Re: [Audyssey] catch52 for IOS released

2014-12-16 Thread Teresa Cochran
Yes, I'll probably try it as well.

Teresa

Winging its way from my iPod

 On Dec 15, 2014, at 10:18 PM, Dallas O'Brien dallas.r.obr...@gmail.com 
 wrote:
 
 Yes, this one sounds interesting. I'm thinking of getting it and giving it a 
 go
 Dallas
 
 
 
 
 On 16 Dec 2014, at 13:28, joseph weakland josephweakl...@icloud.com wrote:
 
 Yes it is a card game :-) you have to catch falling cards that go from the 
 top of the screen to the bottom of the screen :-) it is self voicing. All 
 instructions are easy to follow. Good luck if you choose to get it
 
 Sent from my iPod
 
 On Dec 15, 2014, at 8:47 PM, Teresa Cochran vegaspipistre...@gmail.com 
 wrote:
 
 Is this a card game?
 
 Teresa
 Winging its way from my iPod
 
 On Dec 14, 2014, at 10:47 AM, joseph weakland josephweakl...@icloud.com 
 wrote:
 
 Hello all gamers I was informed that catch52 for IOS has
 been released as of yesterday:) have fun:)
 
 I am using my icloud address to post cause my main address ending with
 att.net is appearantly blocked from receiving email from list.
 
 Please only use 
 
 josephweakl...@icloud.com mailto:josephweakl...@icloud.com 
 
 for anything audyssey games list related and 
 
 josephweakl...@att.net mailto:josephweakl...@att.net 
 
 to write me off list.
 
 
 
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Re: [Audyssey] Adult Delivery game

2014-12-16 Thread Teresa Cochran
Ok, this sounds fun. :) I came in late in the thread. I use my hosband's 
windows thingie occasionally. I'm looking forward to hearing more about this 
one.

Teresa

Winging its way from my iPod

 On Dec 15, 2014, at 11:25 PM, Jim Kitchen j...@kitchensinc.net wrote:
 
 Hi Phil,
 
 Thanks for all of the ideas.  I will have to think on them.
 
 BFN
 
 - Original Message -
 Hi Jim,
 For your adult Pizza Delivery game you could change that to,
 Pot and prostitute  delivery game.
 For Marijuana, you could specify which Strains of it,
 1. Grape Stomper- super heavy, very kiefy sativa strain with a crazy high THC 
 level (usually 20% and above)
 2. Golden Goat- a completely unique smelling sativa dominant with a sweet 
 taste and great high for enjoying all the other things that make Colorado 
 awesome other than legal weed.
 3. Sage n Sour- If you absolutely have your heart on something Sour.
 An amazing hybrid that stands for Sativa Afgani Genetic Equilibrium; legend 
 has it that it was an attempt to create the first true hybrid 50% sativa, 50% 
 indica strain. So cross that with a strong sativa and you've got something 
 special for sure.
 4. Critical Mass- a fruity tasting high CBD strain that is great for pain 
 relief. Though lower in THC and great for a relaxing effect without too much 
 of a psychoactive effect, the very high CBDs still pack a punch that will 
 leave you locked to the couch for several hours.
 5. Presidential Kush- a sativa dominant cross with OG Kush, this is just not 
 to be missed if you can find it. Truly one of Colorado's most unique and 
 pleasing strains for overall effect, taste, smell, and bud density.
 
 And for the prostitute  what type of toppings to wear, bra, bikini, glitter, 
 tassels or bare.
 And with your choice of hair colors in black, brunette, blonde and red, or 
 even gray.
 
 smiles,
 Phil
 
 
Jim
 
 I used to be an exterior automotive reconditioning specialist. Yep, dried 
 cars at the car wash.
 
 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Adult Delivery game

2014-12-16 Thread lenron brown
I am moveing to Colorado.

On 12/16/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Phil,

 Thanks for all of the ideas.  I will have to think on them.

 BFN

 - Original Message -
 Hi Jim,
 For your adult Pizza Delivery game you could change that to,
 Pot and prostitute  delivery game.
 For Marijuana, you could specify which Strains of it,
 1. Grape Stomper- super heavy, very kiefy sativa strain with a crazy high
 THC level (usually 20% and above)
 2. Golden Goat- a completely unique smelling sativa dominant with a sweet
 taste and great high for enjoying all the other things that make Colorado
 awesome other than legal weed.
 3. Sage n Sour- If you absolutely have your heart on something Sour.
 An amazing hybrid that stands for Sativa Afgani Genetic Equilibrium;
 legend has it that it was an attempt to create the first true hybrid 50%
 sativa, 50% indica strain. So cross that with a strong sativa and you've got

 something special for sure.
 4. Critical Mass- a fruity tasting high CBD strain that is great for pain
 relief. Though lower in THC and great for a relaxing effect without too much

 of a psychoactive effect, the very high CBDs still pack a punch that will
 leave you locked to the couch for several hours.
 5. Presidential Kush- a sativa dominant cross with OG Kush, this is just not

 to be missed if you can find it. Truly one of Colorado's most unique and
 pleasing strains for overall effect, taste, smell, and bud density.

  And for the prostitute  what type of toppings to wear, bra, bikini,
 glitter, tassels or bare.
 And with your choice of hair colors in black, brunette, blonde and red, or
 even gray.

 smiles,
 Phil


  Jim

 I used to be an exterior automotive reconditioning specialist. Yep, dried
 cars at the car wash.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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-- 
Lenron Brown
Cell: 985-271-2832
Skype: ron.brown762

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Michael Gauler

Hi Thomas,
I agree with you that a lot of mobile games are either accessible or can be 
made accessible in a short amound of time, once the basic apps are nearly 
completed on such platforms.


However, what I didn't get was why many of the long time developers of PC 
audio games had to leave.

I mean, it is one thing to actively develop new games and release them.
But if you have an automated online shop and an automated system to handle 
sending out registration keys, then I don't get why Liam stopped selling the 
two older titles or why BSC Games stopped selling their old titles.
And if they thought that they really would want to go, they could surely 
have handled that exit better, since not everyone bought their final package 
which contained all their games plus the official key generator.
But I think that people who already owned one or more of their games 
wouldn't want to buy them again and thus were unable to get new keys the 
moment they had to switch computers or reinstall.

I can tell you how I approached that situation.
I bought that final package with the unlock tool but only because I had 
enough money at that time and because I had not bought any of their games 
before.

I knew of them and I played the demos and their free games before.
But I didn't waste my money because I have the entire package now and I 
didn't buy anything before that.
If I had, I wouldn't have bought that package because that would have been 
paying for some games twice.


And I don't want to attack the developers we currently have for PC games.
But many of them are permanently in a simple game sector like making 
accessible board or card games.

Others make browser and thus online games.
And some more are not yet experienced enough to do some complex games.
And sadly, when I look at what is out there in mainstream games right now, I 
really think that it is a bit sad that so many of our games are so extremely 
small compared to mainstream titles.
I don't know how large the world of Paladin of the Sky or Entombed might be 
as a whole but I am sure that any major RPG title like Elder Scrolls 5, 
Final Fantasy 13 or even World of Warcraft have a game world the sice of a 
bigger country of the real earth at least.


I also don't get why many audio games don't offer expansions or DLC packages 
(free or paid downloadable content) once it is released.

And many games allow you to make your own extensions.
I had hoped that Draconis for example would have released more addons to ESP 
Pinball Extreme, but up to this point, there is no information for that 
game.
I also wondered why there was not an option to make your own Pinball tables 
for example.
And if the Entombed Dungeon Creator would have been released, then we might 
have seen some user created addons for that game...


And finally, many current mainstream games either include the soundtrack or 
you can buy it optionally as a regular CD like with movie soundtracks. 



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Re: [Audyssey] About pc games

2014-12-16 Thread Michael Gauler

Yes I know of such titles like Tactical Battle and Zero Sight.
But it is probably true that the older players tell the new ones to go for 
Draconis or BSC or such first because these games are well known.

Maybe it is because it was the first these players got to know...
Yes it is true that some new things are coming up, but a few of them seem 
comparatively smaller than some of the current or upcoming IOS games in 
scale.
And often enough Strathegy or browser games might not be structured the same 
way than such games like Shades of Doom or the Sarah game are.
I mean I don't know if the IOS zombie game from the Papa Sangre developers 
has ten or twenty levels, but I am sure that I don't know of such a PC game 
right now and Swamp doesn't cunt since it is more an online game than a 
single player title.

Same goes for Papa Sangre 1 and 2.
Something like this doesn't exist for PC or Mac as far as I know. 



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Re: [Audyssey] audio games popularity

2014-12-16 Thread Nick Adamson
Hi Michael. 
I think the answer to meany of your points comes down to 2 related things, 
money and scale. 
Most of the mainstream games you listed are sold in there hundreds of thousands 
of copies. This level of sales enables money to be spent on infrastructure like 
data centres, support staff and teams of developers and designers.  Those of us 
who develop audio only games tend to work on our own and with very little 
budget. 
As an example the game I have released, Park Boss, took about 300 hours to get 
it to a release point.  That's about 2 man months. It's been downloaded 1300 
times. 
It's free but let's make up some numbers. 
If I had charged about £15.00 for it and let's say 500 people baught it that 
makes £7500. The mainstream game companies have development budgets in the 
millions which gives the sort of flexibility to develop these huge game worlds. 
Just some thoughts. 
Nick. 



 On 16 Dec 2014, at 12:35, Michael Gauler michael.gau...@gmx.de wrote:
 
 Hi Thomas,
 I agree with you that a lot of mobile games are either accessible or can be 
 made accessible in a short amound of time, once the basic apps are nearly 
 completed on such platforms.
 
