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Re: Business models and eye candy
- To: <idrama@flutterby.com>, <vanevery@indiegamedesign.com>
- Subject: Re: Business models and eye candy
- From: "Mike Rozak" <Mike@mxac.com.au>
- Date: Wed, 15 Jun 2005 05:54:32 +0930
- References: <42ACF22E.8090803@indiegamedesign.com>
- Reply-to: idrama@flutterby.com
- Sender: owner-idrama@mail.flutterby.com
Brandon J. Van Every wrote:
Ok, I think I'm personally ready to skip past the opinionating about ART
and all of that. I'm more interested in what it would take to actually
sell iDrama, in some form, to some people. As a game developer I have a
bias that eye candy is needed to do this.
I am working on an interactive fiction (and virtual world) toolset that
tries to be part way in-between text IF/MUDs and $5M-$30M adventure games
and MMORPGs. (It'll also work for interactive storytelling, as well as
single-player adventure games and online virtual worlds.) I'm trying to make
it easy enough for a single multi-skilled author to create a title, or a
small group of specialists.
It uses still, 360 surround images like Myst III. The images are rendered
using my renderer in http://www.mxac.com.au/m3d. Add to this text-to-speech
to avoid displaying text, audio, etc. (It can also play voice audio
recordings if you don't like TTS.) It's completely controlled by a
Java/Flash-like scripting language.
The system has very little in the way of animation, because adding animation
puts the author onto a slippery slope that turns a single-person project
into a multi-million dollar behemoth, especially for a multiplayer virtual
world.
Mike Rozak
http://www.mxac.com.au