it is as good as it gets for one such as myself. 
I find that I can make a basic no brainer map and scenario really easy. The 
problem is that it would be bare bones and wouldn't be fun to play.

So I spend effort and resources on all the little things that make it fun and 
interesting, which takes time, and sometimes doesn't come out as well in 
practice as in  your head, so you have to start over, make allowances for 
updates to technology, fix things that you thought were fixed but new problems 
arose...heck, I can spend an entire  day trying to get one little stupid thing 
to work right, lol. 

So yes, Tom is right, if a developer wants quality, it is going to take time, 
and probably more time then he or she really has to spend. It is the creative 
process that drives, I think, the person to continue that kind of thing, beyond 
the practical. You can get a real buzz off of making something and having it be 
enjoyed, but it will always take lots of time. I never understood before why 
programmers took so long to introduce games. Now I know and I really got a new 
found respect for anyone who is willing to make some major sacrifices to make a 
game come to life.

Al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
 - Original Message - 
 From: Charles Rivard 
 To: Gamers Discussion list 
 Sent: Sunday, April 14, 2013 1:49 PM
 Subject: Re: [Audyssey] Quality verses quantity of games.


 I'll take quality of games over number of games any year of the century! 
 Then again, there are times when I want a quick fun game of blackjack or a 
 slot machine game to kill time before a meeting or before or after a 
 doctor's appointment while waiting for a bus.  Quality?  Yes, even in these 
 little games.  If the blackjack dealer is very easy to beat, or the slot 
 machine pays off on just about every spin, I don't want it.  In such games, 
 I want realistic outcome based on factual statistics or based on my making 
 good judgment.  I want the shuffling of cards to be realistic, the dealer to 
 be smart enough to not draw if his total is 20, and so on.  In a slot 
 machine, I would want realistic wheel behavior and labels of what comes up, 
 as well as a truly randomness.  These are just a few examples.t

 ---
 Shepherds are the best beasts, but Labs are a close second.
 - Original Message - 
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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Lisa Hayes
and i'd rather wait a year or so to play a good quality well thought out and 
written game then a slip shod work that gives me no fun or pleasure.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 16, 2013 12:03 AM
Subject: Re: [Audyssey] Quality verses quantity of games.



Hello Lisa,

Well, that is why I am personally taking so long on my current game
projects. If it weren't for illness etc I would probably have been
done a lot sooner, but I've been trying to produce the best game with
the highest quality which takes time and work. I personally hold the
GMA games in high regard and use games like Shades of Doom and Tank
Commander as my standard of quality. If one of my products isn't that
quality I don't release until it is. ;:D

So I agree with you. I'd rather wait a year or so on a game to have
the best quality game I could get rather than have two or three shotty
ones in that time.


Cheers!

On 4/14/13, Lisa Hayes  wrote:
Well give me a good qauality game like sod and monkeyu business and 
others

as well as the games that are just  light and fun to play.
Lisa Hayes



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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Bryan Peterson
That's also where I'm running into a little trouble, aside from learning and 
retaining the BGT scripting language of course. Granted given the crap I've 
had to deal with in my life over the last couple months that last is 
understandable. But even if I develop relatively simple games to start with 
I'd want them to be of quality. A few of my current ideas are ones I tried 
to implement using the flop known as Audio Game Maker. Namely audio versions 
of Frogs and Flies and Adventure both of which were favorite games of mine 
on the Atari2600. The problem would be keeping the relative simplicity of 
the original games while keeping them as engaging as possible. games




But thou must!
-Original Message- 
From: Thomas Ward

Sent: Monday, April 15, 2013 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quality verses quantity of games.

Hi Dark,

Oh, definitely. A pore design is a pore design no matter how many
great programmers are there to write the game. In the case of the
newbie programmers writing games in BGT its a case of pore design and
lack of experience combined I think.

I'll use Shooting Range as a simple example here. Shooting Range
reminds me a bit like Duck Hunt accept for the fact it lacks all of
the challenge and replay value. In Duck Hunt the ducks steadily get
faster and faster each level you move up, and eventually you get more
ducks on the screen as well. In Shooting Range it is a constant rate
of speed and the number of targets never changes. This is a case where
a little forethought and a bit of planning could have made Shooting
Range a fun little game if it had similar challenges as Duck Hunt but
did not. I  don't know if that is because the developer had never
played games like Duck Hunt before so didn't have anything to compare
it to, or was too interested in writing a practice game to really
develop it beyond the preliminary version we got. Either way Shooting
Range was a game that had potential, but failed to amount to anything
because it lacked a little planning and a few more features.

