lol. I I agree with you 100 percent. I am not a programmer of games but a 
programmer of music and that takes time.
----- Original Message ----- 
From: "Gary Whittington" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, January 10, 2006 3:27 PM
Subject: Re: audyssey: montezuma, pre-ordering, etc


> Well said.  For those who are working on their own and to do large
> programming projects does take a lot of passion in what they believe in.
> The fortitude that James show us by coming back to the list does show his
> passion in programming accessible games  With this said and that being 
> said
> about James, for me I knew it took courage and fortitude got and I will be
> supportive and critical at the same times to help James.  We  all learn 
> from
> each others and certainly James has been on our minds and prayers.  Now we
> are looking again what James  potentional promises to bring accessible 
> games
> to a new level.  We all have dragged our feets, in fear of "What if" or
> putting of that phone call.  James may even have this feeling about 
> lauching
> a new game and could be looking for an excues to delay the lauch.  And no
> one can blame for such hesitations.  For me I am not going to email any 
> more
> about this subject and pre ordering with any more kidding around or 
> serious
> matters.  I am going to hive James a break and give him a little elbow 
> room
> and breathing room.
> So, Mike is right lets not Judge the book by the cover and if its stage
> fright, lets all give a good guy have a chance to final to shine
>
> Lastly, again, we all have learned things and for those new developers
> accessible games can use this case and many other great info that comes
> across this list.  And hey, besides finding out new games and getting 
> help,
> but learning the ins outs of createing games and Marketing them is also a
> big part of this email list.  Thanks Mike for a well done and said email.
> Thanks for James for sticking in there and to the Mods for me to ramble on
> and kid around.  And big thanks to those who  make up the list to have a
> list to find out about games and to learn those ins and outs.  The Future 
> of
> accessible games is the games that are being played now.  For those games
> getting upgrades and new games coming out will have a impact on future
> games.  And we just can't wait for those games.  Like Lone Wolf 13, Ms. or
> even Packman 9  or Kitchen's Football 102.  Its the passion of the
> programmer and gamers for a certain games that gives them long lives.  So,
> here is my hope for James that his games will have a long live and a 
> bright
> future in createing accessible games.
>
> Crash
> ----- Original Message ----- 
> From: "michael_feir" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Tuesday, January 10, 2006 2:15 PM
> Subject: audyssey: montezuma, pre-ordering, etc
>
>
>> 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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