you don't need to be a programmer to use tacticle battle. that's what's great about it. just modify text files add your sounds and music and triggers and you got a great game.

On 12/16/2014 6:28 PM, Nick Adamson wrote:
In theory all this could be done. It's more complex than you'd think to develop 
one of these very large game worlds.
I'd also guess your over estimating how much money can be made to support on 
going development. If I were a developer trying to live on developing audio 
games it would make the most amount of sense to have a wide offering of 
different types of games rather than one very big game as I  would have to 
attract the widest customer base you can.
Speaking for myself, it's the challenge of developing games that's fun and why 
I do it rather any financial reward, that's why the code I write outside of the 
day job I generally release for free.
Thanks.
Nick.




On 16 Dec 2014, at 22:58, Michael Gauler <[email protected]> wrote:

That might be true.
But it looks like you might be forgetting something here at least in theory.
You probably know that Sryth was developed over ten years as well as World of 
Warcraft.
However do you know that the original World of Warcraft was smaller at its 
initial release?
I also think that many features and content for Sryth was added over the years.
But in the case of either browser games or mainstream games, content can be 
released after the initial release.
In the days of Microsofts older operating systems we had such releases known as 
service packs which some times brought more than bug fixes and security updates.
World of Warcraft, while still being an MMORPG had six releases and there will 
probably be more.
The first release was the initial release plus five (paid!) expansion packs 
which were released over several years and some expansions took more than one 
year to develop.

If we were to make Sryth into an audio game it would take a huge amound of time 
because the original development of that game took years.
But if it were to be made into an audio game just an example, the content could 
be split between releases and if we were talking paid content, you could get 
some money per released package.

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