In any case design issues does seem to be the problem with many of the
simple practice games being developed in BGT. I don't want to be too
critical here since I know in many cases it is the developer's first
or second attempt at developing a game and are still trying to learn
the tools and language as well as design a game from the ground up so
I don't want to be too hard on them. Unfortunately, a lot of that can
be avoided just by getting back to basics and write down notes, plan
out a game level by level, before jumping in and coding it which I
believe is what some of the newbies do. They are so eager to be
writing a game they just start writing the game before they know what
the game is about, how it works, and what each level is like, etc.
What we end up with is a half baked game that could have been better
if the developer just spend a week or so planning things out before
writing it.

Cheers!

On 4/15/13, dark  wrote:

Hi tom.

Both facts are true, indeed I'd put several of Ian's games over commercial
examples such as those by azabat and american printing house for quality
simply because they are so well designed for what they are.

In terms of new programmers that also makes sense and is why in fact on
audiogames.net we draw a distinction betwene practice games and actual
projects.

That being said there is a design question too. Take Tarzan Junior as an
example. This was I believe Philip's fourth game, indeed I think he was
still about 16 when he wrote it, however he obviously sat down and
considdered carefully matters such as enemy placement, how the enemies 
would


sound as they came forward, use of multiple weapons, he even got voice
acting assistance. Rather than just throwing a bunch of things at the
player, the way I've seen some games designed with bgt do, Philip sat down
and carefully thought what! would make a good game, where those elements
could be placeed and delivered something which, while not in quality up to
the standard of his later work is certainly way above the average practice
game, indeed I myself bought tj back in the day since I thought ten 
dollars


was a fair enough price for that level of quality.

this is not as much about programmer, as about pure game design,
considdering what challenges a player has to face, what elements make a 
good


game and what elements are needed, certainly iv'e seen developers try and
create commercial projects without those elements that have not worked.

Thus, while I totally agree about programming experience, there is a bit
more I think involved specifically in game design, and it's often that
aspect as much as the programming that gets in the way, indeed the two are
linked since programming gives you the tools while design tells you what 
to


do with them and you really need both.

Beware the grue!

Dark.


---
Gamers mailing 

Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Thomas Ward
Hi Dark,

Oh, definitely. A pore design is a pore design no matter how many
great programmers are there to write the game. In the case of the
newbie programmers writing games in BGT its a case of pore design and
lack of experience combined I think.

I'll use Shooting Range as a simple example here. Shooting Range
reminds me a bit like Duck Hunt accept for the fact it lacks all of
the challenge and replay value. In Duck Hunt the ducks steadily get
faster and faster each level you move up, and eventually you get more
ducks on the screen as well. In Shooting Range it is a constant rate
of speed and the number of targets never changes. This is a case where
a little forethought and a bit of planning could have made Shooting
Range a fun little game if it had similar challenges as Duck Hunt but
did not. I  don't know if that is because the developer had never
played games like Duck Hunt before so didn't have anything to compare
it to, or was too interested in writing a practice game to really
develop it beyond the preliminary version we got. Either way Shooting
Range was a game that had potential, but failed to amount to anything
because it lacked a little planning and a few more features.

In any case design issues does seem to be the problem with many of the
simple practice games being developed in BGT. I don't want to be too
critical here since I know in many cases it is the developer's first
or second attempt at developing a game and are still trying to learn
the tools and language as well as design a game from the ground up so
I don't want to be too hard on them. Unfortunately, a lot of that can
be avoided just by getting back to basics and write down notes, plan
out a game level by level, before jumping in and coding it which I
believe is what some of the newbies do. They are so eager to be
writing a game they just start writing the game before they know what
the game is about, how it works, and what each level is like, etc.
What we end up with is a half baked game that could have been better
if the developer just spend a week or so planning things out before
writing it.

Cheers!