 However, what I didn't get was why many of the long time developers of PC 
 audio games had to leave.
 I mean, it is one thing to actively develop new games and release them.
 But if you have an automated online shop and an automated system to handle 
 sending out registration keys, then I don't get why Liam stopped selling the 
 two older titles or why BSC Games stopped selling their old titles.
 And if they thought that they really would want to go, they could surely have 
 handled that exit better, since not everyone bought their final package which 
 contained all their games plus the official key generator.
 But I think that people who already owned one or more of their games wouldn't 
 want to buy them again and thus were unable to get new keys the moment they 
 had to switch computers or reinstall.
 I can tell you how I approached that situation.
 I bought that final package with the unlock tool but only because I had 
 enough money at that time and because I had not bought any of their games 
 before.
 I knew of them and I played the demos and their free games before.
 But I didn't waste my money because I have the entire package now and I 
 didn't buy anything before that.
 If I had, I wouldn't have bought that package because that would have been 
 paying for some games twice.
 
 And I don't want to attack the developers we currently have for PC games.
 But many of them are permanently in a simple game sector like making 
 accessible board or card games.
 Others make browser and thus online games.
 And some more are not yet experienced enough to do some complex games.
 And sadly, when I look at what is out there in mainstream games right now, I 
 really think that it is a bit sad that so many of our games are so extremely 
 small compared to mainstream titles.
 I don't know how large the world of Paladin of the Sky or Entombed might be 
 as a whole but I am sure that any major RPG title like Elder Scrolls 5, Final 
 Fantasy 13 or even World of Warcraft have a game world the sice of a bigger 
 country of the real earth at least.
 
 I also don't get why many audio games don't offer expansions or DLC packages 
 (free or paid downloadable content) once it is released.
 And many games allow you to make your own extensions.
 I had hoped that Draconis for example would have released more addons to ESP 
 Pinball Extreme, but up to this point, there is no information for that game.
 I also wondered why there was not an option to make your own Pinball tables 
 for example.
 And if the Entombed Dungeon Creator would have been released, then we might 
 have seen some user created addons for that game...
 
 And finally, many current mainstream games either include the soundtrack or 
 you can buy it optionally as a regular CD like with movie soundtracks. 
 
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Re: [Audyssey] About pc games

2014-12-16 Thread dark
Well you couldn't do! papa sangre for Pc or mac snse it's reliant on the 
movement in your controller, but even from a sound and development 
standpoint somethinelse have a lot more to put into their games.


If however you believe games like shades of doom aren't being developed 
anymore and a lot of what is available are smallter projects go and try 
paladin of the sky or deathmatch, project alpha.


I also disagree with you that stratogy games are the same

Even in the same genre, smugglers, star traders and traders of known space 
are mechanically very different to each other despite all being space 
trading games.


it is true a lot of browser games are rather samy, often because they have 
been built with mods of similar code (there are loads of torn city clones 
out there), or just because the developers don't have an interesting design, 
but that is quite a different thing to single player stratogy games like 
traders of known space or parkboss.


As I said, i would've agreed with you recently that there are less games 
for pc, but having sat and written a hole bunch of entries for 
audiogames.net, particularly games from newer developers I was quite 
surprised how much there actually was, even if some of the old favourites 
have stopped work for whatever reason.


All the best,

Dark. 



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Re: [Audyssey] audio games popularity

2014-12-16 Thread john
A massive mainstream game is the size of a real life city.

--
From: Michael Gauler michael.gau...@gmx.de
Sent: Tuesday, December 16, 2014 7:35
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] audio games popularity

Hi Thomas,
I agree with you that a lot of mobile games are either accessible or can be
made accessible in a short amound of time, once the basic apps are nearly
completed on such platforms.

However, what I didn't get was why many of the long time developers of PC
audio games had to leave.
I mean, it is one thing to actively develop new games and release them.
But if you have an automated online shop and an automated system to handle
sending out registration keys, then I don't get why Liam stopped selling the
two older titles or why BSC Games stopped selling their old titles.
And if they thought that they really would want to go, they could surely
have handled that exit better, since not everyone bought their final package
which contained all their games plus the official key generator.
But I think that people who already owned one or more of their games
wouldn't want to buy them again and thus were unable to get new keys the
moment they had to switch computers or reinstall.
I can tell you how I approached that situation.
I bought that final package with the unlock tool but only because I had
enough money at that time and because I had not bought any of their games
before.
I knew of them and I played the demos and their free games before.
But I didn't waste my money because I have the entire package now and I
didn't buy anything before that.
If I had, I wouldn't have bought that package because that would have been
paying for some games twice.

And I don't want to attack the developers we currently have for PC games.
But many of them are permanently in a simple game sector like making
accessible board or card games.
Others make browser and thus online games.
And some more are not yet experienced enough to do some complex games.
And sadly, when I look at what is out there in mainstream games right now, I
really think that it is a bit sad that so many of our games are so extremely
small compared to mainstream titles.
I don't know how large the world of Paladin of the Sky or Entombed might be
as a whole but I am sure that any major RPG title like Elder Scrolls 5,
Final Fantasy 13 or even World of Warcraft have a game world the sice of a
bigger country of the real earth at least.

I also don't get why many audio games don't offer expansions or DLC packages
(free or paid downloadable content) once it is released.
And many games allow you to make your own extensions.
I had hoped that Draconis for example would have released more addons to ESP
Pinball Extreme, but up to this point, there is no information for that
game.
I also wondered why there was not an option to make your own Pinball tables
for example.
And if the Entombed Dungeon Creator would have been released, then we might
have seen some user created addons for that game...

And finally, many current mainstream games either include the soundtrack or
you can buy it optionally as a regular CD like with movie soundtracks.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Michael Gauler

Or an entire fictional continent.
If you have games which describe locations with TTS voices and you don't 
make a full 3d or 2d audio environment, it should be possible to make such a 
big world in an reasonable amound of time for blind people.
Is it that expensive to make that older programmers don't do it, or is it 
due to a lack of creativity, or are there totally different reasons at work? 



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Re: [Audyssey] About pc games

2014-12-16 Thread Michael Gauler

You are probably right Dark.
However what I meanth was not that we don't get new things, since we do even 
with different mechanics.

But let me say it a bit different.
You probably know Sryth, right?
Imagine how it could be if you got this game on your PC (not a browser game) 
with a proper audio environment.
Of course this game has been out for years and probably will remain as a 
browser game.
However since some people know this genre of game, I wonder why the only 
commercial audio RPGs we have are Paladin of the Sky and Entombed.
And while these titles are great and their developers did great jobs in 
making them, you can't create your own expansions for both games, neither am 
I aware of the availability of paid expansions for said game.
It is like with ESP Pinball Extreme where you had the Pinball Party Pack 
which supposedly was meant to be the first expansion with more to follow 
later on.
But up to this point there was no further release announced up to this 
point. 



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Re: [Audyssey] audio games popularity

2014-12-16 Thread Michael Gauler

Hi Nick,
You are probably right.
But on the other hand, lots of that money would be used for people who 
design the game world visually, meaning graphics.
They have visual design programs from which they can at least start their 3D 
modeling and such...


It is true that high end graphics might cost lots of money, but if you were 
to make an audio game with a game world the size of London, you wouldn't 
need to have a huge amound of people just working on the graphical side.
Furthermore I think that it also might come down to knowledge and 
imagination.
Yes, you need to know how you technically do things and a beginner might 
think to start with simple games like card games, Battleship or something 
like that.
And while it is not bad to have accessible card games, we don't need them in 
huge masses while other (commercial) games are not even considered (it looks 
that way at least).
Entombed for example could have been enhanced by adding more levels to the 
dungeon and the developer also could have included more skills and 
techniques.
Since all ingame text is read through TTS and only the attacks are 
represented through sound, the world could have been expanded without 
needing to buy a sound library with 5 sound files for $6000.
And even if it was not in his capability to do at the initial release of the 
game, that's why there is something like expansions and/or updates apart 
from bug fixing of course.
But since the last update was released over a year ago, it is unlikely that 
the game will see such content additions. 



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Re: [Audyssey] audio games popularity

2014-12-16 Thread Josh k

closest we have is alter aeon.

On 12/16/2014 12:49 PM, Michael Gauler wrote:

Or an entire fictional continent.
If you have games which describe locations with TTS voices and you 
don't make a full 3d or 2d audio environment, it should be possible to 
make such a big world in an reasonable amound of time for blind people.
Is it that expensive to make that older programmers don't do it, or is 
it due to a lack of creativity, or are there totally different reasons 
at work?


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Michael Gauler
That's true, allthough if we could have such a thing as a game which could 
be played offline with the option to fight other human players over the 
internet, it could be even better. 



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Re: [Audyssey] audio games popularity

2014-12-16 Thread Dennis Towne
I suspect a lot of the reason that devs don't build these kinds of
games is because they don't feel there's really a market for it.
Between that, and the fact that most devs don't really even consider a
blind first person game to be possible, you're not going to attract
much talent.

Part of the reason we've been able to provide so many areas and so
much content on Alter Aeon is because we've been able to use text.
Our builders haven't had to assemble custom sounds for each monster
and area, we haven't had to build 3D models.  We can focus on making
areas fun and playable, with quests and stories instead.

Because of that, Alter Aeon is a pretty big world now, and we can
maintain it with a pretty small volunteer staff. Mainstream games
generally can't provide anywhere near as much content as easily.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

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Re: [Audyssey] About pc games

2014-12-16 Thread dark

I'm not really sure what your saying Michael.

Sryth is a text rpg. Making it a full scale real time gamein audio would 
make it an entirely different game. I would personaly love to see an audio 
rpg, but I think we will in the future, albeit one limited by the means of 
the developers who create it (I suspect Paladin of the sky will have a 
sequel).



As to a game creation engine, that is a good point, it was suggested for 
entombed, however we already have games with their own scripting, heck it'd 
be possible to create a pretty good audio rpg with the swamp campaign 
scripter, and I suspect we'll see more of these later.


really, while I entirely sympathize with the desire for audio rpgs, (me 
being a major rpg fan myself), I hear the same comments every year, and yet 
every year I've seen more games produced, and more complex games that push 
the boundaries further. I would never have expected something like paladin 
of the skies back in 2009, same with swamp.


it's just a case of having people with the skills willing to do the job, and 
also able to make the most of what is available given limited sounds, 
limited time etc.


