While I wish it wasn't true, I haven't been around long enough to see the same patterns as you have. It does make sense though, that if most of the developers are new to making games they would settle with the simpler space invader approach, regardless of what other ideas were floating around. This is very unfortunate.
I may adjust my strategy a bit. > Hi Aprone. > > I fully agree on the matter of braille displays etc, > pricing is insane, just add the word accessibility and you > can pretty much stick on another zero, heck I've seen a hand > held device which does just what your colour recognition > program does which would set you back 150 pounds (about 270 > dollars I think). So I fully agree with the developement > your doing there. > > With games though, I'm afraid I'm not sure whether your > methodology here sutes the circumstances. > > For a start, there are actually very few professional > standard programmers making audio games, in fact you could > probably count them without taking off your socks. Subtract > those like Justin from bsc and Liam urven who's life > circumstances aren't conducive to making games, and your > left with a very small group of people indeed. > > This bunch are rather independent all have their own ideas > and styles, all have knolidge of what they want to make, and > won't do something simply because there is a community idea > out there. > > to illustrate, look at stratogy games. > > Vip gameszone came up with galaxy ranger, which is sort of > an action stratogy hybrid in I believe 2003, yet we didn't > see another even vaguely stratogy audio game (not counting > battleships), until 2007 with sound rts. Sound rts was > amazingly well recieved and enjoyed by many people and you > would've expected a huge wave of that style of game, yet > (not counting castaways), the only thing to follow was time > of conflict from Gma, which I'm pretty sure was in > developement when sound rts was released anyway. > > This isn't to say there aren't trends in audio games, only > that they have far less impact, sinse the more complex the > game type and genre, the more difficult producing games with > that concept and idea is, and the fewer people will attempt > it, ---- if indeed anyone will at all! > > Look at entombed. possibly the most successful audio game > of all time, and produced in less than two years. Yet have > we seen any similar rpgs? ---- heck no! > > While I agree we have had many arcade games, I don't think > this is entirely the fault of fashion. > > As Philip's example games show, left right sterrio > targiting is sort of the default baseline in audio games, > one reason why there are so many example and practice games > like that now, especially from those who are working with > bgt for the first time, which is indeed why it's only been > now that we've had to introduce the database submission > guidelines for audiogames.net to say what counts as a game > and what counts as a programming practice. > > I think therefore that the reason there are so many arcade > games is as much a consequence of programming skill, than > deliberate choice, indeed there has been a major desire for > more complex audio games right from when i first started > playing them myself in 2006. > > Thus, I'm afraid your approach of introducing concept demos > and then hoping people will pick up the idea and run with it > just doesn't seem as logical to me given the circumstances, > and given that so many people (including me), really! want > more complex and interesting audio games to play, in one > sense it actually feels a litle dissatisfying. > > Personally, I'd say there are two ways you could change the > situation. One of them, is as Jason Alan did with entombed, > write a complex game yourself and thus contribute something > to posterity with audio games, which might not change the > face of what people develope, but is certainly one! example > out there of a complex game. > The second, is to acknolidge that your writing a concept > demo in an example game, and thus create some sort of open > source affair (possibly in bgt), to hopefully give some of > the programmers who are making arcade games a bit of a leg > up into something more complex, and thus show how it could > be done. > > Suppose for instance you created a cut down version of > castaways with three people, a random map and five > jobs, hunter, gatherer, tool maker lumberjack, cook. > > the hunter needs tools, the gatherer does not but only > gathers a small amount of food, and the tool maker needs > wood to make the tools. > > You could use this setup to show most of the castaways > mechanics of ai that seaks resources and brings them back, > changing conditions over time, tracking activities etc, and > thus put someone in a far better position to create a > stratogy game once they've seen the code. > > No, it might not be fun to play, but such is not the point > of an example game. > > In fact, sinse all the bgt example games thus far are > either basic puzles or space invaders types, this might > actually be a good thing all round. > > Beware the grue! > > Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. 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