Also, the audiogame genre is growing outside the VI community. Many
app developers are starting to consider the value of making audiogames
or in making games that have extensive audio interfaces, a sort of
audiogame videogame hybrid, where both are equally important, hence my
push to try to make ourselves more available to the mainstream world.

As for piracy, I can't really expect that it is truly as high as
people say it is.  mean, unless you got a survey out there that paid
good money for honest answers and got every audiogamer to take that
survey, saying that the piracy rate is that high, or anything like it,
sounds to me like an epic exaggeration.

However, I will provide this info to keep piracy a little less likely.

All of you guys are indie developers. Very very soon, though this
isn't an official announcement, I will be also.

Some of the developers offer their games for free. Pirating a free
game is basically impossible.

Others offer their games for typical indie developer prices, ten to
thirty dollars. Then, others offer their games for studio prices,
anything above that.
I am not an economist, but I've studied enough economics to predict
the developer answer, we want to get paid for our work, and we want to
make enough to justify that work. The problem is this. People in our
community, for one reason or another, are used to getting for free
stuff. I mean, look at accessibility tech, how expensive it is, then
look at the number of scholarships, organizations, circumstances, etc.
whereby people get that awesome tech for free or for a lot less.
It's an entitlement thing.
I'm not here to say whether a game is worth the price being asked for
it. As far as I can judge, a game is worth the price, if people pay
that price, but then oru ability to judge worth of money is severely
compromised through the limited income many of us are on, combined
with the ridiculous price of access tech and accessible ... anything,
combined with the number of us who, because we have nothing better to
do, play pirated games.
I suggest some market research be done, possibly as an on-topic,
on-task forum or section on Audiogames.net, which would build a
comprehensive list of features and how much people would pay to see
them added. Developers could go see how much they can expect to make
based on a limited predictive model, and players can get an idea of
how much goes into making something work.
for example, networking code is a literal evil, because it's so
complicated. Yet, one of the first things people ask for is online
play.

This message has been a huge conglomeration of toopics, as is
unfortunately common with me.
In short, audiogames doesn't mean blind games, so the audiogaming
community is larger than we can expect.
Also, I doubt piracy is as high as all that, though it's probably
higher than anyone who doesn't pirate would like.
Finally, piracy is high because developers don't have market data, and
because the blind gaming community, on average, has a very odd worth
scale.
Finally, if devs had market data, given honestly, then it would
benefit everyone.

Signed:
Dakotah Rickard

On 5/2/13, Jim Kitchen <j...@kitchensinc.net> wrote:
> Hi Willem,
>
> The babble report that I do each month does list all those who have posted
> to the list in the past month.  And then of course on January first I do the
> babble report for the entire last year.  Not sure how else you would report
> on how many people that subscribe to the list participate.
>
> BFN
>
> ----- Original Message -----
> This does not take into account people like me who do not regularly
> post to this list.
>
> On 5/1/13, Phil Vlasak <phi...@bex.net> wrote:
>> Hi Folks,
>> It's easy to find out how many participate in the Audyssey list,
>> Jim Kitchen lets us know the beginning of each month:
>> 126 people posted 2241 messages
>>
>
>      Jim
>
> Check my web site for my 35 free games.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
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