All the best,

Dark. 



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Re: [Audyssey] audio games popularity

2014-12-16 Thread Thomas Ward
Hi Michael,

Well, I think for those developers who left our community it came down
to a question of time. Daniel, Justin, Liam, etc all got real full
time jobs, didn't have time to really put into their games any more,
so decided to leave. Yeah, even though they might have been able to
continue selling said games through an automated system there is still
the issue of offering technical support, possibly offering upgrades as
needed, and none of those guys wanted to deal with the hassle of long
term support. Especially, since some of the people in this community
are very immature and throw a hissy fit when something doesn't go
their way.

When it comes down to complex verses simple games you are right. We
have a lot of card and board games plus a lot of very basic arcade
games. There are a number of good reasons for that.

To begin with when a person learns to program there is a natural
progression from simple to complex. It is unrealistic to expect a
brand new developer to come up with Warcraft or something like that.
They'll probably spend the first year or so developing card games like
Blackjack, Uno, or Poker just because they are easy to create and can
be developed in a short amount of time. Its only after they have been
programming a while that they can move onto perhaps a side-scroller or
FPS type game.

Another issue is lack of experience. Do remember many of the
developers making audio games have been blind from birth and have
never played Final Fantasy, Warcraft, Elder Scrolls, etc. How can we
really expect them to design something on par with those games when
many VI developers don't have the experience to compare their own
games to something mainstream?

Also there is the issue of time. Remember World of Warcraft, Elder
Scrolls, and other mainstream games are being developed by a team of
developers. Of course they can create really huge game worlds because
they have the manpower to pull it off. Most audio game developers are
one maybe two man teams at most and we can't expect one or two
developers to do the work of five. It just isn't realistic. That is
why even though Entombed and Paladin of the Sky are decent audio RPG
games their worlds may not be as big and as grand as something else
mainstream.

Finally, as for selling soundtracks this could be licensing issues
more than anything else. When a game developer buys music for a game
the license determines what he or she can do with the music. It
usually costs more to license the music for resale via internet
download, CD, etc therefore they only purchase a game distribution
license rather than a license that allows them to sell the music as an
album. Its not as simple as buying music from a musician and turn
around and sell it without paying royalties or buying higher licensing
fees.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I agree with you that a lot of mobile games are either accessible or can be

 made accessible in a short amound of time, once the basic apps are nearly
 completed on such platforms.

 However, what I didn't get was why many of the long time developers of PC
 audio games had to leave.
 I mean, it is one thing to actively develop new games and release them.
 But if you have an automated online shop and an automated system to handle
 sending out registration keys, then I don't get why Liam stopped selling the

 two older titles or why BSC Games stopped selling their old titles.
 And if they thought that they really would want to go, they could surely
 have handled that exit better, since not everyone bought their final package

 which contained all their games plus the official key generator.
 But I think that people who already owned one or more of their games
 wouldn't want to buy them again and thus were unable to get new keys the
 moment they had to switch computers or reinstall.
 I can tell you how I approached that situation.
 I bought that final package with the unlock tool but only because I had
 enough money at that time and because I had not bought any of their games
 before.
 I knew of them and I played the demos and their free games before.
 But I didn't waste my money because I have the entire package now and I
 didn't buy anything before that.
 If I had, I wouldn't have bought that package because that would have been
 paying for some games twice.

 And I don't want to attack the developers we currently have for PC games.
 But many of them are permanently in a simple game sector like making
 accessible board or card games.
 Others make browser and thus online games.
 And some more are not yet experienced enough to do some complex games.
 And sadly, when I look at what is out there in mainstream games right now, I

 really think that it is a bit sad that so many of our games are so extremely

 small compared to mainstream titles.
 I don't know how large the world of Paladin of the Sky or Entombed might be

 as a whole but I am sure that any major RPG title like Elder 

Re: [Audyssey] About pc games

2014-12-16 Thread Thomas Ward
Hi Michael,

I see where you are going with this, and my first question is do you
realize how long it would take to create anything like Sryth as a
proper audio game?

Sryth as it stands now is a browser based text game, and it has taken
the better part of a decade to get where it is now. An audio game
would even take longer because it requires a whole lot more
programming if we add in text to speech, sounds, and music. Even were
I to start on such a project this very evening I doubt I would be able
to cover a quarter of the content in Sryth by this time next year
which leads to the next problem/issue.

Given the fact that an audio game on par with Sryth would be an
extremely time consuming project what incentive would there be for me
to put that much time and effort into it?

 I probably wouldn't make enough money off of it to justify working on
it 8 hours a day for a year or more, and I'd likely be giving up
opportunities to read books, watch movies, play other games while
developing said game so am not certain I'd really want the hassle. So
unless there is a motive or incentive to do it I doubt you'll find a
game developer willing to do it unless they are getting something out
of the bargain.

While I see where you are going with this I have a feeling if you
really and truly want an RPG game that bad you might have to bite the
bullet and write one your self. Not everyone is as passionate or as
interested in creating one as you apparently are, and you can't expect
developers to just drop everything and write one. It isn't that we
aren't sympathetic, but not everyone has the time, the money, or the
desire to write a highly complex RPG of the type you are asking for.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:
 You are probably right Dark.
 However what I meanth was not that we don't get new things, since we do even

 with different mechanics.
 But let me say it a bit different.
 You probably know Sryth, right?
 Imagine how it could be if you got this game on your PC (not a browser game)

 with a proper audio environment.
 Of course this game has been out for years and probably will remain as a
 browser game.
 However since some people know this genre of game, I wonder why the only
 commercial audio RPGs we have are Paladin of the Sky and Entombed.
 And while these titles are great and their developers did great jobs in
 making them, you can't create your own expansions for both games, neither am

 I aware of the availability of paid expansions for said game.
 It is like with ESP Pinball Extreme where you had the Pinball Party Pack
 which supposedly was meant to be the first expansion with more to follow
 later on.
 But up to this point there was no further release announced up to this
 point.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Michael Gauler

That's actually sad.
Not that Alter Aeon is a big world of course.
But if such things work as an online game shouldn't there be a developer or 
a group of them who think that it is time to do something like this as an 
audio game?
I mean, if you start today with game development you won't do such a big 
thing alone.
But if you are there in your tenth year as an active member of the audio 
game developing group, then surely it could be possible.
And you can't tell me that such a project would be totally unwanted among 
the players and the community if it were to be properly made. 



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Re: [Audyssey] audio games popularity

2014-12-16 Thread Michael Gauler

Hi Thomas,
I know that a beginner won't do highly complex games from the start.
That is true.
However the ones like Justin or Liam or Dan had some rather complex games 
compared to simple board or card games.

Look at the unlockables in Judgment Day for example.
But after that you heard not much from Liam in terms of big projects for 
whatever reasons.

The last commercial project was Super Egg Hunt Plus.
But if he supposedly still sells it, then there is at least in theory no 
reason to drop Super Liam or Judgment day.


I know that real life can get in the way and that this might be the reason 
why we had some people leave permanently.
But this did for example not explain why Justin did not make his originally 
paid games free if he was not going to give further key replacements to 
previous customers.
While his final special offer was good for me personally, since I didn't buy 
his games up to this point, for people who already owned one or two games it 
was not an ideal option.
And if he generally said he wanted to drop all support for these titles, 
then he could simply have released his unlock code generator like Dan did 
with his legal unlock patches and no one would have screamed foul play or 
something similar.


And of course you are right when you say people born blind might not know 
the difference between Entombed or Warcraft.


However there are such things as anime, movies, TV shows or fantasy books.
And such large fictional universes nmight not be used in audio game 
development due to copyright issues, creating a similar setting than 
described in such media might be legally possible.
You atempted the same in basing your Mysteries of the Ancients around Tomb 
Raider, even if you couldn't legally use Lara.
This doesn't prevent you from creating a fictional tomb hounter named Anna 
with a gun and a magical sword just as an example.


On the other hand, I know of at least one German gamer (I know him 
personally) who wants to try Final Fantasy 13 on Steam and owns a PC edition 
of Injustice: Gods among us Ultimate Edition.
I don't know how playable it actually is for blind people, but if blind 
people partially can play it, then it means that some blind gamers who were 
born blind want to expand their knowledge by going mobile or by trying such 
games.


If you know what the following mainstream titles are, I'd really like to see 
an accessible or audio version of Fate/Stay Night or some more Japanese 
games.
I also wonder if we'll ever get something like Star Trek Bridge Commander, 
since that should be partially playable in its mainstream form as well. 



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Re: [Audyssey] About pc games

2014-12-16 Thread Michael Gauler

Hi Dark,
The sad thing about all this is that all these new things we are currently 
getting in the audio game sector are partially old school compared to 
mainstream games.

Seriously, I know of a mainstream game called Uprising 2.
You wouldn't be able to play it withouth sighted assistance just to tell 
that first.

What I want to say is the following:
This game was a science fiction game where you have to fight in a war 
against an alien race.
You had to go to over 30 planets and your task was to destroy all alien 
bases on the planet.

The player controled a futuristic tank with different weapons.
He could build factories to produce other units to call during battles to 
aid you.

These units were computer controlled of course.
I have the game CD.
During these missions you gained more weapons and technology until you came 
to the final level.

Every planet you had to go to was its own map file.
On the game CD (it was small enough for one CD-Rom) you had the game, the 
full user manual as well as other documents.
The game itself had three extra levels which were a really big ingame 
tutorial.

But that was not all the CD contained.
There was a level editor plus its own manual plus another file which 
contained the technical specifications for one of the four main files you 
need for level design.
And there was one last document explaining the scripting language which you 
needed íf you wanted to create story events or define on what terms you won 
or lost a certain mission.

