@Dark:
I wanted to clarify what I said regarding Choiceofgames.
I did not say that I would want to use Steam.
I meant that when you buy the Android version, you can actually download their games onto your device, play and save your data locally on said device.
In steam you also can download the games and probably have your save data offline.
I know that then your products are bound to steam and the client must be active to play.
I thought that on a PC you were forced to play their games online via the website.
I know that modern internet connections and browsers have no problem playing such games.
What I meant was that to my knowledge you could download and play completely offline only on Android or on Steam with its own DRM enforced compared to directly downloading the games as let's say a .zip or .exe file.
About audio VS independent or mainstream games:
I get your points, but what I am not sure about is the scale.
If a mainstream company has a huge team working six months on a title, how much of that time is for designing the game (creating the rules and mechanics on paper or digitally), before it is actually coded.
And how much money and time in game development for high rated mainstream games is solely spent on graphics?
Yes, we don't have many engines and tools, but what many of them do is dealing with lots of different graphic features which an audiogame engine would not necessarily need.
I am no game developer, so I can't know what would be required and how long it would take to actually code the thing.
Yes with engines and libraries, you can shorten that time considerably, but I am really unsure if you still can't compare feature sets when many hours of work in mainstream development is dedicated to graphical things.
On the other hand, let's look at what we have.
Example#1: Draconis Entertainment
It had been years since their last title before they made Change Reaction 2.0.
Since then they "only" made Silver Dollar.
Now I obviously can't know how much time it took to make Change Reaction 1 into version 2.
However, once the fundation was set, they could have converted all their titles by now, even if you allow for real life problems to show up and the hinted plans for more new releases being in the works also.
However, in all these years they did not make more Pinball addons.
I can't know how this game was developed, but somehow they could give it an extension in form of the Pinball Party Pack.
Back then they said they might make more table packs, but since then no one has seen anything new for this game even before their new engine came out.
Example #2: VGStorm
Psycho Strike was a nice game, don't get me wrong here, but it seemed a bit small story whise.
Only two major goals you could choose and not much regarding the main character's backstory.
You can't tell me that character design and story content would have cost more than the music and sound effects the game utiliced.
You have to make/write these before you code anything or use any kind of game engine.
And adding more locations would have been nice.
Seriously, if you make a game in which you are a criminal, then you expect to be able to do more things like blowing stuff up, burning down buildings, smuggle drugs, participate in gang wars and so on.
If there was free movement around the town this story was set in, it would have been even better than it is now.
None of these things requires you to know how big a mainstream game of this type might actually be, but it is your imagination and fantasy which decides how you create a game or a game world.
Look at the Manamon topic for example.
There were points raised about how unbalanced the different monster types and their move sets are, or how badly written some of the pre battle dialogue scenes were.
To fix these don't need more money for more expensive music or development tools which there are none to use than the ones already there.
And think of Paladin of the Sky.
Seriously no footstep sounds?
Even after the game was released and sold?
Ok, this is a small thing, but nearly everyone who made PC audio games had sounds for that regardless of their quality, since for some kind of realistic audio experience you should be able to hear on what surface you walk.
Example#3: BK series
The first one was made by a Japanese school boy around sixteen maybe earlier.
There you already could explore a large game world and the levels were not side scrollers, allthough you had no platforming elements and could not go up or down.
Look at the constant content updates BK3 with a now more experienced developer gets.
You have 100 levels and you have to play them in all 16 modes before you have unlocked everything.
If that game was commercial on release and a demo might have let you play let's say ten stages, I think it might have been a huge commercial success because it has a huge replay value, lots of hidden items and other unlockable things as well as a feature similar to what sighted people call "New Game +".
Is there anyone who actually knos what this feature is and how it works?
If not in short it means that you can play a game to its end, start a new game and can keep your character level, equipment and weapons.
You have to optain quest items again but you keep your level and when you fight, your enemies get higher levels also, so that you can do this multiple times while you level and your enemies level also.
This is essentially a kind of secondary difficulty setting.
In many games this is separate from the difficulty settings in their options.
You could play a game in easy mode, could level your character from 1 to 100, defeat the final boss around that level, choose the new game plus option start with your level 100 and your first monster might be level 101.
Selecting a separate difficulty mode might make enemies faster or the might dodge your attacks more often or something similar.
Often new locations, items, characters or enemies show up only during your second or third playthrough of a game.
I haven't seen this feature in non Japanese audio games for PC and it often would require only some additions to your code, since you go through the same game again with some other items and different stats compared to your first playthrough.
Regarding the development itself and regarding the IOS games, I really wonder what is going on there.
Yes, Apple might be not user friendly in not telling people before something is dropped from the store.
But someone in this topic mentioned that one of these IOS games got less usable with each IOS update before it stopped working.
At least in that case wouldn't the players have contacted the developer of the game and told them that problems were showing up due to updates?
If this was a gradual process and the developers simply did nothing, then this looks like their mistake that the games were pulled.
And they did not release all their products at the same day, so even if they did not initially know how bad IOS updates might mess their programs up, at some point they should have noticed and at least atempted to do something about it.
On the other hand, why are IOS updates so nasty to apps?
I think everyone praises these devices because nearly everyone who uses them has the same hardware thus development of any program is simplified because you don't need to test for many configurations, relese your product to find that a certain number of customers can't use your product because your sound or Graphic card driver is causing an unforeseen problem.
These things should not happen on mobile devices, so why are there so many compatibility problems and while we are at it, why is it seemingly impossible to feature backwards compatibility?
If you know exactly which hardware an IPhone 5 used, surely your software can be made so that it simulates IPhone 5 components on an IPhone 6 when you want to use IPhone 5 compatible apps.
And when you have IOS 10 on a device and IOS 11 comes out and your device is still supported, any compatibility issues should be only due to the software.
Which brings us back to why compatibility on the same device is a problem for major software updates and why there is no legacy compatibility mode of some kind.
And finally regarding post 22:
That is my problem, too.
I would like to be able to download, play and where possible modify my game or at least config files whenever I want on what machine I choose.
That is the reason why I did not like the fact that Papa Sangre for example was only IOS exclusive.
I did never play the game, but I could hear uncommented recordings of someone playing through it and its soundscape was one of the best in western audio games I had ever heard.
Same goes for levels and choices.
Many audio and not text games don't have branching storylines where the world changes if you save a certain person or let them die.
I obviously did not know how you actually play such a game regarding touch input.
But I found it restricting that such a seemingly good game was only available to such a restricted system.
If I had my own IPhone, I might have bought it.
But I still would have wondered what a gaming experience it might have been if there really was a PC version with keyboard, mouse or game controller Support.
And on Computers you can if you know how install older games and probably Play them (obviously with exceptions).
But I think using or making abandonware available on IOS is impossible due to the use of the app store.
So, there is probably no Chance of getting These games later as abandonware, if their development and Support is really stopped by their developer.