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-
- Kudos and Criticism
- by David Dunham
-
-
-  
- This section features reader responses to Ambrosia's software & service. We will include the
- good with the bad, and address any problems brought to our attention. These are real people
- writing real letters about real issues. Feel free to drop us a line.
-
- The Question that Would Not Die
-
- At the beginning of this month Jason received a letter from a user who brought up some very
- good points asking some questions that deserved a response. His letter follows.
-
- "Will you ever go commercial?"
-
- "No, Ambrosia Software is committed to bringing the Mac gaming community quality software
- at low prices and is dedicated to the electronic distribution concept."
-
- This is a typical Q&A in your "Kudos and Criticisms" section of the Ambrosia Times. With this
- letter to the editor, I intend to prove you wrong. To do so, I will touch on three basic points.
-
- The first point is that the commercial Mac game market is hurting right now. All of those games
- that have been successful are simply ports of commercially successful PC games. We need
- talented and creative development teams working on original Mac concepts to start to gain some
- recognition in the realm of computer gaming. Games are the sexiest form of computer
- application. No one drools over a cool business suite, but put a video game display with
- amazing graphics up in an electronics store and it will be surrounded by kids before the
- phosphors on the television screens warm up. This kind of dedication and zeal is common in
- gamers and Mac users alike so wouldn't it make sense that the Mac should be a flagship game
- platform? Ambrosia is well known for it's creativity and dedication to quality, so it just might
- be what's needed to jumpstart the Mac game market.
-
- I agree with his points, but I don't see why we would have to go commercial to do any of these things. I feel
- we can keep doing everything the way we do it and still produce commercial quality games for a fair price.
-
- The second is that one large, monopolistic company will eventually push out all other smaller
- shareware developers, thus hurting the Mac gaming scene. Although there are great games
- being produced by shareware developers, it is hard to compete with a company with the
- resources of Ambrosia who can pump some dollars in high-rate equipment and set aside the
- time to make commercial quality software. The student programmer is starting to be ignored in
- favor of the larger companies such as Ambrosia.
-
- Let's keep the talent fresh instead of discouraging kids from game development and making
- them find a new hobby. One of the coolest things about the Mac is that it's a rebel machine; it's
- subversive. Lone wolf developers can make some great games with a Mac and lots of sleepless
- nights. Does anyone doubt the quality of games such as Glider or Glypha by John Calhoun? Or
- what about Andrew Welch? Maelstrom was pretty much a solo effort, so remember your roots
- and stop edging the little guy out.
-
- I don't agree with this at all. Shareware is still the most democratic way to distribute software. Anyone can put
- up a site and start distributing their product.
-
- Most of our games were developed by Lone Wolf developers. Matt Burch is almost solely responsible for
- Escape Velocity, Ben Spees did Harry and David Wareing did Mars Rising.
-
- I also don't see how we are discouraging kids from producing shareware. I would think that Andrew's
- experience would be an inspiration to any up and coming programmer. Of course, anyone who would like to
- develop their game or program to its fullest potential can do so with Ambrosia's help and support. I think
- Andrew would have appreciated someone with experience running his beta tests and offering tech support for
- his products.
-
- Finally, Ambrosia is shooting itself in the foot by staying in shareware. Shareware is still on
- the whole an unreliable system. While Ambrosia has had a rather high success rate, imagine
- what it would be if Ambrosia were getting serious shelf space in stores across the country. It
- could reach people not yet online. It could reach people who don't trust shareware. It could
- attract more talented developers to its team. Ambrosia has outgrown the shareware system. It's
- resources are so great, it cannot reach it's full potential without commercial distribution.
- Imagine a CD-ROM adventure done Ambrosia-style. Or what about a large-scale simulation
- game? Wouldn't it be great? Ambrosia Software remaining in the shareware system would be
- like id Software staying in the shareware business. It's ridiculous.
-
- Again, I disagree. I think the internet and ftp is the best way to distribute software. We don't have to fight for
- shelf space, worry about packaging costs, or bear the costs of disk production. Granted, there are potential
- customers we can't reach, but really the vast majority of computer users who use games and shareware are
- plugged into the internet, and if they aren't now, they soon will be.
-
- Ambrosia is one of the best assets the Mac has because they are constantly able to produce
- quality products and know how to market them. They also make games, the programs that best
- show off a computer's capabilities. Although they are a great asset, they are also hurting the
- Mac gaming community and themselves by continuing to rely on the shareware system. Almost
- gone are the days when the lone wolf developer can make a killing on shareware, almost dead
- is the Mac commercial gaming market, and chomping at the bit is Ambrosia, limiting itself by
- staying in a system meant for the little guy.
-
- Brian Jones
- Gaz Software
- http://www.gazsoftware.com
-
- The Mac gaming industry is hurting, but I don't see how us going commercial will change that. As long as we
- do our best to make the best games possible we are doing our part for the Mac gaming community.
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