This game let the user edit some but not all its files.
It did not require any form of hardware based registrations, nor was the CD 
copy protected with the kind of copy protection which prevents legal use of 
the product because it is buggy.


This title was released before the year 2000 and ran on Windows 98 systems 
without problems.


This is just one example of what some games of the Windows 95-98 era could 
do.

Or remember Doom and Quake.
You could make your own levels and mods for them.

And if you like RPGs you know what Final Fantasy is.
That series goes back before PCs were common products.
But I also knew of a Japanese Play Station game which was originally listed 
in the audiogames.net database.
But up to now we had little in audio RPG titles and the two we have while 
impressive currently don't have official addons/expansions, nor do they 
support user created game content as far as I know. 



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Re: [Audyssey] About pc games

2014-12-16 Thread Michael Gauler

That might be true.
But it looks like you might be forgetting something here at least in theory.
You probably know that Sryth was developed over ten years as well as World 
of Warcraft.
However do you know that the original World of Warcraft was smaller at its 
initial release?
I also think that many features and content for Sryth was added over the 
years.
But in the case of either browser games or mainstream games, content can be 
released after the initial release.
In the days of Microsofts older operating systems we had such releases known 
as service packs which some times brought more than bug fixes and security 
updates.
World of Warcraft, while still being an MMORPG had six releases and there 
will probably be more.
The first release was the initial release plus five (paid!) expansion packs 
which were released over several years and some expansions took more than 
one year to develop.


If we were to make Sryth into an audio game it would take a huge amound of 
time because the original development of that game took years.
But if it were to be made into an audio game just an example, the content 
could be split between releases and if we were talking paid content, you 
could get some money per released package. 



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Re: [Audyssey] About pc games

2014-12-16 Thread Nick Adamson
In theory all this could be done. It's more complex than you'd think to develop 
one of these very large game worlds. 
I'd also guess your over estimating how much money can be made to support on 
going development. If I were a developer trying to live on developing audio 
games it would make the most amount of sense to have a wide offering of 
different types of games rather than one very big game as I  would have to 
attract the widest customer base you can. 
Speaking for myself, it's the challenge of developing games that's fun and why 
I do it rather any financial reward, that's why the code I write outside of the 
day job I generally release for free.
Thanks. 
Nick. 




 On 16 Dec 2014, at 22:58, Michael Gauler michael.gau...@gmx.de wrote:
 
 That might be true.
 But it looks like you might be forgetting something here at least in theory.
 You probably know that Sryth was developed over ten years as well as World of 
 Warcraft.
 However do you know that the original World of Warcraft was smaller at its 
 initial release?
 I also think that many features and content for Sryth was added over the 
 years.
 But in the case of either browser games or mainstream games, content can be 
 released after the initial release.
 In the days of Microsofts older operating systems we had such releases known 
 as service packs which some times brought more than bug fixes and security 
 updates.
 World of Warcraft, while still being an MMORPG had six releases and there 
 will probably be more.
 The first release was the initial release plus five (paid!) expansion packs 
 which were released over several years and some expansions took more than one 
 year to develop.
 
 If we were to make Sryth into an audio game it would take a huge amound of 
 time because the original development of that game took years.
 But if it were to be made into an audio game just an example, the content 
 could be split between releases and if we were talking paid content, you 
 could get some money per released package. 
 
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Re: [Audyssey] About pc games

2014-12-16 Thread Cara Quinn
One avenue which has not been brought up here yet is that if someone really 
wants a specific app designed and written professionally but does not have the 
expertise to do so themselves, they can hire a development house to do it for 
them.

Many companies do this now for iOS apps. So it's not out of the question for an 
audio game.

It does cost what some may consider a fair bit of cash to do, but it is doable.

If someone wants something enough, and has the financial means to do it, then 
it's easy.

Just some thoughts…

Cheers!

Cara
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http://www.onemodelplace.com/CaraQuinn

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On Dec 16, 2014, at 3:01 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Michael,

I see where you are going with this, and my first question is do you
realize how long it would take to create anything like Sryth as a
proper audio game?

Sryth as it stands now is a browser based text game, and it has taken
the better part of a decade to get where it is now. An audio game
would even take longer because it requires a whole lot more
programming if we add in text to speech, sounds, and music. Even were
I to start on such a project this very evening I doubt I would be able
to cover a quarter of the content in Sryth by this time next year
which leads to the next problem/issue.

Given the fact that an audio game on par with Sryth would be an
extremely time consuming project what incentive would there be for me
to put that much time and effort into it?

I probably wouldn't make enough money off of it to justify working on
it 8 hours a day for a year or more, and I'd likely be giving up
opportunities to read books, watch movies, play other games while
developing said game so am not certain I'd really want the hassle. So
unless there is a motive or incentive to do it I doubt you'll find a
game developer willing to do it unless they are getting something out
of the bargain.

While I see where you are going with this I have a feeling if you
really and truly want an RPG game that bad you might have to bite the
bullet and write one your self. Not everyone is as passionate or as
interested in creating one as you apparently are, and you can't expect
developers to just drop everything and write one. It isn't that we
aren't sympathetic, but not everyone has the time, the money, or the
desire to write a highly complex RPG of the type you are asking for.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:
 You are probably right Dark.
 However what I meanth was not that we don't get new things, since we do even
 
 with different mechanics.
 But let me say it a bit different.
 You probably know Sryth, right?
 Imagine how it could be if you got this game on your PC (not a browser game)
 
 with a proper audio environment.
 Of course this game has been out for years and probably will remain as a
 browser game.
 However since some people know this genre of game, I wonder why the only
 commercial audio RPGs we have are Paladin of the Sky and Entombed.
 And while these titles are great and their developers did great jobs in
 making them, you can't create your own expansions for both games, neither am
 
 I aware of the availability of paid expansions for said game.
 It is like with ESP Pinball Extreme where you had the Pinball Party Pack
 which supposedly was meant to be the first expansion with more to follow
 later on.
 But up to this point there was no further release announced up to this
 point.
 
 
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Re: [Audyssey] audio games popularity

2014-12-16 Thread Thomas Ward
Hi Michael,

Perhaps, but it is a case of several things coming together which we
apparently do not have in our community right now. First, we have to
have one or more developers interested in doing such a project.
Second, one or more developers with the skills to do it in the first
place. Finally, the time and financial resources available to pull off
such an audacious project.

I am sure there is interest in the gaming community to have such a
game. I'm certain you aren't the only one who would like to see such a
game. It isn't a case of such a game being unwanted, but more a matter
of no developers who want to take the time and money to create one.
What you are asking for is neither simple or easy, and would require a
huge commitment from any developers who takes on such a job.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:
 That's actually sad.
 Not that Alter Aeon is a big world of course.
 But if such things work as an online game shouldn't there be a developer or

 a group of them who think that it is time to do something like this as an
 audio game?
 I mean, if you start today with game development you won't do such a big
 thing alone.
 But if you are there in your tenth year as an active member of the audio
 game developing group, then surely it could be possible.
 And you can't tell me that such a project would be totally unwanted among
 the players and the community if it were to be properly made.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Cara Quinn
Michael,

Why on Earth would someone just decide that they want to spend ten years of 
their life slaving over something which they will not only see no income from, 
is incredibly time-consuming / intensive, consist of pretty much out-of-date 
technology when it is finished, require massive maintenance / updates 
ever-after, and will most likely foster criticism and flaming from the 
community which it is meant for when it is finally done?

Now I'm not saying that there is no one for whom this type of project may be 
appealing or be a passion, but this is probably not the sort of thing that many 
people would choose to voluntarily take on.

Just my thoughts… Excellent topic BTW…

Cheers!

Cara
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On Dec 16, 2014, at 3:17 PM, Michael Gauler michael.gau...@gmx.de wrote:

That's actually sad.
Not that Alter Aeon is a big world of course.
But if such things work as an online game shouldn't there be a developer or a 
group of them who think that it is time to do something like this as an audio 
game?
I mean, if you start today with game development you won't do such a big thing 
alone.
But if you are there in your tenth year as an active member of the audio game 
developing group, then surely it could be possible.
And you can't tell me that such a project would be totally unwanted among the 
players and the community if it were to be properly made. 

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Re: [Audyssey] About pc games

2014-12-16 Thread Cara Quinn
Michael,

Again, excellent points. Let me ask you (and the list) a simple question.

Why do mainstream developers develop?

Cheers!

Cara
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On Dec 16, 2014, at 3:32 PM, Michael Gauler michael.gau...@gmx.de wrote:

Hi Dark,
The sad thing about all this is that all these new things we are currently 
getting in the audio game sector are partially old school compared to 
mainstream games.
Seriously, I know of a mainstream game called Uprising 2.
You wouldn't be able to play it withouth sighted assistance just to tell that 
first.
What I want to say is the following:
This game was a science fiction game where you have to fight in a war against 
an alien race.
You had to go to over 30 planets and your task was to destroy all alien bases 
on the planet.
The player controled a futuristic tank with different weapons.
He could build factories to produce other units to call during battles to aid 
you.
These units were computer controlled of course.
I have the game CD.
During these missions you gained more weapons and technology until you came to 
the final level.
Every planet you had to go to was its own map file.
On the game CD (it was small enough for one CD-Rom) you had the game, the full 
user manual as well as other documents.
The game itself had three extra levels which were a really big ingame tutorial.
But that was not all the CD contained.
There was a level editor plus its own manual plus another file which contained 
the technical specifications for one of the four main files you need for level 
design.
And there was one last document explaining the scripting language which you 
needed íf you wanted to create story events or define on what terms you won or 
lost a certain mission.
This game let the user edit some but not all its files.
It did not require any form of hardware based registrations, nor was the CD 
copy protected with the kind of copy protection which prevents legal use of the 
product because it is buggy.

This title was released before the year 2000 and ran on Windows 98 systems 
without problems.

