Hi all,

Yeah, I don't think it will ever come to us not having any developers
developing accessible audio games simply because there a lot of
developers like Jeremy Kaldobski, Jim Kitchen, among others who do it
for free, and as a result don't have to put up with nearly the crap
Liam or anyone else who charges for their games have to put  up with.
Oh, sure, there have been times I myself had made it known I preferred
they developed their games a different way, added such and such a
feature, but I think that is pretty minor  compared to the arguing
I've seen over the lifetime of this list over some developer or other
who failed to deliver a game or product keys in a certain time frame.

That said, every loss is a loss to the community no matter how you cut
it. Many people forget how instrumental someone like James North was
to the early audio games community, because the controversy over
Montezuma's Revenge, Raceway, and Max Shrapnel has overshadowed
anything and everything he did before that point. Yet, he was one of
the best developers we had during the late 90's and early 2000's
developing such games as Alien Outback, Dynaman, ESP Pinball Classic,
Monkey Business, ESP Whoopass, the original Change Reaction, and had a
few other games in the works. He did all this in the space of a couple
of years, and no one was complaining then. Its only around 2004 when
he opened Alchemy Game Studios, got into a bit of a rough patch, the
community crucified him for it and he quit. Thus we lost one of our
better developers over what amounted to the fact he took pre-orders,
and then was unable to meet project deadlines do to various personal
issues.

Other developers like Daniel Zingaro and Justin have come and gone for
their own personal reasons. In the case of Justin and Daniel both have
found steady employment so were unable to keep BSC Games and DanZ
Games going as a sideline. That's understandable, and the way this
community treats anyone regarding key replacements etc I probably
wouldn't be developing games for this community if I were them because
its difficult to put in a 40 to 50 hour week programming at a day time
job, and come home to do more the same for a community who is
ungrateful and disrespectful to what developers they have got.

Anyway, my feeling is audio games will likely always be around, but
the nature of those audio games and developers will change. In fact,
it is changing now that newer more mobile devices like iPhones are
accessible. Look at how fast the number of playable games for iOS has
exploded onto the market, and the best part of that is games for iOS
does not require a product key. Everything is handled through the
Apple Store, and once you purchase a game from the app store your
account keeps track of your purchases if you need to redownload and
register a certain app or game which means there is no 24 hour, 72
hour, or week wait for a product key. So right there that is one area
where I see audio games continuing to be developed and grow just
because we don't have any of the pitfalls of PC game development.

Then, there are the freeware/shareware developers who will likely
continue developing free games for themselves and the community just
because they don't have the same problems as the commercial
developers. Granted the freeware games may not have great sounds,
music, and seem a bit cheap compared to a game developed for
commercial consumption, but I see that kind of developer always being
around. There is less hassle involved in freeware development, and I
think its understood that sort of game is a take it or leave it kind
of thing. There is no obligation by the developer to be held
accountable for keys, for developing a game on a certain schedule, or
for adding feature x just because someone says so.

The truth is after Raceway and MOTA I have considered restructuring
USA Games around an open source type model for exactly the reasons
listed above. This last year has been the most trying time in my life
on a personal level do to illness, mental stress, and it really didn't
help having people asking about Raceway, MOTA, whatever when I really
wasn't up to programming them and running a  business. Were those
games open source or developed as freeware there would have been no
pressure from people who had pre-ordered said games. So I feel taking
donations or something like that is a better way to make money without
having to go full commercial.

Cheers!



On 6/24/13, Charles Rivard <[email protected]> wrote:
> I doubt that it will come to that point, but every one that quits producing
> is a loss to all of us, and if it is due to a few impatient and childish
> gamers, it makes me furious!
>
> It is ture, though, that it should not take months to get a registration key
> after you have paid for one.  Then again, in comparison to the number of
> good experiences, how often does this unfortunate mishap happen?  And, has
> the developer never come through with the paid for key or keys?
>
> (Sent from my iPhone)

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