Re: New gamer here.

Yeah, coding the game is one thing. An entirely different one is sound design - composing the soundtrack, finding all the sound effets, casting the actors, recording all the voiceovers, etc etc etc. Believe me, if you were to create something as complex as FF, you would be coding it for several years being a single man, and then you would have to spend thousands of dollars on outsourcing all these sound designing tasks to others. If you were to do all of that yourself, add several more years and most likely put up with the fact that your sound editing and/or recording skills and possibilities just aren't the same as those of a recording studio or a royalty free sound library. You see this with current audiogames a lot, most of the voiceovers aren't done by professionals and you get a lot of pops or background noise on the microphones used when recording, or, in the best cases, significant audible volume and/or mike quality differences between the various sounds and/or vo ices. Sadly, that's just the way it is, and it's not to diminish anyone's hard work, effort and time spend and well deserved success and recognition among audiogamers. But it's just like that. Unfortunately, creating a truly mainstream like, innovative and ground breaking audiogame, both in terms of audio quality as well as gameplay mechanics, storyline and actual content, is going to be either many times more expensive or many times more difficult and demanding on your own personal resources (time, effort and motivation) than say running a band or doing most other available professions and activities.

It's not to discourage you personally or anything like that. I meant this just to explain the current situation in the audiogaming community, and possibly the reasons why we aren't getting more of the better and advanced stuff more often, or closer to mainstream.

Lukas

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