This is just one example of what some games of the Windows 95-98 era could do.
Or remember Doom and Quake.
You could make your own levels and mods for them.

And if you like RPGs you know what Final Fantasy is.
That series goes back before PCs were common products.
But I also knew of a Japanese Play Station game which was originally listed in 
the audiogames.net database.
But up to now we had little in audio RPG titles and the two we have while 
impressive currently don't have official addons/expansions, nor do they support 
user created game content as far as I know. 

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Thomas Ward
Hi Michael,

Well, as far as Justin goes there is no great mystery why he did what
he did. Justin made it pretty clear from the beginning he was
interested in making money off of his games, and rather than releasing
them as freeware he chose to sell his key generator in order to make
what money he could off the games before closing his doors. He didn't
have to do things that way, but he did it anyway.

In any case there is a few reasons why Liam, Justin, Dan, etc didn't
just write simple board and card games. One reason is they all had
interests in more arcade type games, and chose to write something a
bit more complex than just another card or board game. Another is Dan
and Justin wrote most of there games while they were in college,
receiving professional training  , where the majority of audio game
developers are self-taught. Finally, I imagine they had the time to
devote to developing the games when they wrote their games.

This is not meant to be taken as a criticism, but it seems from your
posts that you are grossly underestimating the time and effort that
goes into creating an  audio game. You appear to be under the false
assumption that people have the time, money, skills, and resources to
create anything they want to. Such isn't the case. Real life can and
does get in the way, and if you think it is so easy I think you should
give it a try. Get yourself a book on programming and write yourself a
few complex games. I think once you do a lot of your questions will go
away from experience.

Cheers!



On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I know that a beginner won't do highly complex games from the start.
 That is true.
 However the ones like Justin or Liam or Dan had some rather complex games
 compared to simple board or card games.
 Look at the unlockables in Judgment Day for example.
 But after that you heard not much from Liam in terms of big projects for
 whatever reasons.
 The last commercial project was Super Egg Hunt Plus.
 But if he supposedly still sells it, then there is at least in theory no
 reason to drop Super Liam or Judgment day.

 I know that real life can get in the way and that this might be the reason
 why we had some people leave permanently.
 But this did for example not explain why Justin did not make his originally

 paid games free if he was not going to give further key replacements to
 previous customers.
 While his final special offer was good for me personally, since I didn't buy

 his games up to this point, for people who already owned one or two games it

 was not an ideal option.
 And if he generally said he wanted to drop all support for these titles,
 then he could simply have released his unlock code generator like Dan did
 with his legal unlock patches and no one would have screamed foul play or
 something similar.

 And of course you are right when you say people born blind might not know
 the difference between Entombed or Warcraft.

 However there are such things as anime, movies, TV shows or fantasy books.
 And such large fictional universes nmight not be used in audio game
 development due to copyright issues, creating a similar setting than
 described in such media might be legally possible.
 You atempted the same in basing your Mysteries of the Ancients around Tomb
 Raider, even if you couldn't legally use Lara.
 This doesn't prevent you from creating a fictional tomb hounter named Anna
 with a gun and a magical sword just as an example.

 On the other hand, I know of at least one German gamer (I know him
 personally) who wants to try Final Fantasy 13 on Steam and owns a PC edition

 of Injustice: Gods among us Ultimate Edition.
 I don't know how playable it actually is for blind people, but if blind
 people partially can play it, then it means that some blind gamers who were

 born blind want to expand their knowledge by going mobile or by trying such

 games.

 If you know what the following mainstream titles are, I'd really like to see

 an accessible or audio version of Fate/Stay Night or some more Japanese
 games.
 I also wonder if we'll ever get something like Star Trek Bridge Commander,
 since that should be partially playable in its mainstream form as well.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Thomas Ward
Cara,

Once again well said. I think you just said everything I meant to say
in a simple and concise post.

Cheers!



On 12/16/14, Cara Quinn caraqu...@caraquinn.com wrote:
 Michael,

 Why on Earth would someone just decide that they want to spend ten years of
 their life slaving over something which they will not only see no income
 from, is incredibly time-consuming / intensive, consist of pretty much
 out-of-date technology when it is finished, require massive maintenance /
 updates ever-after, and will most likely foster criticism and flaming from
 the community which it is meant for when it is finally done?

 Now I'm not saying that there is no one for whom this type of project may be
 appealing or be a passion, but this is probably not the sort of thing that
 many people would choose to voluntarily take on.

 Just my thoughts... Excellent topic BTW...

 Cheers!

 Cara
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

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Re: [Audyssey] About pc games

2014-12-16 Thread Thomas Ward
Hi Michael,

You have a good point, but the problem with your logic is that you are
over estimating how much money can be made off of audio games. Paid
updates or not there isn't a lot of money to be made off of selling
audio games.

The first problem is financial. The majority of blind customers all
over the world are unemployed and are living of government benefits.
Here in the USA, for example, the unemployment rate among the blind is
roughly 82% and most of those are living off of SSI and SSDI. The
average blind citizen in the USA makes $721 USD per month in SSI
benefits. After you take out the cost of rent, food, bus/taxi fair,
electricity, etc there is precious little left to spend on games.
Without a lot of money to spend on games it is unlikely that a lot of
blind gamers will buy the game a developer is selling even if they
want it.

The second big issue is a very small minority within a small minority.
I have done some research and at any given time there only seems to be
about 2,000 blind computer users downloading and playing audio games.
That estimation may be conservative, but assuming each and every one
of them paid for the game it still wouldn't be enough for a audio game
developer to live off of.  There aren't enough paying customers to
make developing a game like you suggest worthwhile financially.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:
 That might be true.
 But it looks like you might be forgetting something here at least in
 theory.
 You probably know that Sryth was developed over ten years as well as World
 of Warcraft.
 However do you know that the original World of Warcraft was smaller at its
 initial release?
 I also think that many features and content for Sryth was added over the
 years.
 But in the case of either browser games or mainstream games, content can be

 released after the initial release.
 In the days of Microsofts older operating systems we had such releases known

 as service packs which some times brought more than bug fixes and security
 updates.
 World of Warcraft, while still being an MMORPG had six releases and there
 will probably be more.
 The first release was the initial release plus five (paid!) expansion packs

 which were released over several years and some expansions took more than
 one year to develop.

 If we were to make Sryth into an audio game it would take a huge amound of
 time because the original development of that game took years.
 But if it were to be made into an audio game just an example, the content
 could be split between releases and if we were talking paid content, you
 could get some money per released package.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Cara Quinn
Thanks Thomas, glad to be of service. :)

It seems this question comes up from time to time and while I personally don't 
disagree with the sentiments Michael is expressing in the sense that we really 
should have more high quality audio games which better reflect the mainstream, 
I also think that many of us here feel this way too. Nothing wrong with that. :)

It's just that with essentially no incentive for devs to do what needs to be 
done to create these sorts of projects, we're likely to have slow-going for a 
while. :)

As I am writing this another idea just came to me.

I wonder if anyone has pursued something like an NEA grant? (in the states) I 
bet that an audio game would satisfy the requirements for one of the many 
grants which are constantly on offer… This might be a way that at least more 
small projects can be accomplished or helped along at least…

Anyway, let me wish you and everyone else a lovely holiday season!

Thanks to everyone as always, for the great discussion!

Cheers!

Cara
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On Dec 16, 2014, at 5:27 PM, Thomas Ward thomasward1...@gmail.com wrote:

Cara,

Once again well said. I think you just said everything I meant to say
in a simple and concise post.

Cheers!



On 12/16/14, Cara Quinn caraqu...@caraquinn.com wrote:
 Michael,
 
 Why on Earth would someone just decide that they want to spend ten years of
 their life slaving over something which they will not only see no income
 from, is incredibly time-consuming / intensive, consist of pretty much
 out-of-date technology when it is finished, require massive maintenance /
 updates ever-after, and will most likely foster criticism and flaming from
 the community which it is meant for when it is finally done?
 
 Now I'm not saying that there is no one for whom this type of project may be
 appealing or be a passion, but this is probably not the sort of thing that
 many people would choose to voluntarily take on.
 
 Just my thoughts... Excellent topic BTW...
 
 Cheers!
 
 Cara
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Lisa Hayes
And let's not forget the blind i want everything for free and why should i 
pay for it attitude which is shameful, but about.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 17, 2014 11:27 AM
Subject: Re: [Audyssey] audio games popularity



Cara,

Once again well said. I think you just said everything I meant to say
in a simple and concise post.

Cheers!



On 12/16/14, Cara Quinn caraqu...@caraquinn.com wrote:

Michael,

Why on Earth would someone just decide that they want to spend ten years 
of

their life slaving over something which they will not only see no income
from, is incredibly time-consuming / intensive, consist of pretty much
out-of-date technology when it is finished, require massive maintenance /
updates ever-after, and will most likely foster criticism and flaming 
from

the community which it is meant for when it is finally done?

Now I'm not saying that there is no one for whom this type of project may 
be
appealing or be a passion, but this is probably not the sort of thing 
that

many people would choose to voluntarily take on.

Just my thoughts... Excellent topic BTW...

Cheers!

Cara
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Josh k
yes like i said the closest we have so far are swamp, tacticle battle, 
and alter aeon.


On 12/16/2014 4:09 PM, Thomas Ward wrote:

Hi Michael,

Well, I think for those developers who left our community it came down
to a question of time. Daniel, Justin, Liam, etc all got real full
time jobs, didn't have time to really put into their games any more,
so decided to leave. Yeah, even though they might have been able to
continue selling said games through an automated system there is still
the issue of offering technical support, possibly offering upgrades as
needed, and none of those guys wanted to deal with the hassle of long
term support. Especially, since some of the people in this community
are very immature and throw a hissy fit when something doesn't go
their way.

When it comes down to complex verses simple games you are right. We
have a lot of card and board games plus a lot of very basic arcade
games. There are a number of good reasons for that.

