I'd hate to imagine how long a game like Metroid Prime took to develop from 
start to finish even with an entire team of devs working on it.
Time is an illusion, lunchtime doubly so.
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, July 31, 2008 7:51 AM
Subject: Re: [Audyssey] my oppinion to the game marked


> Hi Bryayn,
> Exactly. Even a tool like AGM wasn't as simple and straight forward as
> many people thought it would be. In the days and weeks before its
> release everyone got dreams of making their own games, and thought they
> could slap something together in a couple of hours or so. When they
> discovered  it was a little more involved then they thought it would be
> the majority of AGM want to be  developers put their tails between their
> legs and ran. if AGM hadn't been so complex, buggy, and lacked some
> basic features it might have been alright, but it wasn't.
> I use AGM here as an example, because it is relatively  pretty simple in
> comparison to writing an entire game from scratch. Writing quality games
> takes knowledge in a programming language, various techniques, and lots
> and lots of time. Not everyone wants to spend six months, a year, or two
> years on one project. A game like Doom III took an entire team of
> developers three entire years to complete. Thinkabout that before you
> think making high quality games is simple and easy.
>
> Bryan Peterson wrote:
>> We already knew Raceway more than likely wasn't going to be out this 
>> year.
>> You've told us nothing new in that regard. In fact much of your message
>> simply stated and restated the obvious. It's no secret that we've lost 
>> many
>> developers over the years, and I can assure you it's not only because of 
>> the
>> amount of Emails they received. As Thomas pointed out in another message,
>> folks came in to write games and discovered it to be harder than they
>> expected. It's not our fault if they decided it wasn't worth it. I'm sure
>> that if more blind people were to get interested in the audio gaming 
>> market
>> we might possibly be able to create something almost as productive as the
>> mainstream gaming community. I know for a fact that the combined 
>> comunities
>> of AudioGames.net and the various mailing lists isn't the entire blind
>> gaming population. Of course part of the problem could be that many
>> developers seem stuck on making card games or simple sports or racing 
>> games,
>> when what many peopl are wanting is a more involving title. So it's no
>> surprise that blind folks ight be losing interest. That's why I'll always
>> respect Thomas for trying something new. I can assure you that had I the
>> mathematical skill necessary I myself would be attempting to design 
>> games,
>> but as I've said before math was never a strong point of mine, so
>> unfortunately I'll have to leave it to folks more skilled than I am.
>> Time is an illusion, lunchtime doubly so.
>
>
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