Hi, Right. I can definitely see how Jeremy's smaller games could have a huge impact long term.
For example, Swamp---although fairly simple--already explores two mainstream concepts in accessible form. Through Swamp many gamers are finding out for the first time that using the mouse for input isn't a bad thing if done correctly. This in turn may increase gamers desire for more mouse controlled input. Something that has been around for ages in mainstream gaming, but little explored by VI developers. Then, there is the entire issue of online game play. This is another issue only lightly explored by VI game developers, and is done well in Swamp. All mainstream FPS games I've played for the last 15 years or so generally had some kind of online death match mode that allowed gamers to compete online against one another. Swamp nicely demonstrates this concept in an accessible form. We could say Audio Quake got there first, but it never seemed fully accessible the way Swamp is. I can clearly see this concept going way beyond Swamp if someone cares to look into this further. So I do agree what Jeremy is doing is very helpful in its own way. I'm just not sure other game developers have the skills or desire to follow Jeremy's lead in this. We'll just have to wait and see. On 11/17/11, Christopher Bartlett <themusicalbre...@gmail.com> wrote: > Good stuff to chew on here. I do think that Jeremy's style actually lends > itself to getting around the development lag time issues though, as he > creates continual excitement about his games by frequent updates, which > aren't always huge in and of themselves, but taken cumulatively change the > games quite a bit through their development cycle. My long post earlier was > simply to encourage him (or others for that matter) to take that idea and > run with it in a larger field. Yes, it still might take three years to come > up with the fully finished game, but we'd be playing something within a > month, and then something a bit more complex in another month. Along the > way, we'd have direct and demonstrably effective input on things that work > well and that don't. > > It's not possibly a viable method for a commercial game, since it relies on > mass penetration before a commercial product is ready, but I could envision > a kick-starter campaign or something like it to maintain interest and bring > in some fundage for continued development, purchase of new hardware or > software. I would certainly contribute to Jeremy's server fund as and when > he outgrows his current configuration. > > There's a new model of development in this market here, and I'd like to see > others take it and run with it, as well as encouraging Jeremy in his > continued efforts. > > And dude, low-cost braille!? If he can make that work, he'll get some fine > Scotch whiskey from me at a bare minimum. > > Chris Bartlett > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://firstname.lastname@example.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.