To begin with when a person learns to program there is a natural
progression from simple to complex. It is unrealistic to expect a
brand new developer to come up with Warcraft or something like that.
They'll probably spend the first year or so developing card games like
Blackjack, Uno, or Poker just because they are easy to create and can
be developed in a short amount of time. Its only after they have been
programming a while that they can move onto perhaps a side-scroller or
FPS type game.

Another issue is lack of experience. Do remember many of the
developers making audio games have been blind from birth and have
never played Final Fantasy, Warcraft, Elder Scrolls, etc. How can we
really expect them to design something on par with those games when
many VI developers don't have the experience to compare their own
games to something mainstream?

Also there is the issue of time. Remember World of Warcraft, Elder
Scrolls, and other mainstream games are being developed by a team of
developers. Of course they can create really huge game worlds because
they have the manpower to pull it off. Most audio game developers are
one maybe two man teams at most and we can't expect one or two
developers to do the work of five. It just isn't realistic. That is
why even though Entombed and Paladin of the Sky are decent audio RPG
games their worlds may not be as big and as grand as something else
mainstream.

Finally, as for selling soundtracks this could be licensing issues
more than anything else. When a game developer buys music for a game
the license determines what he or she can do with the music. It
usually costs more to license the music for resale via internet
download, CD, etc therefore they only purchase a game distribution
license rather than a license that allows them to sell the music as an
album. Its not as simple as buying music from a musician and turn
around and sell it without paying royalties or buying higher licensing
fees.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:

Hi Thomas,
I agree with you that a lot of mobile games are either accessible or can be

made accessible in a short amound of time, once the basic apps are nearly
completed on such platforms.

However, what I didn't get was why many of the long time developers of PC
audio games had to leave.
I mean, it is one thing to actively develop new games and release them.
But if you have an automated online shop and an automated system to handle
sending out registration keys, then I don't get why Liam stopped selling the

two older titles or why BSC Games stopped selling their old titles.
And if they thought that they really would want to go, they could surely
have handled that exit better, since not everyone bought their final package

which contained all their games plus the official key generator.
But I think that people who already owned one or more of their games
wouldn't want to buy them again and thus were unable to get new keys the
moment they had to switch computers or reinstall.
I can tell you how I approached that situation.
I bought that final package with the unlock tool but only because I had
enough money at that time and because I had not bought any of their games
before.
I knew of them and I played the demos and their free games before.
But I didn't waste my money because I have the entire package now and I
didn't buy anything before that.
If I had, I wouldn't have bought that package because that would have been
paying for some games twice.

And I don't want to attack the developers we currently have for PC games.
But many of them are permanently in a simple game sector like making
accessible board or card games.
Others make browser and thus online games.
And some more are not yet experienced enough to do some complex games.
And sadly, when I look at what is out there in mainstream games right now, I

really think that it is a bit sad that so many of our games are so extremely

small compared to mainstream titles.
I don't know how large the world of Paladin 

Re: [Audyssey] About pc games

2014-12-16 Thread Josh k
the incentive would not be for money. it would be to create a great 
audio game that everyone could enjoy including yourself. it could be 
donationware. I myself live in a small town in PA. I have a small very 
part time business fixing and selling computers. think of it this way. 
did leonardo da vinci create his art so he could get rich? no. he 
created it because he enjoyed creating things using various art 
forms.programming is more of an art or maybe something like a 
combination of art and science. the people here in PA who make the 
butter sculpture for the farm show do it every year because they enjoy 
it. It gives them happiness and joy that others are enjoying and 
appreciating their work. I really think that if and yes its sad but true 
but if audio game developers expect to make big fulltime wages from 
audio games. it just won't happen. make games because you're an 
artist/scientist and because you enjoy it. the money is just a side 
effect. make them at least freeware like jim does but include a donation 
option.


On 12/16/2014 5:01 PM, Thomas Ward wrote:

Hi Michael,

I see where you are going with this, and my first question is do you
realize how long it would take to create anything like Sryth as a
proper audio game?

Sryth as it stands now is a browser based text game, and it has taken
the better part of a decade to get where it is now. An audio game
would even take longer because it requires a whole lot more
programming if we add in text to speech, sounds, and music. Even were
I to start on such a project this very evening I doubt I would be able
to cover a quarter of the content in Sryth by this time next year
which leads to the next problem/issue.

Given the fact that an audio game on par with Sryth would be an
extremely time consuming project what incentive would there be for me
to put that much time and effort into it?

  I probably wouldn't make enough money off of it to justify working on
it 8 hours a day for a year or more, and I'd likely be giving up
opportunities to read books, watch movies, play other games while
developing said game so am not certain I'd really want the hassle. So
unless there is a motive or incentive to do it I doubt you'll find a
game developer willing to do it unless they are getting something out
of the bargain.

While I see where you are going with this I have a feeling if you
really and truly want an RPG game that bad you might have to bite the
bullet and write one your self. Not everyone is as passionate or as
interested in creating one as you apparently are, and you can't expect
developers to just drop everything and write one. It isn't that we
aren't sympathetic, but not everyone has the time, the money, or the
desire to write a highly complex RPG of the type you are asking for.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:

You are probably right Dark.
However what I meanth was not that we don't get new things, since we do even

with different mechanics.
But let me say it a bit different.
You probably know Sryth, right?
Imagine how it could be if you got this game on your PC (not a browser game)

with a proper audio environment.
Of course this game has been out for years and probably will remain as a
browser game.
However since some people know this genre of game, I wonder why the only
commercial audio RPGs we have are Paladin of the Sky and Entombed.
And while these titles are great and their developers did great jobs in
making them, you can't create your own expansions for both games, neither am

I aware of the availability of paid expansions for said game.
It is like with ESP Pinball Extreme where you had the Pinball Party Pack
which supposedly was meant to be the first expansion with more to follow
later on.
But up to this point there was no further release announced up to this
point.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Josh k

I would donate $30 or $40 towards it. I'll have the money in January 2015.

On 12/16/2014 5:17 PM, Michael Gauler wrote:

That's actually sad.
Not that Alter Aeon is a big world of course.
But if such things work as an online game shouldn't there be a 
developer or a group of them who think that it is time to do something 
like this as an audio game?
I mean, if you start today with game development you won't do such a 
big thing alone.
But if you are there in your tenth year as an active member of the 
audio game developing group, then surely it could be possible.
And you can't tell me that such a project would be totally unwanted 
among the players and the community if it were to be properly made.


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Re: [Audyssey] About pc games

2014-12-16 Thread Josh k

how about an uprising2 tacticle battle map pack?

On 12/16/2014 5:32 PM, Michael Gauler wrote:

Hi Dark,
The sad thing about all this is that all these new things we are 
currently getting in the audio game sector are partially old school 
compared to mainstream games.

Seriously, I know of a mainstream game called Uprising 2.
You wouldn't be able to play it withouth sighted assistance just to 
tell that first.

What I want to say is the following:
This game was a science fiction game where you have to fight in a war 
against an alien race.
You had to go to over 30 planets and your task was to destroy all 
alien bases on the planet.

The player controled a futuristic tank with different weapons.
He could build factories to produce other units to call during battles 
to aid you.

These units were computer controlled of course.
I have the game CD.
During these missions you gained more weapons and technology until you 
came to the final level.

Every planet you had to go to was its own map file.
On the game CD (it was small enough for one CD-Rom) you had the game, 
the full user manual as well as other documents.
The game itself had three extra levels which were a really big ingame 
tutorial.

But that was not all the CD contained.
There was a level editor plus its own manual plus another file which 
contained the technical specifications for one of the four main files 
you need for level design.
And there was one last document explaining the scripting language 
which you needed íf you wanted to create story events or define on 
what terms you won or lost a certain mission.

This game let the user edit some but not all its files.
It did not require any form of hardware based registrations, nor was 
the CD copy protected with the kind of copy protection which prevents 
legal use of the product because it is buggy.


This title was released before the year 2000 and ran on Windows 98 
systems without problems.


This is just one example of what some games of the Windows 95-98 era 
could do.

Or remember Doom and Quake.
You could make your own levels and mods for them.

And if you like RPGs you know what Final Fantasy is.
That series goes back before PCs were common products.
But I also knew of a Japanese Play Station game which was originally 
listed in the audiogames.net database.
But up to now we had little in audio RPG titles and the two we have 
while impressive currently don't have official addons/expansions, nor 
do they support user created game content as far as I know.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Josh k
then the tacticle battle map makers should get in trouble, they have an 
awesome star wars map pack!  someday our society will evolve and we'll 
get past all this intellectual property you can't copy my code junk. 
programming and games and such should be seen as art and science, and 
not as this is my code and you better not copy it. copyright law is stupid.



On 12/16/2014 5:50 PM, Michael Gauler wrote:

Hi Thomas,
I know that a beginner won't do highly complex games from the start.
That is true.
However the ones like Justin or Liam or Dan had some rather complex 
games compared to simple board or card games.

Look at the unlockables in Judgment Day for example.
But after that you heard not much from Liam in terms of big projects 
for whatever reasons.

The last commercial project was Super Egg Hunt Plus.
But if he supposedly still sells it, then there is at least in theory 
no reason to drop Super Liam or Judgment day.


I know that real life can get in the way and that this might be the 
reason why we had some people leave permanently.
But this did for example not explain why Justin did not make his 
originally paid games free if he was not going to give further key 
replacements to previous customers.
While his final special offer was good for me personally, since I 
didn't buy his games up to this point, for people who already owned 
one or two games it was not an ideal option.
And if he generally said he wanted to drop all support for these 
titles, then he could simply have released his unlock code generator 
like Dan did with his legal unlock patches and no one would have 
screamed foul play or something similar.


And of course you are right when you say people born blind might not 
know the difference between Entombed or Warcraft.


