Thomas that's exactly the point I was trying to get across.  This topic ties in 
very well with your Proposal for Game Developers topic, because in the end I 
firmly believe that the lack of ideas within the community is the reason audio 
games are behind mainstream ones.  I'm hoping that with a bit more insight into 
mainstream games, audio games will get one step closer.

> Hi Jeremy,
> 
> I completely agree with you on all points. The language
> being used has absolutely nothing to do with how good or bad
> a game is and what features it has. There may be some
> technical limitations, but it has more to do with the
> developer not the tools.
> 
> For instance, Time of Conflict, written by GMA Games, is
> probably the most safisticated audio strategy game ever
> developed. We could sit here and point out its short comings
> like its written in Visual Basic 6, it uses DirectX 8, and
> so on but none of that has any effect on weather or not Time
> of Conflict is a great game. Which it most certainly is.
> Rewriting it in C++ or any other language won't make the
> game any better or worse as a fun and enjoyable game.
> 
> 
> Fact of the matter is if I wanted to do it I could sit down
> and rewrite the game in Python 2.7 with Pygame and end up
> with essentually the very same game. There might be some
> advantages to writing it in Python such as being Mac OS and
> Linux compatible, but that doesn't effect how the game plays
> or weather or not someone gets any enjoyment out of it. For
> a Windows user there wouldn't be any advantage for him/her.
> So needless to say its not the language but the developer
> that makes a game good or bad.
> 
> Cheers!


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