Ethin nailed it. Nearly everyone posting on the topic except for a few, have been around to know that whenever there's a preorder, shit eventually goes down, almost every time. Mostly because a product itself is incomplete. Hell if you want my 2cents, just don't subject yourself to your own deadline, period. Give yourself all the time you need to make the best game you can, and when people ask, say, it'll be ready when it's ready, that simple. Now when it comes to crowdfunding I can definitely see where that would be a little different. This group of devs chose that, thereby providing a release estimate. Absolutely nothing wrong with that. People just need to realize that an estimate is exactly that, an estimate. When a new song or album has a hard release date and an artist nails it on midnight of that day, it's mostly because the album was finished probably a few days to a week before the release date. Hell, it goes to the music news journalists before it even goes to us, which proves that theory. Again, nothing wrong with that. A game is different. You can't expect someone to set a release date and for the game to come out, 12:00:00on that day, with all features added. This is the case with the accessibility features, they *are* coming, you just have to wait and be patient. Let's take a different, totally unrelated situation here, that is with three-d velocity2. I happily preordered that game on Newyears Eve 2013. Years later, did you even once see me bitching about the game not being out, and where's my money, and all? Absolutely not! I knew that such a game takes time, and *programmers are people too ya know* lol! And in the end the game, even the online server, became open sourced, and everything worked out in the end as I eventually figured it would. You folks need to realize though that part of the reason that happened was due to a Twitter conversation with Munawar, where we eventually! led into talking about Tdv, and then discussing open sourcing it. I didn't just mention him out of nowhere and say, hey what's up with tdv, why isn't it released. You see, even a preorder customer wasn't mad at all. So Harison, in case you're still fixated on this, i remind you once again, shove the entitlement, and give it time.
@jlove: That's the sad truth. Bigger game companies also don't have much to lose, because pleasing everyone wouldn't matter as much to them as pleasing the masses. And, while it's true people do say, if you do this right you're actually gaining customers, what's wrong with that? Most big companies don't have anything close to that logic, and think of it in the marketing sense. What's a few thousand lost potential players to us when you still have billions of dedicated customers? Each $60 spent for a mainstream game, is like $6 for the nearly fortune 500 game developers, so the unfortunate truth is that losing a few thousand potential sales is nothing to the devs, sort of like Microsoft could care less if you pirated windows 7, because, we have plenty of honest customers. How much do you wanna bet that at least half of them are running an unlicensed copy of windows because it never expires. Lol! Fortunately there are quite a few well-known mainstream devs that are the exception. Nrs is taking slow steps in the right direction with the auditory interactables objects. They may be slow at work, but hey, that's a lot better than nothin. It all started, though, with a polite conversation with an Nrs developer that eventually led to some slight improvements of accessibility. EA is making incredible strides with accessibility, being the first big-name company that not only is doing this, but came to us right here on the forum to get our feedback. And Skullgirls as we know is 100% voice accessible. There are definitely a few others, but those are the big examples. Hopefully with Microsoft for once pushing accessibility like never before, more and more devs will finally be convinced to add it. After all, what's a few hundred lines of code to make the game use the text to speech api anyway?