On 4/15/13, dark  wrote:
> Hi tom.
>
> Both facts are true, indeed I'd put several of Ian's games over commercial
> examples such as those by azabat and american printing house for quality
> simply because they are so well designed for what they are.
>
> In terms of new programmers that also makes sense and is why in fact on
> audiogames.net we draw a distinction betwene practice games and actual
> projects.
>
> That being said there is a design question too. Take Tarzan Junior as an
> example. This was I believe Philip's fourth game, indeed I think he was
> still about 16 when he wrote it, however he obviously sat down and
> considdered carefully matters such as enemy placement, how the enemies would
>
> sound as they came forward, use of multiple weapons, he even got voice
> acting assistance. Rather than just throwing a bunch of things at the
> player, the way I've seen some games designed with bgt do, Philip sat down
> and carefully thought what! would make a good game, where those elements
> could be placeed and delivered something which, while not in quality up to
> the standard of his later work is certainly way above the average practice
> game, indeed I myself bought tj back in the day since I thought ten dollars
>
> was a fair enough price for that level of quality.
>
> this is not as much about programmer, as about pure game design,
> considdering what challenges a player has to face, what elements make a good
>
> game and what elements are needed, certainly iv'e seen developers try and
> create commercial projects without those elements that have not worked.
>
> Thus, while I totally agree about programming experience, there is a bit
> more I think involved specifically in game design, and it's often that
> aspect as much as the programming that gets in the way, indeed the two are
> linked since programming gives you the tools while design tells you what to
>
> do with them and you really need both.
>
> Beware the grue!
>
> Dark.
>
>
> ---
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> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Charles Rivard
In a one-man operation, it both programming and design that count.  Come to 
think of it, it doesn't matter how many people are involved.  Good design is 
important.  Good programming is, too.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, April 15, 2013 3:24 PM
Subject: Re: [Audyssey] Quality verses quantity of games.



Hi tom.

Both facts are true, indeed I'd put several of Ian's games over commercial 
examples such as those by azabat and american printing house for quality 
simply because they are so well designed for what they are.


In terms of new programmers that also makes sense and is why in fact on 
audiogames.net we draw a distinction betwene practice games and actual 
projects.


That being said there is a design question too. Take Tarzan Junior as an 
example. This was I believe Philip's fourth game, indeed I think he was 
still about 16 when he wrote it, however he obviously sat down and 
considdered carefully matters such as enemy placement, how the enemies 
would sound as they came forward, use of multiple weapons, he even got 
voice acting assistance. Rather than just throwing a bunch of things at 
the player, the way I've seen some games designed with bgt do, Philip sat 
down and carefully thought what! would make a good game, where those 
elements could be placeed and delivered something which, while not in 
quality up to the standard of his later work is certainly way above the 
average practice game, indeed I myself bought tj back in the day since I 
thought ten dollars was a fair enough price for that level of quality.


this is not as much about programmer, as about pure game design, 
considdering what challenges a player has to face, what elements make a 
good game and what elements are needed, certainly iv'e seen developers try 
and create commercial projects without those elements that have not 
worked.


Thus, while I totally agree about programming experience, there is a bit 
more I think involved specifically in game design, and it's often that 
aspect as much as the programming that gets in the way, indeed the two are 
linked since programming gives you the tools while design tells you what 
to do with them and you really need both.


Beware the grue!

Dark.

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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread dark

Hi tom.

Both facts are true, indeed I'd put several of Ian's games over commercial 
examples such as those by azabat and american printing house for quality 
simply because they are so well designed for what they are.


In terms of new programmers that also makes sense and is why in fact on 
audiogames.net we draw a distinction betwene practice games and actual 
projects.


That being said there is a design question too. Take Tarzan Junior as an 
example. This was I believe Philip's fourth game, indeed I think he was 
still about 16 when he wrote it, however he obviously sat down and 
considdered carefully matters such as enemy placement, how the enemies would 
sound as they came forward, use of multiple weapons, he even got voice 
acting assistance. Rather than just throwing a bunch of things at the 
player, the way I've seen some games designed with bgt do, Philip sat down 
and carefully thought what! would make a good game, where those elements 
could be placeed and delivered something which, while not in quality up to 
the standard of his later work is certainly way above the average practice 
game, indeed I myself bought tj back in the day since I thought ten dollars 
was a fair enough price for that level of quality.


this is not as much about programmer, as about pure game design, 
considdering what challenges a player has to face, what elements make a good 
game and what elements are needed, certainly iv'e seen developers try and 
create commercial projects without those elements that have not worked.


Thus, while I totally agree about programming experience, there is a bit 
more I think involved specifically in game design, and it's often that 
aspect as much as the programming that gets in the way, indeed the two are 
linked since programming gives you the tools while design tells you what to 
do with them and you really need both.


