I have to agree with Phil on this one. People have simply waited too long
already for Monty and Raceway in particular. It can be a very tempting thing
when you see alternative approaches once you've gone a ways down a road as
you've done. However, sometimes, it's just better to press on and get the
task done. If people have to wait too long for Monty and Raceway, you might
very well find yourself in the same situation James North was in. You'll
have made the changes and be approaching completion of an absolute
masterpiece but people's patience will just fizzle out on you. It was
painful enough seeing that happen to James. I wouldn't wish what he went
through on my worst enemy. Unless people have walked the walk of a game
developer and gotten a visceral grasp on just how much effort it takes to
produce a game, their patience is limited. Being somebody who has tried to
do this as well as started many other projects, I can truly sympathise with
you in your quest to get things absolutely right the first time. Since you
took over those two games, you've tried to modify Monty beyond the point
where it could still fairly be called that, started work on a free Asteroids
game, done who knows how much work on a screenreader, released Final
Conflict after losing who knows how much work on a better version, and God
know's what else? I can only presume you've found a smidgeon of time for
eating, sleeping, breathing, friends and family somewhere along the way. You
have to draw the line somewhere and finish what you've started. Otherwise,
you'll lose trust in the community and look back on a life of unfinished and
therefore unappreciated projects.

I can sympathise well with Tom because my own creative road has been a long
and tortured one over the past while. I thought I'd be well into actually
programming Fearless Flin by now. However, I can't work up the motivation to
take the plunge. Dave's engine handles a lot of the physics and such but
it's still pretty complicated to explain your game design to. As a result of
this as well as a nasty and prolonged creative slump, I started work on a
computer guide for novice blind users. I have an ever-present need to feel
that I'm doing something to earn my keep and to actually have a meaningful
impact on people. Last Summer, I was able to help quite a few of them up at
Lake Joseph and received quite a strong mandate from staff and guests there
to work on a guide to truly using a computer for personal life. There are
entirely too many people out there with expensive machines which due to
their ignorance are nothing more than glorified typewriters and book-readers
for no good reason at all. If I can write something which can then be freely
distributed to new users that explains what rewards are out there and takes
them to the point where they can go online, I'll have lessened the colossal
waste of good equipment. I'll have a large section on accessible computer
games which I hope will stimulate some growth in the blind gaming community
and games market. I hope to have this guide finished by this Summer before I
go up to Lake Joseph for a week's vacation. There's another project I've
been working on with a developer but I'm not ready to divulge any details on
that. I've seen what happens when expectations are raised too early. After
my vacation, I intend to make one more final attempt to start making real
progress on Fearless Flin. Perhaps, things will have changed in my thinking
by then. If I still find it impossible to truly motivate myself to work on
it, then I'll turn away from full game creation and find other ways of
contributing. I have plenty of game ideas for developers who would want to
program them. Also, I have a sound effects library and editor which I still
hope to become more proficient at using. I've always been willing to
betatest for developers and feel that I have a good grasp on what makes a
fun game. Also, as always, I'll be an ambassador for accessible games any
chance I get.

Michael Feir
Creator and former Editor of Audyssey Magazine
1996-2004
E-mail: [EMAIL PROTECTED]

----- Original Message ----- 
From: "Phil Vlasak" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, January 19, 2007 6:58 AM
Subject: Re: [Audyssey] Future USA Games product designs.


> Hi Tom,
> If people had not pre-ordered the Monty and Raceway games I would suggest
> switching to the more powerful language, but I think since this would 
> delay
> release that you should stay with the dot net language for a while.
> Once the games are selling, that would be the time to brush up your C and
> convert the games to it.
> I would love force feedback in Raceway but I would rather be playing 
> without
> it than waiting a long time just to get it.
> smiles,
> Phil


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