Torchlight would like a word with you, vis-a-vis complex games
released for cheap.

On 4/13/16, Jeremy Brown <tyr...@gmail.com> wrote:
> In response to Marty's post, I know that this is exactly the sort of
> situation we have with Valiant Galaxy Associates.  Our company
> consists of two people.  We began with a large project that took 3
> years to get to commercial release and which is due to have an update
> relatively soon in our schedule.  Our next two games were much simpler
> and rolled out quickly, but only because we could reuse and centralize
> a lot of the code.  We're still in the process of making a centralized
> platform so we can roll out more of the smaller games as well as work
> on more ambitious games.
>
> Our hope is to eventually have more games in play, let the smaller
> ones carry the load while we develop long term bigger games.
>
> I disagree with you about the RPG as being simple to convert Dark:
>
> You can convert the mechanics relatively easily, but then you have to
> have the mechanics integrate with a group of player actions and
> possible results.  Essentially you write an Choose Your Own Adventure
> novel on top of the mechanics, get it all to integrate, and then have
> to still work out why it's not working over 60,000-250,000 words of
> text and god only knows how much mechanical issues.  This doesn't take
> into account sound scape or voice acting.
>
> It's not undoable, and I think we should see more of those types of
> games myself, but the question is how much complexity can you build
> from a small production standpoint and still stay sane, productive,
> and on top of customer service.  It's not like you release a game and
> it's a never go back to proposition.  Further, if you want to keep the
> costs reasonable, you have to make choices.  You can't release a
> professionally produced sound scape, voice acting, music background,
> story, proofreading, and fully tested and stable code and charge only
> 10 dollars for it.  A lot of the sorts of games that people cite when
> they mention this genre are games that originally retaled for well
> over $35 or 40 U.S. or, have monthly subscription charges that come to
> the same thing.  While Marty's assessment that most blind people don't
> like RPG's might be skewed, he is right that most blind people will
> not pay for the kind of quality that most would like to demand.  Not
> in my experience in any case.  That said, I know all the developers on
> list attempt to put out as professional and interesting a game as they
> can.  Remember too, that by moving his company to an IOS focus, Marty
> is not breaking new ground in terms of style of game perhaps, but by
> moving into the mobile app market he has broken ground for blind
> people and audio games in terms of providing well received simple
> games that are inexpensive.  That is a huge step from the any audio
> game is either cheap and developed as a labor of love by one
> programmer or $40 and developed to be profitable, or at least,
> hopefully profitable.
>
> As usual, my two cents.  I'll expect change from that please :)
>
> Take care,
>
> Jeremy
>
>
>
>
> --
> In the fight between you and the world--back the world! Frank Zapa
>
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