This seems an opportune moment to mention how one of the big bits of negative feedback my games always got was sound quality. I initially set out to use only original sounds, but only had access to very poor microphones and recording environments. Then I bought a few small sounds, and people didn't like those, either. So I've mostly just been using a couple big soundpacks that went around several years ago, under the idea that if I actually make anything good enough, I can replace the sounds with something expensive afterward, and not a moment earlier, because why would I bother wasting the money / effort when doing so on a smaller scale has only backfired?
Good sounds are hard to come by for small teams with a shoestring budget. We either get (1) crappy sound and cheap/free games, (2) good sound and expensive games, or (3) decent but unethically sourced sounds and "free games".
We're too small and too poor, as a community, to support consistently high quality. Legal, cheap, and quality: either pick two, or someone win the lottery and invest it entirely in audio games.
VGStorm picks legal and quality, and everyone complains. I pick legal and cheap, and anyone who notices complains. Most people pick cheap and quality, and at first people didn't complain but now that's become the norm, too. Well, if I happen to wind up with $100,000,000US in the bank in the immediate future, I'll consider holding contests with cash prizes to fund projects so they might afford all three.
* OK, my fangames like Mario and JLA don't use original sounds, because they're explicitly derivative works in which sounds based on the source material are expected. Curiously, those are the ones people request links for most often.
看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
George... Don't do that.