Hello, everyone. I would have jumpped in earlier were it not for the 
bouncing problem I've been having. Something called sorbs seems to 
have gotten it into its electronic head that yahoogroups messages are 
spam. Anyhow, enough of my current E-mail sorrows.

What we have here are two wrongs not making a right. We have a game 
that has been unfortunately delayed for an extended period of time 
due to unique personal circumstances that its developer had to 
contend with. I've been right with all of you in terms of being 
frustrated and disappointed with the delays. I've dreamed of playing 
this particular game in accessible format since I was a kid. 
Experiencing the realisation of such a long-held wish will be a truly 
remarkable experience. I'll also have the distinct pleasure of 
showing my father how I can play Monty after having him play a remake 
of the original game for sighted people. It'll be the first time he 
can truly step into my gaming world and fully grasp what's happening. 
I hope this leaves people no doubts as to how much I've wanted the 
game to come out since I first learned of it last year.

However, despite this impatience, I've done my best to be supportive 
of James and protect the community from its unfortunately short-
sighted self. It makes perfect sense for James to have offered those 
customers who have demonstrated their faith in him the reward of a 
lower price. This happens all the time in the sighted game market and 
there have been cases of even longer delays. This is despite the fact 
that there's only one James North and hundreds of employees working 
on some of these mainstream games. This argument that a business is a 
business just doesn't hold up. When you're dealing with single 
individuals working on projects, you have to understand that personal 
life can and will get in the way. Failure to do this will result in 
game developers being burned out and turned away from serving our 
community.

I don't think James is perfect. However, he has done his best for us 
given his circumstances and the emotional draning onslot of 
acusations this community has subjected him to. Perhaps, people would 
like it better if developers never told us anything until the games 
were fully made and ready. There would then certainly not be a 
situation like what we've experienced in Monty's case. However, stop 
and think a moment. There would be no news at all for months and 
months at a time. Developers wouldn't give out any information at all 
for fear of paying through the nose for it later. People wouldn't 
have any opportunity at all to offer feedback or ideas which could 
make games better than they otherwise would have been. Is that the 
kind of atmosphere you people want? If so, I'm glad I got out of 
editing Audyssey because that job would be absolutely impossible 
given those conditions. There just wouldn't be enough to talk about 
every three or even six months to warrant publishing an issue. 
Getting people to submit material was like pulling teeth even with 
things like they are now.

Those of us who have stuck it out with James will ultimately get a 
far superior game to what they would have gotten before. I only know 
about some of the improvements he's introduced and can't wait to 
experience them all first hand. We'll get our money and time's worth. 
This is especially clear to me after reading the manual. If anybody 
still has doubts that we'll ultimately get the game, I don't know 
what planet they're on. You don't create a manual as detailed as that 
or a trailer for a game which doesn't exist. We just have to be 
patient and let James do things right. He knows the score.

There are two oposites when it comes to community relations and game 
developers. There are people like James who let the community know 
what's coming up and aren't averse to sharing some information. It's 
thanks to these brave souls that I was able to build Audyssey into 
the magazine and community it became. The advantage is the 
suggestions and positive feedback you get while you're working on 
projects as well as the trust in your work that people will have when 
you're ready to sell. The down side is what happens when things don't 
go as planned as we saw in James's case. A whole barrage of things 
held Monty up for a lot longer than James wanted and people were 
repetedly disappointed with missed release dates. The obvious lesson 
here is not to offer release dates at all. I don't think there's any 
arguing with that given what's happened.

On the other hand, you have developers like Bavisoft who just 
suddenly appear with new game in hand. Grizzly Gulch just suddenly 
appeared one day out of the blue. I'm more than convinced that had 
there been more community consultation, it would have been a far 
better game. I also suspect that they wouldn't have been as badly 
clobbered by pirates as they ultimately were. Communities like ours 
thrive on information that only game developers can provide. How long 
would people hang around if we never heard about any new games until 
they were released? Things would get incredibly boring as people lost 
interest in older games.

Fortunately, there's a middle ground available. Actually, there are 
probably several middle grounds. Bavisoft and other developers have 
their own separate lists which let them communicate with a more 
select group of interested people. They also have access to their own 
web sites and could choose to proffer new information only there. 
There's also the question of what information to release. I've chosen 
to update people on my progress or lack of it every three months in 
Audyssey Magazine. That way, people can have an idea what I'm going 
through while it's happening. If somebody asks "Why did it take so 
long to make Fearless Flin?" I can point them to my developer 
diaries. I'll never give any sort of dates at all and I'll always be 
certain to make it clear that plans could change on me. This is a 
hobby for me until I actually have something ready to sell assuming 
I'm ultimately able to create my game. Working at home is quite 
different from working at a company even with just Rebecca and I. It 
must be tougher by far when you have kids to raise as many developers 
do. Things just have a way of coming between you and progress. We as 
a community consuming people's creative energies and efforts have to 
allow for that. If we don't, we'll see our brightest stars take their 
passions elsewhere.





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