Beware the grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Thomas Ward
Hi Dark,

Absolutely. The Spoonbill games are a great example of simple with
quality. I have a lot of Ian's games and they are better than the ones
that come with Windows 7 which is saying something about how a
developer can develop quick and simple games with a high degree of
quality. However, I think experience has a lot to do with it too.

You mentioned the fact there are a lot of new games coming out written
with BGT and Python  and the quality isn't there. This is true, but we
must consider the fact the developers themselves are rather green,
don't know much about programming, so more complex concepts might be
beyond their skill or abilities so the over all quality suffers
because of it. Someone like Ian has been writing games for a while now
so can crank out a new card or board game with all kinds of features
in a relatively short amount of time because he knows what he is
doing, and doesn't have to waste time and energy on a lot of newbie
mistakes and first attempts.

Something else that helps in terms of quality and speed is reusable
code. I know I have been programming for years so I have quite a lot
of sample code just laying around I can paste into a project and
modify as needed. It helps when you have a sample function you wrote
months ago which can be modified to suit the current project which
saves time and energy. A newbie won't have a library of reusable code
to work with.

Cheers!

On 4/15/13, dark  wrote:
> I will add however, that even in small games, quality can vary.
>
> Take the BG games for instance. These do not seem to take Ian humphries long
>
> to write, yet seem to have lots of features, even and above commercial
> varients. For example low vision workable graphics, different skill levels
> of the computer, many speech and review keys, intelligent computer hints
> (his mastermind is quite ridiculous for that), ability to generate different
>
> puzzles, heck, his crosswords game even lets you load in several sorts of
> crosswords from across the internet.
>
> So for me at least, while it is certainly true that something like Gma tank
>
> commander takes a lot more building than a word or puzzle game, or even a
> simple arcade game, there still does seem to be a quality aspect of design
> there to be considdered from the perspective of the programmer.
>
> this is doubly true considdering we're seeng lots of people using BGt and
> python to create smaller, simple arcade games, but often ones without enough
>
> features or detail to be of a reasonable standard, either from a design
> perspective, or simply from a point of view of running smoothly.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Quality verses quantity of games.

2013-04-15 Thread Thomas Ward
Hello Lisa,

Well, that is why I am personally taking so long on my current game
projects. If it weren't for illness etc I would probably have been
done a lot sooner, but I've been trying to produce the best game with
the highest quality which takes time and work. I personally hold the
GMA games in high regard and use games like Shades of Doom and Tank
Commander as my standard of quality. If one of my products isn't that
quality I don't release until it is. ;:D

So I agree with you. I'd rather wait a year or so on a game to have
the best quality game I could get rather than have two or three shotty
ones in that time.


Cheers!

On 4/14/13, Lisa Hayes  wrote:
> Well give me a good qauality game like sod and monkeyu business and others
> as well as the games that are just  light and fun to play.
> Lisa Hayes
>

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Re: [Audyssey] Quality verses quantity of games.

2013-04-14 Thread dark

I will add however, that even in small games, quality can vary.

Take the BG games for instance. These do not seem to take Ian humphries long 
to write, yet seem to have lots of features, even and above commercial 
varients. For example low vision workable graphics, different skill levels 
of the computer, many speech and review keys, intelligent computer hints 
(his mastermind is quite ridiculous for that), ability to generate different 
puzzles, heck, his crosswords game even lets you load in several sorts of 
crosswords from across the internet.


So for me at least, while it is certainly true that something like Gma tank 
commander takes a lot more building than a word or puzzle game, or even a 
simple arcade game, there still does seem to be a quality aspect of design 
there to be considdered from the perspective of the programmer.


this is doubly true considdering we're seeng lots of people using BGt and 
python to create smaller, simple arcade games, but often ones without enough 
features or detail to be of a reasonable standard, either from a design 
perspective, or simply from a point of view of running smoothly.


Beware the grue!

Dark. 



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Re: [Audyssey] Quality verses quantity of games.

2013-04-14 Thread Lisa Hayes
Well give me a good qauality game like sod and monkeyu business and others 
as well as the games that are just  light and fun to play.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 15, 2013 3:09 AM
Subject: Re: [Audyssey] Quality verses quantity of games.



Hi Lisa,

Agreed. Although, the basic point of the message you are referring to
was that a game developer could develop many simple games be it
Blackjack, Uno, Space Invaders, whatever or devote that time and
effort towards another game like GMA Tank Commander or Shades of Doom.
Although, some gamers want more and more new games it really isn't
possible to have quantity and quality at the same time was my over all
point.

