Well, as much as I hate to say it, even if developers didn't give dates,
eventually, if it was longer than some people felt it should be, there would
be the same complaints.

-----Original Message-----
From: [email protected] [mailto:[EMAIL PROTECTED] On
Behalf Of jack scrimshaw
Sent: Wednesday, January 11, 2006 4:11 AM
To: [email protected]
Subject: Re: audyssey: montezuma, pre-ordering, etc

Hi mike when u put it like that i see where your comeing from. Sadly your
right the accessible games industry is not capcom or nampko or the other
sighty divelopers. I won't say it never will be because let's face it
windows games aren't that old the launch of grizzly gulch six short years a
go for example. Hard though it is frustrating though it damn well can be at
times we have to be patient with these guys. However what we'd also like in
return is news yes just no dates. No dates until the product is out of the
oven and ready to play. Cheers jack. 
you ai'nt heard nothing til ya heard it from the mad man
www.livejournal.com/users/afro_thunder nothing but pure truth. 
  ----- Original Message ----- 
  From: michael_feir 
  To: [email protected] 
  Sent: Tuesday, January 10, 2006 9:15 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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