Re: [Audyssey] USA Games News 5/1/2008.

2008-05-02 Thread Gary Whittington
Thanks Tom for the update.

Crash
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, May 01, 2008 11:29 AM
Subject: [Audyssey] USA Games News 5/1/2008.


>
> USA Games News
>
> May 1, 2008
>
>
> Introduction
>
> Greetings gamers,
> I know it has been a long time since USA Games has said anything
> official about our products and services, but I personally felt that a
> news release was well over do. We have a lot going on, and USA Games for
> the most part has spent the last three months in a period of research
> and testing. We have experimented with a wide range of technologies,
> looked into several operating systems, researched several devices, and
> now have concluded our research. All of it was time well spent.
> One of the major points of our research was the feasibility and the
> practicality of creating accessible games for Windows, Mac, Linux, and
> cell phones. While our researched results showed it was certainly
> possible using Java, Python, etc it quickly became apparent that
> creating accessible games on non-Windows platforms and devices is not
> very practical. The game development tools are less advanced on Mac and
> Linux, and we would not be able to deliver a game such as USA Raceway to
> those platforms without dropping some of its selling features such as
> support for force feedback racing wheels, virtual 3D audio support,
> built in MS Sapi 5 support, etc. We felt the loss of these features were
> simply an unacceptable compromise.
> Besides the technical aspects of targeting non-Windows platforms and
> devices we needed to look at the non-Windows user base. What we found in
> looking at the Orca mailing list for Linux and the Mac Visionaries list
> is that there are very few exclusive Mac or Linux users out there. The
> majority of Mac and Linux users out there still use Windows as well as
> Mac OS or Linux. I myself choose to use Linux for my home business needs
> using apps like Open Office rather than MS Office, Evolution for
> appointments rather than MS Outlook, etc. When I want to play games,
> manage family photos, edit sound effects, watch dvds I turn to my laptop
> which is running Vista.
> Bottom line a lot of blind users out there are doing the same kind of
> thing. Which forced me to conclude that from a strictly financial view
> there isn't much money to be gained by targeting Mac and Linux directly
> since most users still have access to Windows for this or that
> application anyway. Yeah, I can understand the Mac and Linux users
> desire to have Mac and Linux games, but it isn't currently financially
> or technically appealing to a game company such as USA Games at this time.
> During our research we did examine some cell phones owned by friends and
> family members doing some initial testing for accessible games. The main
> problem we discovered was memory. The cell phones we looked at didn't
> have large amounts of memory so whatever we made would have to take that
> into consideration.
> Since we are mainly going to break into the First Person Action games
> with our Genesis 3D engine we want to be able to have realistic virtual
> 3D audio support. With the Windows DirectSound and XAudio2 libraries
> that isn't a problem. The cell phones we looked at didn't have anything
> remotely like that which wouldn't do for our current game projects.
> Then, the cell phones we looked at had very small buttons. Different
> button layouts aside the cell phones I personally examined had extremely
> small buttons and touch pads. I'm not an expert on cell phones, but I
> felt from an accessibility standpoint if cell phones buttons are going
> to be so small and difficult to feel there is a lot of room for error
> and difficulty in playing games with complex button layouts. Perhaps
> there are other cell phones with better buttons, but the ones I examined
> I didn't like.
> In conclusion I felt simple games like Monopoly, Checkers, Text
> Adventures, card games, and so on would work fine on a cell phone. If
> the game was going to be a USA Raceway, Shades of Doom, or something
> like that the cell phone is impractical for that kind of game. Since USA
> games doesn't have an interest in writing text adventures, card games,
> and board games we won't be targeting cell phones at this time.
> Finally, one of the major reasons we started our research in the first
> place is back in November 2007 Microsoft announced they were dropping
> development support for Managed DirectX 9.0C. As all of our games are
> based on that very technology we needed to know what alternatives were
> out there for us. We also wanted to know, do to maj

[Audyssey] USA Games News 5/1/2008.