However there are such things as anime, movies, TV shows or fantasy 
books.
And such large fictional universes nmight not be used in audio game 
development due to copyright issues, creating a similar setting than 
described in such media might be legally possible.
You atempted the same in basing your Mysteries of the Ancients around 
Tomb Raider, even if you couldn't legally use Lara.
This doesn't prevent you from creating a fictional tomb hounter named 
Anna with a gun and a magical sword just as an example.


On the other hand, I know of at least one German gamer (I know him 
personally) who wants to try Final Fantasy 13 on Steam and owns a PC 
edition of Injustice: Gods among us Ultimate Edition.
I don't know how playable it actually is for blind people, but if 
blind people partially can play it, then it means that some blind 
gamers who were born blind want to expand their knowledge by going 
mobile or by trying such games.


If you know what the following mainstream titles are, I'd really like 
to see an accessible or audio version of Fate/Stay Night or some more 
Japanese games.
I also wonder if we'll ever get something like Star Trek Bridge 
Commander, since that should be partially playable in its mainstream 
form as well.


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Re: [Audyssey] About pc games

2014-12-16 Thread Josh k

why not modify it using the tacticle battles mapping engine? or maybe bgt?

On 12/16/2014 6:28 PM, Nick Adamson wrote:

In theory all this could be done. It's more complex than you'd think to develop 
one of these very large game worlds.
I'd also guess your over estimating how much money can be made to support on 
going development. If I were a developer trying to live on developing audio 
games it would make the most amount of sense to have a wide offering of 
different types of games rather than one very big game as I  would have to 
attract the widest customer base you can.
Speaking for myself, it's the challenge of developing games that's fun and why 
I do it rather any financial reward, that's why the code I write outside of the 
day job I generally release for free.
Thanks.
Nick.





On 16 Dec 2014, at 22:58, Michael Gauler michael.gau...@gmx.de wrote:

That might be true.
But it looks like you might be forgetting something here at least in theory.
You probably know that Sryth was developed over ten years as well as World of 
Warcraft.
However do you know that the original World of Warcraft was smaller at its 
initial release?
I also think that many features and content for Sryth was added over the years.
But in the case of either browser games or mainstream games, content can be 
released after the initial release.
In the days of Microsofts older operating systems we had such releases known as 
service packs which some times brought more than bug fixes and security updates.
World of Warcraft, while still being an MMORPG had six releases and there will 
probably be more.
The first release was the initial release plus five (paid!) expansion packs 
which were released over several years and some expansions took more than one 
year to develop.

If we were to make Sryth into an audio game it would take a huge amound of time 
because the original development of that game took years.
But if it were to be made into an audio game just an example, the content could 
be split between releases and if we were talking paid content, you could get 
some money per released package.

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Re: [Audyssey] About pc games

2014-12-16 Thread Josh k
you don't need to be a programmer to use tacticle battle. that's what's 
great about it. just modify text files add your sounds and music and 
triggers and you got a great game.


On 12/16/2014 6:28 PM, Nick Adamson wrote:

In theory all this could be done. It's more complex than you'd think to develop 
one of these very large game worlds.
I'd also guess your over estimating how much money can be made to support on 
going development. If I were a developer trying to live on developing audio 
games it would make the most amount of sense to have a wide offering of 
different types of games rather than one very big game as I  would have to 
attract the widest customer base you can.
Speaking for myself, it's the challenge of developing games that's fun and why 
I do it rather any financial reward, that's why the code I write outside of the 
day job I generally release for free.
Thanks.
Nick.





On 16 Dec 2014, at 22:58, Michael Gauler michael.gau...@gmx.de wrote:

That might be true.
But it looks like you might be forgetting something here at least in theory.
You probably know that Sryth was developed over ten years as well as World of 
Warcraft.
However do you know that the original World of Warcraft was smaller at its 
initial release?
I also think that many features and content for Sryth was added over the years.
But in the case of either browser games or mainstream games, content can be 
released after the initial release.
In the days of Microsofts older operating systems we had such releases known as 
service packs which some times brought more than bug fixes and security updates.
World of Warcraft, while still being an MMORPG had six releases and there will 
probably be more.
The first release was the initial release plus five (paid!) expansion packs 
which were released over several years and some expansions took more than one 
year to develop.

If we were to make Sryth into an audio game it would take a huge amound of time 
because the original development of that game took years.
But if it were to be made into an audio game just an example, the content could 
be split between releases and if we were talking paid content, you could get 
some money per released package.

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Josh k
linus   torvolds did not need any money to make his linux kernel. I wish 
we could go forward but have the attitudes of the programmers of the 
1970s and 1980s. I wrote some code. want to share it? sure. copyright is 
getting way out of hand. ms-dos did not have all the restrictions 
windows has on it with copying and such.




On 12/16/2014 7:00 PM, Thomas Ward wrote:

Hi Michael,

Perhaps, but it is a case of several things coming together which we
apparently do not have in our community right now. First, we have to
have one or more developers interested in doing such a project.
Second, one or more developers with the skills to do it in the first
place. Finally, the time and financial resources available to pull off
such an audacious project.

I am sure there is interest in the gaming community to have such a
game. I'm certain you aren't the only one who would like to see such a
game. It isn't a case of such a game being unwanted, but more a matter
of no developers who want to take the time and money to create one.
What you are asking for is neither simple or easy, and would require a
huge commitment from any developers who takes on such a job.

Cheers!


On 12/16/14, Michael Gauler michael.gau...@gmx.de wrote:

That's actually sad.
Not that Alter Aeon is a big world of course.
But if such things work as an online game shouldn't there be a developer or

a group of them who think that it is time to do something like this as an
audio game?
I mean, if you start today with game development you won't do such a big
thing alone.
But if you are there in your tenth year as an active member of the audio
game developing group, then surely it could be possible.
And you can't tell me that such a project would be totally unwanted among
the players and the community if it were to be properly made.


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Josh k
I think i can answer that. its because the person taking on the project 
would do it for the same reason why I fix computers and try to improve 
linux. because it make me happy to make others happy by improving a free 
open source operating system.


On 12/16/2014 7:01 PM, Cara Quinn wrote:

Michael,

Why on Earth would someone just decide that they want to spend ten years of 
their life slaving over something which they will not only see no income from, 
is incredibly time-consuming / intensive, consist of pretty much out-of-date 
technology when it is finished, require massive maintenance / updates 
ever-after, and will most likely foster criticism and flaming from the 
community which it is meant for when it is finally done?

Now I'm not saying that there is no one for whom this type of project may be 
appealing or be a passion, but this is probably not the sort of thing that many 
people would choose to voluntarily take on.

Just my thoughts… Excellent topic BTW…

Cheers!

Cara
---
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---
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On Dec 16, 2014, at 3:17 PM, Michael Gauler michael.gau...@gmx.de wrote:

That's actually sad.
Not that Alter Aeon is a big world of course.
But if such things work as an online game shouldn't there be a developer or a 
group of them who think that it is time to do something like this as an audio 
game?
I mean, if you start today with game development you won't do such a big thing 
alone.
But if you are there in your tenth year as an active member of the audio game 
developing group, then surely it could be possible.
And you can't tell me that such a project would be totally unwanted among the 
players and the community if it were to be properly made.

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Re: [Audyssey] About pc games

2014-12-16 Thread Josh k
they develop for the money that's it. they could care less whether 
disabled folks can play their games. sometimes I wish I had a time 
machine and could go back to the 1500s or so. maybe we did not have 
technology but we had our morality and family values.


On 12/16/2014 7:06 PM, Cara Quinn wrote:

Michael,

Again, excellent points. Let me ask you (and the list) a simple question.

Why do mainstream developers develop?

Cheers!

Cara
---
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On Dec 16, 2014, at 3:32 PM, Michael Gauler michael.gau...@gmx.de wrote:

Hi Dark,
The sad thing about all this is that all these new things we are currently 
getting in the audio game sector are partially old school compared to mainstream games.
Seriously, I know of a mainstream game called Uprising 2.
You wouldn't be able to play it withouth sighted assistance just to tell that 
first.
What I want to say is the following:
This game was a science fiction game where you have to fight in a war against 
an alien race.
You had to go to over 30 planets and your task was to destroy all alien bases 
on the planet.
The player controled a futuristic tank with different weapons.
He could build factories to produce other units to call during battles to aid 
you.
These units were computer controlled of course.
I have the game CD.
During these missions you gained more weapons and technology until you came to 
the final level.
Every planet you had to go to was its own map file.
On the game CD (it was small enough for one CD-Rom) you had the game, the full 
user manual as well as other documents.
The game itself had three extra levels which were a really big ingame tutorial.
But that was not all the CD contained.
There was a level editor plus its own manual plus another file which contained 
the technical specifications for one of the four main files you need for level 
design.
And there was one last document explaining the scripting language which you 
needed íf you wanted to create story events or define on what terms you won or 
lost a certain mission.
This game let the user edit some but not all its files.
It did not require any form of hardware based registrations, nor was the CD 
copy protected with the kind of copy protection which prevents legal use of the 
product because it is buggy.

This title was released before the year 2000 and ran on Windows 98 systems 
without problems.

This is just one example of what some games of the Windows 95-98 era could do.
Or remember Doom and Quake.
You could make your own levels and mods for them.

And if you like RPGs you know what Final Fantasy is.
That series goes back before PCs were common products.
But I also knew of a Japanese Play Station game which was originally listed in 
the audiogames.net database.
But up to now we had little in audio RPG titles and the two we have while 
impressive currently don't have official addons/expansions, nor do they support 
user created game content as far as I know.

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Josh k
I donate when and where I can. and I buy movies on apple tv. and when 
needed I use torrent sites like pirate bay.


On 12/16/2014 8:42 PM, Lisa Hayes wrote:
And let's not forget the blind i want everything for free and why 
should i pay for it attitude which is shameful, but about.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 17, 2014 11:27 AM
Subject: Re: [Audyssey] audio games popularity



Cara,

Once again well said. I think you just said everything I meant to say
in a simple and concise post.

Cheers!



