I write this as someone without an apple device, so this is purely opinion 
and nothing else.
I doubt that I would pay $40-50 for any audiogame, unless it was utterly 
spectacular (I'd pay substantially more than that if somebody wrote an 
accessible mass effect or halo, for example, but I didn't buy entombed, and 
that was purely based on price).
It might be looking into the success of something like 3-d velocity. That 
was a really well done game, with a price of around $43 (originally $50). 
Once again quite a bit more than I was willing to pay, but I do know at 
least some folks did it, so perhaps it would be representative of the 
community's willingness to buy more expensive titles.
I think though, that if you really want a product to sell, you're going to 
have to go beyond the current games we have - provide some new mechanic or 
concept that nobody else has come up with yet.

John

--------------------------------------------------
From: <ma...@kidfriendlysoftware.com>
Sent: Wednesday, April 13, 2016 10:50
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Why I build the games as I do

I didn't say they didn't like it; I just said that from the email I've 
received, I get far fewer requests for RPGs than other games (about 1 in 30 
is a RPG request).  Sports games abound, but when I push back and ask how 
the game would be played, I usually don't get a response.  A classic 
suggestion is a basketball shooting game; I think it sounds pretty boring, 
after playing it for  a few minutes.

Building out an RPG would take months, and I can't see how to do any return 
on that investment.  Assume that the game would sell for $20, of which apple 
keeps $7.  Assume a programmer earns $40/hour.  A game that takes a month to 
build (and I think an RPG would take far more than that) would need to 
generate 6,400 after apple's cut, or about $9100.  At $20 per game, 500 
people would have to purchase it just to break even.  Given that 80% of the 
people never purchase, I would need 2,500 downloads to break even.

I am working with the programmer who built park boss, and I will probably 
port that over to the iPhone.  I've built a framework to mix my 
infrastructure with C++ code, so it might not be overly complex.  Since park 
boss is in the direction of an RPG, or at least closer to a SIMS 
environment, I can see how that game goes to try to project how any RPG 
would go.  Do you think this market could handle an RPG game for $40 to $50?



--------- Original Message --------- Subject: Re: [Audyssey] Why I build the 
games as I do
From: "dark" <d...@xgam.org>
Date: 4/13/16 7:34 am
To: "Gamers Discussion list" <gamers@audyssey.org>

@Marty, Blind people don't like rpgs? not true.

 Go and check audiogames.net and observe the amount of people who reply to
 rpg related topics, or indeed post a topic and ask. I suspect the
 information you got from that statement was from a local focus group, ie,
 society or association for the blind. Unfortunately, such places tend to
 have a generally older population who are primarily interested in
 traditional type games, however for younger gamers (and indeed those more
 likely to own Ios devices), something a little more modern and complex 
would
 appeal more, indeed part of the problem with audiogames development is that
 there is a large amount of traditional games available and not so much that
 is none traditional, ie, I can think of about 8 versions of blackjack over
 the years, but not one single version of a modern fantasy board game like
 Talisman, much less a ccg, collectable card game.


 I'll also add that rpgs don't need to be as complex as the games produced 
by
 companies like namco and squaresoft. dungeons and dragons do very well with
 basic mechanics, indeed most of what an rpg does mechanically can be
 represented by dice rolls and risk assessments, the one difference is that
 you have story and atmosphere added to that, as well as player progression
 over time.

 You might begin therefore by adapting some of the multiplayer fantasy 
themed
 card and board games for Ios, games like heroes of the multiverse or
 talisman, or creating your own along similar lines if copywrite is an 
issue.
 These would be mechanically similar to games like roadtrip, hearts or dice
 poker, just with more text involved, eg, a player would encounter a monster
 with a description of it's stats and be required to roll dice for combat, 
or
 a player would encounter a magical object card and decide whether to take 
it
 with them or not.

 While I do enjoy the games in the collection thus far, I am a little sorry
 none are games intended for longer or more complex play. There's nothing
 wrong with a game of hearts, blackjack etc or a quick arcade game, however
 unfortunately there has already been a lot of that sort of thing produced,
 indeed I do wonder if some people are taking the attitude "well there are
 several versions of hearts for pc, why should I pay to have one on my
 Iphone?"

 this isn't meant as an attack, as I said I enjoy the games for what they
 are, it just saddens me to see developers now producing exactly the same
 sorts of games we were seeing in the community 10 years ago, especially 
with
 the greater distribution and easier development inherent on Ios, indeed 
it's
 a little ironic that with one exception all of the more complex games we've
 seen recently for Pc or Ios have been games produced by sighted developers
 who have accidently created accessible games, or have included access
 requests in games that are %80 accessible such as adventure to fate, where
 as games produced with the express intention of writing games for blind
 people have intended to be simpler.

 This isn't to say "where's audio final fantasy", only that some change and
 advancement would be nice, especially if kidfriendly software are doing so
 well as a company.

 All the best,

 Dark.


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