By crossing that line, you'll completely change the game from what it was 
meant to be. That's the trouble. When you make something original, you have 
no such restrictions. However, when you're doing a remake of a classic game, 
people like me who know something of the original game want to play that 
game. By making large sweeping changes, you dilute the experience. I 
probably would find an option to have random factors a lot of fun, but I 
still want that classic experience overall. I'd still like Monty to be the 
genuine article that I can compare directly to what sighted people played. 
That's a big part of the reason why I attached so much importance to James 
completing the project. We'll have a game which is intuitively simple to 
grasp that sighted people can compare to a game from their world. It'll go a 
long way to showing prospective developers that making things accessible is 
possible without changing them drastically from their original selves.

I think that the full game will have replay value enough given that enenies 
can behave differently depending on the player's position. I asked James 
about incorporating random elements since it initially seemed obvious to me 
that this would increase replay value. I didn't appreciate how much it would 
alter the overall game until he explained it to me.
Michael Feir
Creator and former Editor of Audyssey Magazine
1996-2004
E-mail: [EMAIL PROTECTED]

----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, March 27, 2006 3:00 PM
Subject: Re: you're not sure why?? - Re: audyssey: Monty new audio 
environment.


> Hi Michael,
> Agreed, but I feel as though I have got myself between a rock and a hard
> place. There is several people saying the game is to boring as is with
> items always in the same location. They want random monsters etc.
> Then, we have the other half says don't change anything. Please, don't
> change that.
> I'm feeling a bit frustrated as which way to go. My deal with James was
> I could have the sales income from all future sales, and since there is
> a large number of people already on pre-order status I have to make the
> game sellable to the users that did not pre-order in order to make
> something off of it.
> I guess the question is does it really matter if there is always a skull
> in the basement room with the red key. What about going down and finding
> a snake or a spider, or no monster.
> Then, when you get the red door open it out comes a skull or two. It is
> different enough to capture the attention of some of those who want
> random variables.
>
>
>
>
> michael feir wrote:
>> That's a very dangerous thing to fiddle with. It would certainly add
>> to the
>> replay value if monsters and some items like swords or potions could be
>> placed randomly. However, that goes against what the game is actually
>> supposed to be about. Monty was supposed to be about memorisation as
>> much as
>> it was about action and adventure. You had to remember where things
>> were and
>> having things appear randomly throws off that balance. Perhaps, a
>> compromise
>> would be to have the game available as a static ten levels like the
>> original
>> game and then having a "random" setting which allows for randomness.
>> Michael Feir
>> Creator and former Editor of Audyssey Magazine
>> 1996-2004
>> E-mail: [EMAIL PROTECTED]
>
>
>
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