Still, you are right. Bavisoft is just one of many game companies that
have come along developed a couple of games and essentially quit for
seemingly no apparent reason. Some game companies such as Lighttech we
know the reason why, and a lot came down to the fact that they were
young and wanted to do something else besides make games all day. It
is hard to keep quality talent in this business and a lot of time it
comes down to a choice of quality or quantity of games but not both.

Cheers!

On 4/14/13, Lisa Hayes  wrote:
HI thomas and all, I've changed the subject line because i'm taking from 
a

message that thomas sent another angle on the format of the mag thread.
We've recently been talking about bavisoft and how they're not doing what
they should in responding to people ande all they are in my view making 
it

hard for other game developers by releasing two games and going belly up
they are not out their doing what we might want them to do and i'd rather
have quality games with customer support and open and clear communication
like we get then two from what i understand very simple games and 
nothing.


Lisa Hayes




www.nutrimetics.com.au/lisahayes
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Re: [Audyssey] Quality verses quantity of games.

2013-04-14 Thread Thomas Ward
Hi Charles,

True. Although, once again time is a factor. In order to produce a
high quality Blackjack game it would take far less time than say a
high quality FPS game like Shades of Doom. So I think it would be
possible to write several small high quality games like Blackjack,
Uno, or Poker, but far more time to create a high quality clone of
Tomb Raider, Resident Evil, Jedi Knight, etc.  I guess what it comes
down to is several simple games or one highly complex game rather than
quantity verses quality.

Cheers!

On 4/14/13, Charles Rivard  wrote:
> I'll take quality of games over number of games any year of the century!
> Then again, there are times when I want a quick fun game of blackjack or a
> slot machine game to kill time before a meeting or before or after a
> doctor's appointment while waiting for a bus.  Quality?  Yes, even in these
>
> little games.  If the blackjack dealer is very easy to beat, or the slot
> machine pays off on just about every spin, I don't want it.  In such games,
>
> I want realistic outcome based on factual statistics or based on my making
> good judgment.  I want the shuffling of cards to be realistic, the dealer to
>
> be smart enough to not draw if his total is 20, and so on.  In a slot
> machine, I would want realistic wheel behavior and labels of what comes up,
>
> as well as a truly randomness.  These are just a few examples.t
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Quality verses quantity of games.

2013-04-14 Thread Allan Thompson
I think I agree with the general consensus here, but I think Charles has an 
excellent point. If a developer pumps out dozens of small games, I would still 
want quality, so quantity is really kind of useless if the developer is 
unwilling to spend the time to make it good.

As for time in development for a game, that is really a tough call. 
For instance, I make maps for tactical battles. It isn't programming or 
anything, but it is as good as it gets for one such as myself. 
I find that I can make a basic no brainer map and scenario really easy. The 
problem is that it would be bare bones and wouldn't be fun to play.

So I spend effort and resources on all the little things that make it fun and 
interesting, which takes time, and sometimes doesn't come out as well in 
practice as in  your head, so you have to start over, make allowances for 
updates to technology, fix things that you thought were fixed but new problems 
arose...heck, I can spend an entire  day trying to get one little stupid thing 
to work right, lol. 

So yes, Tom is right, if a developer wants quality, it is going to take time, 
and probably more time then he or she really has to spend. It is the creative 
process that drives, I think, the person to continue that kind of thing, beyond 
the practical. You can get a real buzz off of making something and having it be 
enjoyed, but it will always take lots of time. I never understood before why 
programmers took so long to introduce games. Now I know and I really got a new 
found respect for anyone who is willing to make some major sacrifices to make a 
game come to life.

Al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Charles Rivard 
  To: Gamers Discussion list 
  Sent: Sunday, April 14, 2013 1:49 PM
  Subject: Re: [Audyssey] Quality verses quantity of games.


  I'll take quality of games over number of games any year of the century! 
  Then again, there are times when I want a quick fun game of blackjack or a 
  slot machine game to kill time before a meeting or before or after a 
  doctor's appointment while waiting for a bus.  Quality?  Yes, even in these 
  little games.  If the blackjack dealer is very easy to beat, or the slot 
  machine pays off on just about every spin, I don't want it.  In such games, 
  I want realistic outcome based on factual statistics or based on my making 
  good judgment.  I want the shuffling of cards to be realistic, the dealer to 
  be smart enough to not draw if his total is 20, and so on.  In a slot 
  machine, I would want realistic wheel behavior and labels of what comes up, 
  as well as a truly randomness.  These are just a few examples.t

  ---
  Shepherds are the best beasts, but Labs are a close second.
  - Original Message - 
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Re: [Audyssey] Quality verses quantity of games.

