I agree.
Your volinteers won't necessarily have the latest software or
hardware for the job.
I now at least have a good software package maybe but hardware wise
probably not so much.
I can't afford studio quality s stuff unless its on sale so I have
consumers tuff or internal stuff and some of that doesn't cut it.
At 12:45 a.m. 15/06/2015, you wrote:
Hi dark.
There's a couple of factors at play.
As has already has been said, game development can take some time
and keeping volunteers interested in the medium to long term is
quite difficult.
Also following through on commitments can be an issue. As an
example, when developing Park Boss I asked for volunteers to record
short bits of dialog, a number of people contacted me and I sent
scripts. That was the last I heard from about a third of the volunteers.
Another thing that is a factor is the different recording quality
that comes back. This didn't matter too much for Park Boss but in
other audio environments could be noticeable and make the game feel
disjointed
There are a number of things that make managing a team of volunteers
harder than employees. Things like wide spread locations, egos and
commitment that probably puts developers off. In the end the
developers like my self are very much code focussed and managing
people takes away from coding time. That's why I think a large
scale, volunteer developed game would need someone to act as a
project manager who is not the main coder.
Just some thoughts.
Nick.
> On 14 Jun 2015, at 12:31, dark <[email protected]> wrote:
>
> Hi Tom.
>
> I don't think it's a legal matter, or at least if it is most
developers are pretty quiet about it being such.
>
> I suspect it's a combination of developers not asking, people not
offering, and of course the problem that particularly with thiungs
like voice acting, your dependent upon equipment quality, although
that is less of a concern these days than it used to be.
>
> I will also admit I've noticed developers are sometimes unwill to
recognize their own short falls.
>
> Take paladin of the skies, the script really! could've done with
a bit of a polish, just to remove some of the more clunky phrasing,
make the characters appear less childish and all in all give a
better experience, however I don't think it occurred to Aaron that
having a professional, or at least volunteer script writer with
some degree of writing cudos was something they needed.
>
>
> All the best,
>
> Dark.
> There is always more to know, more to see, more to learn. The
world is vast and wondrous strange and there are more things
benieth the stars than even the archmaesters of the citadel can dream.
> ----- Original Message ----- From: "Thomas Ward" <[email protected]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Sunday, June 14, 2015 7:24 AM
> Subject: Re: [Audyssey] info AudioGames Game Engine
>
>
>> Hi Dark,
>>
>> You bring up a very good point, and to be honest I'm not quite sure
>> why the community hasn't been more active in supporting our developers
>> with sounds,music, scripts, whatever. It could be as simple as
>> developers haven't asked or developers have been closed to support
>> from outside help.
>>
>> One issue I need to bring up is while volunteer work is wonderful it
>> also can be a bit sticky from a legal point of view. Copyrights aren't
>> necessarily designed for content to freely be given away so there has
>> to be written contracts that turns a license or the sharing of a
>> license over to a developer else it can be legally entangling if the
>> owner of a specific sound, music, script, whatever later decides they
>> want exorcize their rights as the owner of said copyrighted material
>> and that puts the developer in a bit of a bind. So it is possible that
>> some developers and community designers are hesitant of collaborating
>> from some legal standpoint.
>>
>> That's only a guess of course, but there are reasons why things aren't
>> necessarily falling into place. It would be in our best interests to
>> find out those reasons and address them.
>>
>> Cheers!
>>
>>
>>> On 6/13/15, dark <[email protected]> wrote:
>>> Hi Tom.
>>>
>>> While I'm sure your right as far as different developers go, one thing I
>>> will say is that games are not just made by developers.
>>> There are script writers, voice actors, sound designers. Even in the indi
>>> graphical games community a coder doesn't do all ttheir own
graphics, music
>>>
>>> composition etc. One thing I always find a bit odd is the way
that so many
>>> people in the audiogames community play around with sounds for
fun, yet none
>>>
>>> of them put those tallents into sound design, or the way you
have talented
>>> writers and actors and yet such people do not seem to be getting in touch
>>> with developers to assist for one reason or another.
>>>
>>> Indeed, swamp is a good example sinse I do know that while all the coding
>>> and large parts of the basic design are Aprones, he has had
assistance from
>>>
>>> several people as far as creating sounds go.
>>>
>>> So, while I'm sure your right on collaboration with different
developers, I
>>>
>>> do think there would be milage in developers handing at least
some aspects
>>> of the production process over to other people.
>>>
>>> All the best,
>>>
>>> Dark.
>>> There is always more to know, more to see, more to learn. The
world is vast
>>>
>>> and wondrous strange and there are more things benieth the
stars than even
>>> the archmaesters of the citadel can dream.
>>
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>
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