Hi Dark,
Yeah, I know. Although as a developer I am often motivated or inspired
by someone else's work, and the desire is to put what inspires me into
my own projects. This is happening to me right now with the release of
Q9. Since Q9 came out a couple of days ago I realised something about
myself I hadn't thought much about before.
In 2006 I took over Montezuma's Revenge primarily because I wanted to
see that game be completed, and the fact like many others I had already
invested money into it while it was on pre-order status. As a result as
soon as I took the game over I wanted to make as close to an original
clone as possible, but my customers had other ideas. I became very
frustrated and down right sstressed out over the fact I was being
bombarded with suggestions to add save game features, random enemies,
random items, change this or that, to the point I was no longer creating
Montezuma's Revenge, but a completely differen game than the one I was
suppose to create. Although, fortunately the last betas were close enough.
At any rate after my copyright infringement issue I was going to make
Mysteries of the Ancients a similar type of side-scroller. However, once
again end user suggestions came in, and I basically updated, changed,
and modified the game to the point it was no longer what I had intended
to create. I've never been completely satisfied with the game for that
reason.
When Q9 came out I realised what it is about Mysteries of the Ancients I
don't like. I guess I want something more classic like Montezuma's
Revenge, Pitfall, etc and I've never been allowed to do that. End users
clearly wanted something more like the current game, and I felt by not
adding those changes the game would not be very marketable or I would
continue to get nagged over these feature requests.
Now, that I've seen the reactions of the gamers regarding Q9 I do think
that someday I could create a side-scroller like Montezuma's Revenge,
Pitfall, Double Dragon, Castlevania, whatever and make it marketable.
There aren't really any truly arcade based side-scrollers out there like
Pitfall besides Q9, and there is room for more games where that came from.
Smile.
dark wrote:
I deffinately understand that Tom.
My friend during his masters in I/t was actually required to program
several games as exercises, including pingpong and the 23 sticks game.
I completely understand when developers have to do this sort of thing
as practice, ---- that's whyy i try to be encouraging with feedback of
such things.
At the same time though, finding ways to make that type of game
interesting isn't hard.
Take Lighttech interactive for example. Their first two games were a
guess the number game, and the turn based horse racing game, ---- both
of which are symple, but were produced for them to get the idea of how
things worked.
Nevertheless, they tried to make the games appealing, as well as being
exercises, including interesting sounds, and some random obstacles in
the horse racing game, ---- pluss they later went back and modified it
to be more interesting.
There is also the possibility of programming games, ----- even symple
ones, which we currently don't have access to.
I can think of a number of card games with very symple rules which
would probably be no harder to program than black jack or poker, ----
31s (also called stop the buss), rummy or prediction whist, ---- which
would also be good games to play in themselves.
Then of course, there's producing arcade style games which do not
boyle down to glorified boppit, but at the same time aren't precisely
complex either.
Look at Liam's egg hunt games as an example (though I know he's sinse
modified those too).
all this being said, if someone programmed a blackjack game, stated it
was an exercise as asked people to test it, ---- that would be fine
with me.
My problem is specifically with those developers who try and make
money, ---- or palm off games which are essentially the same as what
we already have.
I admit, there fortunately aren't many of these.
Then again, ----- maybe it's just that i have a more wide ranging
perspective on accessible games in general given my involvement with
audiogames.net.
Beware the grue!
Dark.
---
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