I agree with Michael on this one.  Randomness was appartntly not part of the 
original game which you are striving to capture.  Selections from the main 
menu of "random" or "classic" would satisfy just about everyone.
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, March 27, 2006 1:00 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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