I didn't say they didn't like it; I just said that from the email I've 
received, I get far fewer requests for RPGs than other games (about 1 in 30 is 
a RPG request).  Sports games abound, but when I push back and ask how the game 
would be played, I usually don't get a response.  A classic suggestion is a 
basketball shooting game; I think it sounds pretty boring, after playing it for 
 a few minutes.
 
Building out an RPG would take months, and I can't see how to do any return on 
that investment.  Assume that the game would sell for $20, of which apple keeps 
$7.  Assume a programmer earns $40/hour.  A game that takes a month to build 
(and I think an RPG would take far more than that) would need to generate 6,400 
after apple's cut, or about $9100.  At $20 per game, 500 people would have to 
purchase it just to break even.  Given that 80% of the people never purchase, I 
would need 2,500 downloads to break even.  
 
I am working with the programmer who built park boss, and I will probably port 
that over to the iPhone.  I've built a framework to mix my infrastructure with 
C++ code, so it might not be overly complex.  Since park boss is in the 
direction of an RPG, or at least closer to a SIMS environment, I can see how 
that game goes to try to project how any RPG would go.  Do you think this 
market could handle an RPG game for $40 to $50?
 
 
 
--------- Original Message --------- Subject: Re: [Audyssey] Why I build the 
games as I do
From: "dark" <[email protected]>
Date: 4/13/16 7:34 am
To: "Gamers Discussion list" <[email protected]>

@Marty, Blind people don't like rpgs? not true.
 
 Go and check audiogames.net and observe the amount of people who reply to 
 rpg related topics, or indeed post a topic and ask. I suspect the 
 information you got from that statement was from a local focus group, ie, 
 society or association for the blind. Unfortunately, such places tend to 
 have a generally older population who are primarily interested in 
 traditional type games, however for younger gamers (and indeed those more 
 likely to own Ios devices), something a little more modern and complex would 
 appeal more, indeed part of the problem with audiogames development is that 
 there is a large amount of traditional games available and not so much that 
 is none traditional, ie, I can think of about 8 versions of blackjack over 
 the years, but not one single version of a modern fantasy board game like 
 Talisman, much less a ccg, collectable card game.
 
 
 I'll also add that rpgs don't need to be as complex as the games produced by 
 companies like namco and squaresoft. dungeons and dragons do very well with 
 basic mechanics, indeed most of what an rpg does mechanically can be 
 represented by dice rolls and risk assessments, the one difference is that 
 you have story and atmosphere added to that, as well as player progression 
 over time.
 
 You might begin therefore by adapting some of the multiplayer fantasy themed 
 card and board games for Ios, games like heroes of the multiverse or 
 talisman, or creating your own along similar lines if copywrite is an issue. 
 These would be mechanically similar to games like roadtrip, hearts or dice 
 poker, just with more text involved, eg, a player would encounter a monster 
 with a description of it's stats and be required to roll dice for combat, or 
 a player would encounter a magical object card and decide whether to take it 
 with them or not.
 
 While I do enjoy the games in the collection thus far, I am a little sorry 
 none are games intended for longer or more complex play. There's nothing 
 wrong with a game of hearts, blackjack etc or a quick arcade game, however 
 unfortunately there has already been a lot of that sort of thing produced, 
 indeed I do wonder if some people are taking the attitude "well there are 
 several versions of hearts for pc, why should I pay to have one on my 
 Iphone?"
 
 this isn't meant as an attack, as I said I enjoy the games for what they 
 are, it just saddens me to see developers now producing exactly the same 
 sorts of games we were seeing in the community 10 years ago, especially with 
 the greater distribution and easier development inherent on Ios, indeed it's 
 a little ironic that with one exception all of the more complex games we've 
 seen recently for Pc or Ios have been games produced by sighted developers 
 who have accidently created accessible games, or have included access 
 requests in games that are %80 accessible such as adventure to fate, where 
 as games produced with the express intention of writing games for blind 
 people have intended to be simpler.
 
 This isn't to say "where's audio final fantasy", only that some change and 
 advancement would be nice, especially if kidfriendly software are doing so 
 well as a company.
 
 All the best,
 
 Dark. 
 
 
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