> What I'm wondering is why there were so few games produced that adopted
> the modular concept in order to provide a longer-playing game with
> several different elements? I realize there were many games that used
> the disk to store graphics and multiple "levels", like Load Runner.
Rodney the answer to your question is MONEY. developing a game on any system
is work. The games your talking about take time to code, debug, playtest, and
finally to package, advertise, and market. Ok let take Rescue on Fractilus.
Lets say that the whole game was but one modual. This game sold for 39.95 as
it was. Now lets at your underwater modual which would basicly a second game
within a game. Also lets add a 3rd Modual along the order of galaxian for
after winning the war on Fractilus you could now take the battle to the
aliens and go in space and try to kick major butt! So now we got 3 times the
work, 3 times the program and its all on one doublesided flippy. or for that
matter 2 disks. Theres plenty of room for intros, story guidelines and some
real nice graphics. How much are we going to sell it for? Well people are not
going to pay 120.00 for it and the programer is not going to spend time on
the game for less that triple what he got for just the first modual so where
are we? Answer right where we were, spending the least amount of time to
complete a game that will sell for 39.00.....
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