Hi John,
This is some intresting research,and I'd like to put in my own thoughts 
here.

> Our company's research shows that:
>
> 1. It takes about 40 professionals 18 - 24 months and 6 - 10 million 
> dollars to produce a class A computer game.
>   

Well, the only thing the audio game companies have produced to date that 
would be anything near class A would be Shades of Doom, Tank commander, 
Sarah and the Castle of Witchcraft and Wizardry and Rail Racer which are 
truly amung the best games out there for the blind. They also had long 
development cycles to be braught to market.
One of the things keeping those games from true class A quality is 
having some cut scenes, character voices, and graphics which would jack 
the price up for such games.
However, having played the class A games out there for the sighted 
market I can see the quality difference, and we as blind developers have 
a ways to go.
 
> 2. Class A games (think Doom, etc.) set user demands for quality.
>   

Even in the blind market that is true. I often hear people like Josh 
going on and on about rip the sounds from this or that game, and make a 
blind clone of game x. Problem is not only is that illegal some of those 
games are not practical to program by one developer.
Some of our younger members of this list go out and play around with 
Mortal Combat, Tomb Raider, etc  with their friends, return to the blind 
gaming world, and wonder why there are no truly class A games like that 
here in our comunity. So it is those types who is driving professional 
developers like myself to jack up the quality of our games to a higher 
level of quality.

> 3. If you distribute a game through stores, less than 10% of the price goes 
> to the developer.
>   

Welcome to the evils of capitalism. (Grin)
In the case of blind companies where blind companies are smaller that 
percentage would be higher, but stores would never sell our games anyway 
because they are to a limited and specialised market.
The closest we have to a store is Indipendant Living Aids, Anne Morris, 
Maxi Aids,etc which sell blind related products to disabled users all 
over the USA and probably the world.

> 4. If you distribute a game through the Web, only 1% of people who play a 
> free demo actually buy a game.
>   

I'm not surprised. Demos are a nice way to show off a product, but I'm 
discovering if you give a user just one level or two levels to play they 
will play them over and over until they either get tired of the game, or 
they actually break down and buy it.
However, in the case of blind companies the web is the cheapist way to 
market our products, and do to the lack of games to choose from 
interested parties do eventually buy the games or will out right crack them.

> 5. The vast majority of games lose money.

Oh, yeah. That happens here in the blind market as well. If we spend 
allot of money to boost the quality of a game some buyers will buy the 
game, maybe the dev will break even, and sometimes we get more, and 
sometimes  less.
Allot of our losses results from software piracy which is sadly a dark 
reality amung the blind comunity. Allot more blind people have no quoms 
about thinking, "I don't have the cash for this or that so I will just 
crack it or find a crack for it.," than we really want to admit.
When David Greenwood increased security in Shades of Doom 1.2 he saw 
users that were sending in product keys claming them to be the users own 
only to discover that they were using someone elses 1.0 key. I don't 
clearly remember the figures,but I believe GMA gained 40 new sales, 
because the crackers who were cracking 1.0 couldn't easily do it for 1.2.
As I said I don' clearly remember what David said about this, but the 
fact was he believed there was several blind users cracking Shades of 
Doom, and as it turned out there were allot of crackers out there. 
Upgrading the security did at least allow him to regain some of those 
lost sales.


> On the other hand, if you are coding for people who are blind,
>
> 1. There are 250 - 300 blind accessible games available on the Web.

Sadly, most of those games being counted are free experimental games 
which are valuable in that they help instruct developers about 
accessibility in games, but they aren't very high quality.
Some of the blind accessible games are muds and web based RPG forums 
which are for everyone not just blind.
When we come down to it the commercial games that are of reasonable high 
quality like Sarah, Packman Talks, Tank Commander, Shades of Doom, are 
few and far between.

> 2. Almost all of those are totally free.
>   

Yes, allot of them are free. However, as mentioned previously of them 
fall in the free experimental or my first game quality which usually 
leaves us with the taiste of a really cheap game, and very little feel 
of playing something near class A.
For example, BSC has a freegame called Sonic Match. It is ok to play, 
but it isn't exactly anyones favorite game. Compare it to BSC commercial 
titles like Troopenum, Pipe Blast Chamber, and Hunter and there is no 
comparison. The commercial games are great and the free games are just 
cheap little goof around games with no real fun in them for me.



> 3. Comments on the forums indicate that even the free games have trouble 
> getting people to play them.
>   

Sometimes that is the case when the free game is nothing more than a 
guess the numbers game, another space invader clone, or something so 
simple that it has little replay value. The "my first game" type of game 
is a large step forward for a developer, but not a great thing to 
publish publically for the simple fact the comunity is driving for 
something more up skale.


> 4. And, 70 - 80 percent of people who are blind in the US are either 
> unemployed or underemployed, so there's not a lot of cash there.
>
>   
I believe it is currently 82% by my last look into it, but the fact 
still remains we are talking about folks on low income. Even those blind 
few that don't show up on the 82% unemployment aren't exactly rolling in 
cash either.
I know a middle aged woman who is blind and is employed but works at 
McDonald's. Another friend I went to college with works as a marketing 
sales rep making around $9.00 an hour. One friend I attended college 
with is in network admin, but he is employed and unemployed in cycles 
and is called in as needed by companies. Point is there are blind 
usersout there that show up as employed, but they are not getting paid 
all that well even when they are working. It is basically like the 
working poor.


> Oh, and as Jim, Thomas, et al can attest, coding is hard work.
>
> If our company wasn't
>
> A. selling games to the general market, where we can get some revenue, and
> B. run by crazies who like building games and are satisfied with making a 
> small profit and not trying to get rich
>
> we'd never even attempt to create accessible games.
>
> It's guys like Ryan who ultimately overcome all of the above and make this 
> a better world, or at least a more entertaining one.
>
> So keep dreaming big, Ryan!
> It sets you above the cube slaves.
>   


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to [EMAIL PROTECTED]
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[EMAIL PROTECTED]
If you have any questions or concerns regarding the management of the list,
please send E-mail to [EMAIL PROTECTED]

Reply via email to