The thing to remember is that we can afford any of the audiogames. In my humble opinion, and I refuse point blank to point fingers or accept the blame for others' finger pointing, some people have charged more than I feel is reasonable for their games, especially when you consider how much entertainment you get for the cost. Still, in my opinion, if a person wants to play a paid game, they need to own it, or they could obtain the information, transfer the licenses, etc. from a person who swears they're done. Honestly, I know that that seems like piracy, and maybe it is, especially since most people don't like transference of a license, and I'd much prefer people buy their own license, but it's kind of the lesser of two evils.
I'll put it this way. Developers want to make money, if they are charging for their games. Whether they want a Christmas bonus or a steady income, they want a profit, especially if they are spending time to code and selling their product. If those developers don't make a profit, then they have little reason to continue making games. If even fewer games are made, and if those games ask for profit in order to be played, then we introduce the potential for monopolies to occur, wherein a couple of developers make all the games and charge what they want, and we won't be in a position to complain, because we made it happen by denying them what they ask, profit. On the other hand, it's up to the developer to charge appropriately. If your game offers a playthrough time of, say, two hours, and you ask fifty dollars for it, is that fair? Yeah, maybe the playthrough is amazing, but unless the next play is wildly different, each playthrough is less and less fun, and the overall entertainment is probably not going to be worth fifty dollars to anyone but a die-hard fan of either the developer, the series, or of having every game ever. That's why I recommended that we put up that survey site, somewhere, to collect info about how much players are willing to pay for x number of features and what types of features they want. I'll put in the same example I used before. I love online play. It makes a game great for me, but many games don't really work well with multiplayer in concept, and a game has to be designed from the ground up with multiplayer, or a developer has to redesign a lot. It is a lot harder than many people are willing to accept or admit to put in a feature like that. If we had a site where developers were given the statistical information on how much people are willing to pay, then they would have, in very rough terms, an idea of how much they could make from a game. Obviously, a game with a great story or a great mechanic would sell better than a game that had neither, even if both had similar features. I don't know how to make this work, though I wish I did. Signed: Dakotah Rickard On 5/2/13, shaun everiss <sm.ever...@gmail.com> wrote: > hmmm interesting way of looking at that decota. > It doesn't help that we can't afford it or that orgs put it as > standard weather we care for it or not. > Its a vicious cycle no one wants to break. > On the subject of audiogames maybe on smartphones but not on pc. > And if the industry for audiogames is so vast we hear almost nothing > on it or at least not many seem to make it to audiogames. > ofcause we are looking for blind only games though. > > At 03:39 AM 5/3/2013, you wrote: >>Also, the audiogame genre is growing outside the VI community. Many >>app developers are starting to consider the value of making audiogames >>or in making games that have extensive audio interfaces, a sort of >>audiogame videogame hybrid, where both are equally important, hence my >>push to try to make ourselves more available to the mainstream world. >> >>As for piracy, I can't really expect that it is truly as high as >>people say it is. mean, unless you got a survey out there that paid >>good money for honest answers and got every audiogamer to take that >>survey, saying that the piracy rate is that high, or anything like it, >>sounds to me like an epic exaggeration. >> >>However, I will provide this info to keep piracy a little less likely. >> >>All of you guys are indie developers. Very very soon, though this >>isn't an official announcement, I will be also. >> >>Some of the developers offer their games for free. Pirating a free >>game is basically impossible. >> >>Others offer their games for typical indie developer prices, ten to >>thirty dollars. Then, others offer their games for studio prices, >>anything above that. >>I am not an economist, but I've studied enough economics to predict >>the developer answer, we want to get paid for our work, and we want to >>make enough to justify that work. The problem is this. People in our >>community, for one reason or another, are used to getting for free >>stuff. I mean, look at accessibility tech, how expensive it is, then >>look at the number of scholarships, organizations, circumstances, etc. >>whereby people get that awesome tech for free or for a lot less. >>It's an entitlement thing. >>I'm not here to say whether a game is worth the price being asked for >>it. As far as I can judge, a game is worth the price, if people pay >>that price, but then oru ability to judge worth of money is severely >>compromised through the limited income many of us are on, combined >>with the ridiculous price of access tech and accessible ... anything, >>combined with the number of us who, because we have nothing better to >>do, play pirated games. >>I suggest some market research be done, possibly as an on-topic, >>on-task forum or section on Audiogames.net, which would build a >>comprehensive list of features and how much people would pay to see >>them added. Developers could go see how much they can expect to make >>based on a limited predictive model, and players can get an idea of >>how much goes into making something work. >>for example, networking code is a literal evil, because it's so >>complicated. Yet, one of the first things people ask for is online >>play. >> >>This message has been a huge conglomeration of toopics, as is >>unfortunately common with me. >>In short, audiogames doesn't mean blind games, so the audiogaming >>community is larger than we can expect. >>Also, I doubt piracy is as high as all that, though it's probably >>higher than anyone who doesn't pirate would like. >>Finally, piracy is high because developers don't have market data, and >>because the blind gaming community, on average, has a very odd worth >>scale. >>Finally, if devs had market data, given honestly, then it would >>benefit everyone. >> >>Signed: >>Dakotah Rickard >> >>On 5/2/13, Jim Kitchen <j...@kitchensinc.net> wrote: >> > Hi Willem, >> > >> > The babble report that I do each month does list all those who have >> > posted >> > to the list in the past month. And then of course on January >> first I do the >> > babble report for the entire last year. Not sure how else you would >> > report >> > on how many people that subscribe to the list participate. >> > >> > BFN >> > >> > ----- Original Message ----- >> > This does not take into account people like me who do not regularly >> > post to this list. >> > >> > On 5/1/13, Phil Vlasak <phi...@bex.net> wrote: >> >> Hi Folks, >> >> It's easy to find out how many participate in the Audyssey list, >> >> Jim Kitchen lets us know the beginning of each month: >> >> 126 people posted 2241 messages >> >> >> > >> > Jim >> > >> > Check my web site for my 35 free games. >> > >> > j...@kitchensinc.net >> > http://www.kitchensinc.net >> > (440) 286-6920 >> > Chardon Ohio USA >> > --- >> > 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. >> > >> >>--- >>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. > > > > --- > 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. > --- 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.