| Subject: | Roleplaying was Re: ring tones! / new games |
| Author: | Sharon Gosselink <sgosselink--yahoo.com> |
| Date: | 17-Sep-2003 16:12:32 |
Rich? lol - far from it, my friend. FAR from it.
I suppose that I should make my intentions clear. I'm
aware on some level of the cost involved in game
development, but this is only for games that will
(hopefully) be published. I have no such hopes. No,
let me rephrase that. There is a small hope, but the
whole idea for this thing originally started as part
of a research project to later apply to my thesis.
That remains to be my main objective, but it would
also be nice to have something to present to
prospective employers, and to share with colleagues,
buddies and whomever else I decide.
As far as how long... all things considered, I'd say
give me 3 to 5 years. 3 years for something that
works, 4 years for something worth presenting, 5 years
for something that rocks. "Something that works"
would fulfil the goal for my research. More than that
is more of a personal goal (though my henchmen who are
helping me with this will push me through 'til the
bitter end, I can be sure).
We'll see ;) I only started on it about 3 months ago,
and this semester's been eating up a lot of my time.
However, I'm superstitious, so no more talk of this.
Talking about it too much will make it not happen.
And there IS life outside my computer - it's at
Gilato's with one of them frosted coffee drinks while
I plan out my next project for class. LOL
-Sharon
--- Dan Pinal <danp--massmedia.com> wrote:
> Wow, you must be rich! a/s/l?
> j/k :)
>
> Sadly, the latest crop of MMORPGs are not doing that
> well which only makes
> future ones harder to get funded. The suits don't
> really care if a game
> didn't do well because it's lousy or that it was
> released six months before
> it was even beta.
>
> Here's a movie studio analogy. This was a bad
> summer for Hollywood
> blockbusters. But the studios have put the blame on
> kids with SMS phones,
> not that the movies were bad, but that kids instant
> messaged each other so
> fast over how bad they were that they were able to
> kill ticket sales
> mid-opening weekend. This makes it harder for big
> budget movies to get
> funded, not just the bad ones.
>
> It takes a few million to fund nearly every game.
> To minimize cost and
> risk many sequels are made with minimal innovation.
> Only a couple are
> willing to risk otherwise.
>
> Life outside a computer? That's just a rumor. So,
> how long do I have to
> wait for your game?
>
> Dan
>
> At 03:25 PM 9/16/2003 -0700, Sharon Gosselink wrote:
>
> >Dan,
> >
> >I'm taking that as a challenge.
> >
> >I've been working on something that just might turn
> >out well. Give me a few years, however - been
> trying
> >to balance this project with full time job, full
> time
> >school, and enough of a life outside of my computer
> >that I don't go insane. Plus, it just keeps on
> >growing. Not to mention, I've got a lot yet to
> learn.
> >
> >
> >-Sharon Gosselink
>
>
>
>
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