2008-05-01 Thread Thomas Ward

USA Games News

May 1, 2008


Introduction

Greetings gamers,
I know it has been a long time since USA Games has said anything 
official about our products and services, but I personally felt that a 
news release was well over do. We have a lot going on, and USA Games for 
the most part has spent the last three months in a period of research 
and testing. We have experimented with a wide range of technologies, 
looked into several operating systems, researched several devices, and 
now have concluded our research. All of it was time well spent.
One of the major points of our research was the feasibility and the 
practicality of creating accessible games for Windows, Mac, Linux, and 
cell phones. While our researched results showed it was certainly 
possible using Java, Python, etc it quickly became apparent that 
creating accessible games on non-Windows platforms and devices is not 
very practical. The game development tools are less advanced on Mac and 
Linux, and we would not be able to deliver a game such as USA Raceway to 
those platforms without dropping some of its selling features such as 
support for force feedback racing wheels, virtual 3D audio support, 
built in MS Sapi 5 support, etc. We felt the loss of these features were 
simply an unacceptable compromise.
Besides the technical aspects of targeting non-Windows platforms and 
devices we needed to look at the non-Windows user base. What we found in 
looking at the Orca mailing list for Linux and the Mac Visionaries list 
is that there are very few exclusive Mac or Linux users out there. The 
majority of Mac and Linux users out there still use Windows as well as 
Mac OS or Linux. I myself choose to use Linux for my home business needs 
using apps like Open Office rather than MS Office, Evolution for 
appointments rather than MS Outlook, etc. When I want to play games, 
manage family photos, edit sound effects, watch dvds I turn to my laptop 
which is running Vista.
Bottom line a lot of blind users out there are doing the same kind of 
thing. Which forced me to conclude that from a strictly financial view 
there isn't much money to be gained by targeting Mac and Linux directly 
since most users still have access to Windows for this or that 
application anyway. Yeah, I can understand the Mac and Linux users 
desire to have Mac and Linux games, but it isn't currently financially 
or technically appealing to a game company such as USA Games at this time.
During our research we did examine some cell phones owned by friends and 
family members doing some initial testing for accessible games. The main 
problem we discovered was memory. The cell phones we looked at didn't 
have large amounts of memory so whatever we made would have to take that 
into consideration.
Since we are mainly going to break into the First Person Action games 
with our Genesis 3D engine we want to be able to have realistic virtual 
3D audio support. With the Windows DirectSound and XAudio2 libraries 
that isn't a problem. The cell phones we looked at didn't have anything 
remotely like that which wouldn't do for our current game projects.
Then, the cell phones we looked at had very small buttons. Different 
button layouts aside the cell phones I personally examined had extremely 
small buttons and touch pads. I'm not an expert on cell phones, but I 
felt from an accessibility standpoint if cell phones buttons are going 
to be so small and difficult to feel there is a lot of room for error 
and difficulty in playing games with complex button layouts. Perhaps 
there are other cell phones with better buttons, but the ones I examined 
I didn't like.
In conclusion I felt simple games like Monopoly, Checkers, Text 
Adventures, card games, and so on would work fine on a cell phone. If 
the game was going to be a USA Raceway, Shades of Doom, or something 
like that the cell phone is impractical for that kind of game. Since USA 
games doesn't have an interest in writing text adventures, card games, 
and board games we won't be targeting cell phones at this time.
Finally, one of the major reasons we started our research in the first 
place is back in November 2007 Microsoft announced they were dropping 
development support for Managed DirectX 9.0C. As all of our games are 
based on that very technology we needed to know what alternatives were 
out there for us. We also wanted to know, do to major changes in 
DirectX, where the mainstream gaming market is heading. While we 
currently are focused on delivering support for Windows XP and Vista we 
would also like to think a little ahead and make sure we can support the 
next Windows operating system, code named Windows 7, when it is released 
sometime in 2010. Seeing what changes are currently going on in DirectX 
it is pretty clear that a C++ developer supporting XAudio2 etc will 
stand a better chance of long term support than anything else out there 
at this time.
Another reason we were doing this research is when James North 
originall