RWT wrote:
> Please read my lips: MANY of the MSX users etc...

Hm, reading lips throught the mailing list is rather hard :-D
And my answer remains: "*FEW* of the MSX users have a tR"

> And then again, why is everybody so afraid of developing
> Turbo R software? The average 25 buyers might become 20
> when it's about a Turbo R game.

Sorry, but IMHO, it will go down to 5, max!

> Isn't it so that the nice thing of developing games is
> the result, not the amount of people buying it?

The nice thing of building games is having people play
the game. And yes, I definitely find it more satisfying
when more people buy/download/lay their hands on a game
I wrote...

> And on the other hand, it has been some time since I
> really bought my last MSX game.

Doesn't exactly this statement bring down the point
you're trying to prove above? :-)

> As soon as there is released a high-quality Turbo R RPG,
> I'm really willing to buy it. There are so many nice things
> that can be achieved using a TuR! But apparently there's
> nobody who cas the courage (or something like that) to run
> the risk of not selling 25 but selling 20 instead...

I think the main reason for developers avoiding tR-specific
games is that the added value of tR above MSX2 is close to none
_and_ most developers don't have a tR, so they can't test wether
their super-duper-only-tR-can-do-it FX really work.  And again,
the difference in enjoyment gotten from having 25 people play
your game as opposed to maybe 5 is quite high, I think.

> Sorry for my pessimism, but trust me when I say I judge from
> our own team's experience...

Pessimism? I think your 20/25 ratio is rather optimistic :-)

     Eric



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