2013-04-14 Thread Charles Rivard
I'll take quality of games over number of games any year of the century! 
Then again, there are times when I want a quick fun game of blackjack or a 
slot machine game to kill time before a meeting or before or after a 
doctor's appointment while waiting for a bus.  Quality?  Yes, even in these 
little games.  If the blackjack dealer is very easy to beat, or the slot 
machine pays off on just about every spin, I don't want it.  In such games, 
I want realistic outcome based on factual statistics or based on my making 
good judgment.  I want the shuffling of cards to be realistic, the dealer to 
be smart enough to not draw if his total is 20, and so on.  In a slot 
machine, I would want realistic wheel behavior and labels of what comes up, 
as well as a truly randomness.  These are just a few examples.t


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, April 14, 2013 12:09 PM
Subject: Re: [Audyssey] Quality verses quantity of games.



Hi Lisa,

Agreed. Although, the basic point of the message you are referring to
was that a game developer could develop many simple games be it
Blackjack, Uno, Space Invaders, whatever or devote that time and
effort towards another game like GMA Tank Commander or Shades of Doom.
Although, some gamers want more and more new games it really isn't
possible to have quantity and quality at the same time was my over all
point.

Still, you are right. Bavisoft is just one of many game companies that
have come along developed a couple of games and essentially quit for
seemingly no apparent reason. Some game companies such as Lighttech we
know the reason why, and a lot came down to the fact that they were
young and wanted to do something else besides make games all day. It
is hard to keep quality talent in this business and a lot of time it
comes down to a choice of quality or quantity of games but not both.

Cheers!

On 4/14/13, Lisa Hayes  wrote:
HI thomas and all, I've changed the subject line because i'm taking from 
a

message that thomas sent another angle on the format of the mag thread.
We've recently been talking about bavisoft and how they're not doing what
they should in responding to people ande all they are in my view making 
it

hard for other game developers by releasing two games and going belly up
they are not out their doing what we might want them to do and i'd rather
have quality games with customer support and open and clear communication
like we get then two from what i understand very simple games and 
nothing.


Lisa Hayes




www.nutrimetics.com.au/lisahayes
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Re: [Audyssey] Quality verses quantity of games.

2013-04-14 Thread Thomas Ward
Hi Lisa,

Agreed. Although, the basic point of the message you are referring to
was that a game developer could develop many simple games be it
Blackjack, Uno, Space Invaders, whatever or devote that time and
effort towards another game like GMA Tank Commander or Shades of Doom.
Although, some gamers want more and more new games it really isn't
possible to have quantity and quality at the same time was my over all
point.

Still, you are right. Bavisoft is just one of many game companies that
have come along developed a couple of games and essentially quit for
seemingly no apparent reason. Some game companies such as Lighttech we
know the reason why, and a lot came down to the fact that they were
young and wanted to do something else besides make games all day. It
is hard to keep quality talent in this business and a lot of time it
comes down to a choice of quality or quantity of games but not both.

Cheers!

On 4/14/13, Lisa Hayes  wrote:
> HI thomas and all, I've changed the subject line because i'm taking from a
> message that thomas sent another angle on the format of the mag thread.
> We've recently been talking about bavisoft and how they're not doing what
> they should in responding to people ande all they are in my view making it
> hard for other game developers by releasing two games and going belly up
> they are not out their doing what we might want them to do and i'd rather
> have quality games with customer support and open and clear communication
> like we get then two from what i understand very simple games and nothing.
>
> Lisa Hayes
>
>
>
>
> www.nutrimetics.com.au/lisahayes
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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[Audyssey] Quality verses quantity of games.

2013-04-14 Thread Lisa Hayes
HI thomas and all, I've changed the subject line because i'm taking from a 
message that thomas sent another angle on the format of the mag thread.  We've 
recently been talking about bavisoft and how they're not doing what they should 
in responding to people ande all they are in my view making it hard for other 
game developers by releasing two games and going belly up they are not out 
their doing what we might want them to do and i'd rather have quality games 
with customer support and open and clear communication like we get then two 
from what i understand very simple games and nothing.  
Lisa Hayes 




www.nutrimetics.com.au/lisahayes
---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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