On 12/16/14, Cara Quinn caraqu...@caraquinn.com wrote:

Michael,

Why on Earth would someone just decide that they want to spend ten 
years of
their life slaving over something which they will not only see no 
income

from, is incredibly time-consuming / intensive, consist of pretty much
out-of-date technology when it is finished, require massive 
maintenance /
updates ever-after, and will most likely foster criticism and 
flaming from

the community which it is meant for when it is finally done?

Now I'm not saying that there is no one for whom this type of 
project may be
appealing or be a passion, but this is probably not the sort of 
thing that

many people would choose to voluntarily take on.

Just my thoughts... Excellent topic BTW...

Cheers!

Cara
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara


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Re: [Audyssey] Adult Delivery game

2014-12-16 Thread Teresa Cochran
LOL! grin

Teresa

Winging its way from my iPod

 On Dec 16, 2014, at 3:10 AM, lenron brown lenro...@gmail.com wrote:
 
 I am moveing to Colorado.
 
 On 12/16/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Phil,
 
 Thanks for all of the ideas.  I will have to think on them.
 
 BFN
 
 - Original Message -
 Hi Jim,
 For your adult Pizza Delivery game you could change that to,
 Pot and prostitute  delivery game.
 For Marijuana, you could specify which Strains of it,
 1. Grape Stomper- super heavy, very kiefy sativa strain with a crazy high
 THC level (usually 20% and above)
 2. Golden Goat- a completely unique smelling sativa dominant with a sweet
 taste and great high for enjoying all the other things that make Colorado
 awesome other than legal weed.
 3. Sage n Sour- If you absolutely have your heart on something Sour.
 An amazing hybrid that stands for Sativa Afgani Genetic Equilibrium;
 legend has it that it was an attempt to create the first true hybrid 50%
 sativa, 50% indica strain. So cross that with a strong sativa and you've got
 
 something special for sure.
 4. Critical Mass- a fruity tasting high CBD strain that is great for pain
 relief. Though lower in THC and great for a relaxing effect without too much
 
 of a psychoactive effect, the very high CBDs still pack a punch that will
 leave you locked to the couch for several hours.
 5. Presidential Kush- a sativa dominant cross with OG Kush, this is just not
 
 to be missed if you can find it. Truly one of Colorado's most unique and
 pleasing strains for overall effect, taste, smell, and bud density.
 
 And for the prostitute  what type of toppings to wear, bra, bikini,
 glitter, tassels or bare.
 And with your choice of hair colors in black, brunette, blonde and red, or
 even gray.
 
 smiles,
 Phil
 
 
 Jim
 
 I used to be an exterior automotive reconditioning specialist. Yep, dried
 cars at the car wash.
 
 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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 -- 
 Lenron Brown
 Cell: 985-271-2832
 Skype: ron.brown762
 
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Re: [Audyssey] About pc games

2014-12-16 Thread Thomas Ward
Hi Josh,

I don't completely disagree with you, but sometimes doing something
just for the pure enjoyment of it isn't enough. The fact of the matter
is enjoyment only goes so far, and then at some point developing games
is no longer fun. I can speak from personal experience writing a game
that takes a couple of months, perhaps a year can be fun, but after
two, three, or more years it is no longer fun or entertaining. The
developer will get tired of writing the game and want to move on to a
new project. At least that has been my experience.

I can see some developer writing Ultra RPG 1.0. Maybe spend a year or
two developing it, and then growing bored with it. They want to move
onto something else but their customers want more content, more
upgrades, more something else but the developer is burned out on the
game and wants nothing else to do with it. It happens.

Cheers!


On 12/16/14, Josh k joshknnd1...@gmail.com wrote:
 the incentive would not be for money. it would be to create a great
 audio game that everyone could enjoy including yourself. it could be
 donationware. I myself live in a small town in PA. I have a small very
 part time business fixing and selling computers. think of it this way.
 did leonardo da vinci create his art so he could get rich? no. he
 created it because he enjoyed creating things using various art
 forms.programming is more of an art or maybe something like a
 combination of art and science. the people here in PA who make the
 butter sculpture for the farm show do it every year because they enjoy
 it. It gives them happiness and joy that others are enjoying and
 appreciating their work. I really think that if and yes its sad but true
 but if audio game developers expect to make big fulltime wages from
 audio games. it just won't happen. make games because you're an
 artist/scientist and because you enjoy it. the money is just a side
 effect. make them at least freeware like jim does but include a donation
 option.

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Thomas Ward
Hi Josh,

I disagree with that point of view though. There is a difference in
someone donating time to say Linux and donating time to a game. With
Linux the developer is developing something of practical value that
can be used every day for home, work, etc. With a game it is merely
for entertainment and there is some question as to how much
entertainment the developer will get back out of that game compared to
the effort he/she put into creating it. So no I don't think they are
equal.

Cheers!


On 12/16/14, Josh k joshknnd1...@gmail.com wrote:
 I think i can answer that. its because the person taking on the project
 would do it for the same reason why I fix computers and try to improve
 linux. because it make me happy to make others happy by improving a free
 open source operating system.

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Thomas Ward
Hi Lisa,

That too. The sad fact of the matter is if a game developer created an
accessible Final Fantasy, Elder Scrolls, or whatever there would be
those blind gamers who expect it to be handed to them for free. They
will whine and cry they don't have the money, or they'll just crack
it. So it is a bit discouraging to know that anything a developer does
will be largely under appreciated.

Cheers!


On 12/16/14, Lisa Hayes lhay...@internode.on.net wrote:
 And let's not forget the blind i want everything for free and why should i
 pay for it attitude which is shameful, but about.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Thomas Ward
Hi Cara,

Yeah, I don't disagree with Michael's point that we need more high
quality audio games either. The question is how to get their in a
realistic way.

I think one possibility might be to begin with an open source project
of some kind. One point Michael made was the fact that while we have
some cool audio games like Paladin of the Sky or Entombed we have no
way to modify, expand, or add game content to the games. They are a
done deal. What you buy is what you get.

If someone were to create an Entombed that was open source that
wouldn't be a problem. Anyone who wanted to could grab the latest
source and add a new level, new adventure, or make modifications to
the game which would solve that problem. Of course the gamer would
have to be skilled in programming to make changes to the code, but
most of the difficult work would be done for him/her.

Also since it would be open source it could be a community project.
Copyrights would belong to the entire community and therefore I can
see some really interesting stuff coming out of such a project.

Cheers!


On 12/16/14, Cara Quinn caraqu...@caraquinn.com wrote:
 Thanks Thomas, glad to be of service. :)

 It seems this question comes up from time to time and while I personally
 don't disagree with the sentiments Michael is expressing in the sense that
 we really should have more high quality audio games which better reflect the
 mainstream, I also think that many of us here feel this way too. Nothing
 wrong with that. :)

 It's just that with essentially no incentive for devs to do what needs to be
 done to create these sorts of projects, we're likely to have slow-going for
 a while. :)

 As I am writing this another idea just came to me.

 I wonder if anyone has pursued something like an NEA grant? (in the states)
 I bet that an audio game would satisfy the requirements for one of the many
 grants which are constantly on offer... This might be a way that at least more
 small projects can be accomplished or helped along at least...

 Anyway, let me wish you and everyone else a lovely holiday season!

 Thanks to everyone as always, for the great discussion!

 Cheers!

 Cara
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

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Re: [Audyssey] audio games popularity

2014-12-16 Thread Bryan Peterson

I'm afraid that's only too true.



Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
-Original Message- 
From: Lisa Hayes

Sent: Tuesday, December 16, 2014 6:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] audio games popularity

And let's not forget the blind i want everything for free and why should i
pay for it attitude which is shameful, but about.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 17, 2014 11:27 AM
Subject: Re: [Audyssey] audio games popularity



Cara,

Once again well said. I think you just said everything I meant to say
in a simple and concise post.

Cheers!



On 12/16/14, Cara Quinn caraqu...@caraquinn.com wrote:

Michael,

Why on Earth would someone just decide that they want to spend ten years 
of

their life slaving over something which they will not only see no income
from, is incredibly time-consuming / intensive, consist of pretty much
out-of-date technology when it is finished, require massive maintenance /
updates ever-after, and will most likely foster criticism and flaming 
from

the community which it is meant for when it is finally done?

Now I'm not saying that there is no one for whom this type of project may 
be
appealing or be a passion, but this is probably not the sort of thing 
that

many people would choose to voluntarily take on.

Just my thoughts... Excellent topic BTW...

Cheers!

Cara
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara


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Re: [Audyssey] audio games popularity

2014-12-16 Thread Lisa Hayes

exactly so what's the point, i now i know we're not all like that.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 17, 2014 4:42 PM
Subject: Re: [Audyssey] audio games popularity



Hi Lisa,

That too. The sad fact of the matter is if a game developer created an
accessible Final Fantasy, Elder Scrolls, or whatever there would be
those blind gamers who expect it to be handed to them for free. They
will whine and cry they don't have the money, or they'll just crack
it. So it is a bit discouraging to know that anything a developer does
will be largely under appreciated.

Cheers!


On 12/16/14, Lisa Hayes lhay...@internode.on.net wrote:
And let's not forget the blind i want everything for free and why should 
i

pay for it attitude which is shameful, but about.
Lisa Hayes




www.nutrimetics.com.au/lisahayes


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Re: [Audyssey] About pc games

2014-12-16 Thread dark

Hi Tom.

This is perhaps where we need some custom rpg engine creation tools. One of 
the reasons a system like Eamon had so many entries is that the basic code 
was written and everything else went with it. Look at the lw mission parza 
or the number of maps people have made for sound rtsor Tactical battle.


That is why I tend to think if Entombed had had a dungeon creator, we'd be 
seeing a lot of other people still doing new things with the game even after 
the developer moved on to other projects. This is actually quite a common 
thing with a lot of indi games, if the engine is easy enough for none 
programmers to pick up and use people will do so.


All the best,

Dark. 



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