Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!sdd.hp.com!spool.mu.edu!munnari.oz.au!metro!macuni!ipc10!s8105119 From: s8105119@ipc10.tmc.edu (Gary Kevin MAKIN) Newsgroups: comp.sys.mac.games Subject: Re: Bane of the Cosmic Forge Message-ID: <1491@macuni.mqcc.mq.oz> Date: 17 Apr 91 03:32:45 GMT Article-I.D.: macuni.1491 References: <864@adimail.UUCP> <868@adimail.UUCP> Sender: news@macuni.mqcc.mq.oz Organization: Macquarie University, School of Mathematics, Physics, Computing and Electronics Lines: 23 In article <868@adimail.UUCP> tel@adimail.UUCP (Terry Monks) writes: >It is quite understandable that they decided to produce a Mac version with >the absolute minimum effort and cost. And, after all, it works. I really cannot agree with the philosophy behind the idea of doing a quick port. Many games (epsecially role playing and strategy games) really benefit from having a good Macintosh user interface in place. The game becomes far more accessable, and more enjoyable, and would be more likely to be recommended by word of mouth, IMHO. Once the Mac game market reaches critical level, this will become important. I expect that the games that have been developed properly for the Mac will outsell those that were ported cheaply, and sales is the name of the game after all. This is the state of the productivity software market for the Mac, after all. A better situation for everyone would be if the game designers considered the Mac version right from the start. Then the improvements to the user interface that would be implemented on the Mac, can be put on all machines (to a degree, antway). Gary Makin Mac programmer for Strategic Studies Group