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Every project has limitations of resources and scope. We knew people were disappointed at the lack of ST in Atari 50, and the Llamasoft project was already well into development when that was released. Being able to offer those games as playables on modern consoles through this solution was the best available to us given the scope of the project and the resources that had already been allocated toward it.
The ST games are playable and, subjectively, fun despite the technical workaround. The alternative would have been not to include them at all, which we did not want to do.
That's incorrect.
I want to bring up that our goal was to provide as many games as we could, but as they related to the story our documentary tells. By design, this is not an exhaustive collection; it was designed to be an interactive documentary with a set narrative, the way a film documentary might focus on a specific historical event. For one example, Karateka -- our goal was not to release every version as you have listed them, but to tell Jordan's origin story as a programmer and groundbreaking creator, and illustrate it with the first three versions, over which he had direct control or input. It is not called The Karateka Collection, and that naming is in purpose -- it tells the story of The Making of Karateka.
So it is with Llamasoft, which tells Jeff Minter's origin story through to a major career milestone of Tempest 2000, when he first achieved a mainstream success while still following his muse. That's the story we wanted to tell; the games we include help illustrate that story, but again, this is not a Jeff Minter Collection -- this is a Jeff Minter Story. That needs to be taken into consideration -- our goals and your expectations seem to be misaligned.
That said? We would have loved to include more platforms and more games. My goodness, the Amiga fans in this office were extremely disappointed not to be able to include those, as that system is near and dear to their hearts as well. But this is the reality of game development; you simply cannot do everything you want to do.
Everything has a scope. Resources are not infinite. I realize that game development is often a black box, where people do not get to see the internal workings at a studio, and are not aware of some of the decisions that have to be made for the greater good -- but every game is the result of developers doing what they can within the limitations of that project, whether those are time, financial, or human resource limitations.
Wishlists always exceed deliverables. Arguments were made for various elements of this project; some were won, others were lost. But not getting all the things you dream could or should be in a project like this is not a lack of will or evidence of laziness. I have yet to meet a lazy game developer. In my experience, the devs dislike the shortcomings more than the players do -- but they do the best they can in any given situation.
We are still proud of this project, and we continue to try to improve with each release. Your feedback will be taken as constructive criticism, but some of your assumptions about our motivations and work ethic are simply incorrect.
I will always be interested in Digital Eclipse compilations, but there are bugs and other problems that are almost 5 years old and that seem like they will never be fixed.
I imagine that Digital Eclipse will not be able to have the same access to certain collections (like SNK), but they would be able to make patches for Karateka, Llamasoft: The Jeff Minter Story and the Atari 50. Fixing the problems I mentioned would show that I was wrong in calling Digital Eclipse lazy in some areas.
I hope you don't ignore my constructive criticism, as I and several other players really liked the work done by Digital Eclipse.
(And as the community tab showed, most players who purchased The Making of Karateka agree that it would be more interesting if more versions were available.)
So it's not out of the question, but it's situational, and it's not always a priority, especially for edge cases and as we allocate resources to new projects. We do not have an engineer on site whose job it is just to circle back to earlier issues, no matter how obvious some of those issues might be.
Also, some of your issues are not bugs but creative choices. Quadratank was designed to work with controllers, for instance. It makes sense -- the tanks work great with modern analog sticks, so we gave people 3 options for controller configs but didn't spend time or resources building in support for four people hunched around a single keyboard -- that seemed an unlikely edge case that wasn't worth the time to develop, whereas "grab a controller and jump in" was a much more likely scenario. Just because it can be done, should it? In the case of Quadratank supporting 4p on keys, we felt it was not.
Similarly, "more achievements" is clearly your wish, but you express it as a flaw of the project. We feel the achievements we offered make sense and hopefully enhance the fun for a majority of gamers; that's why we did them that way. You can disagree with our decision that 20 is enough, but you also assume we are lazy for that decision, and that's where it starts to feel unfair, even personal.
The constructive criticism will always be taken as such, even if it sometimes has to be extracted from emotional phrasing. But sometimes, there is simply a difference between design intent and audience expectation, and I hope that can be respected as well.
It just would have been nice to be informed about the lack of Atari ST games in the collection before release. At the moment the official FAQ of this collection still says:
This is something that is objectively false.
Despite what you say, the Jaguar versions of these games are not very fun to play. The sound is terrible and sound was a big part of what made these games fun in the first place. Lacking mouse controls in Super Gridrunner are making this game not very fun to play too.
At this point I don't expect you to fix the Atari ST issue any more. I accepted that and will be more cautios buying your products in the future. At least no day one purchases any more, I will wait until other customers had the chance to test your products to see if there will be similar issues.
I still expect you to fix Batalyx as not being able to switch the mini games on the fly is a bug making the game unplayable. It would be nice to see any kind of roadmap for the patch here on the forum. I notice that DE was much more active here before the launch of the collection.
There are no plans to implement the ST games in a different method or format.
To switch between Batalyx games, hit F7 to return to the menu, then keys 1 through 6 to select the game.
I don't have a public roadmap to offer you, but we are tracking a handful of issues, everything from the Iridis Alpha crash down to some adult language issues that caused the game to be retroactively rated Mature. So there's about a dozen or so things that need to be addressed; some are easy fixes, some are not. I will bring up Batalyx functionality for discussion and investigation, as the C64 version does let you swap at will while our version currently does not. I'll ask the engineer on this project.
You may not have been aware, but the Game Developers' Conference occurred this past week, as did a major update for our modern interpretation of Wizardry, which is also available on Steam. Those two events took up quite a bit of time. Additionally, we are working on multiple projects that have not yet been publicly announced. So despite this thread's title, most of us at DE have simply been too busy to be lazy.
On a personal note, checking the Steam forums is just one of several responsibilities I have at DE. It's not even my primary one, but I make time to offer info and accept feedback whenever I can. At the moment, I am typing this on my home PC at 11pm on a Saturday night.
I realize I may not have given you the answers you were hoping to hear, but I have given you all the answers I have to offer. I'll check back later when I'm actually on the clock.
With Batalyx, what you say is what I meant, the game can not be playzed the way the C64 version was played.
I am done with this collection. I am not happy with what I got but that is the way it is. My fault for buying on day 1 not blaming others for my purchase decisions.
That's what I'm taking away from this conversation, Chris: There's a gameplay feature missing from Batalyx and that feature should be restored. You're 100% correct on this point and I'm glad you brought it up so it can be fixed, hopefully soon.
Currently flawed, not as Minter intended, incomplete as an experience, less fun as a result? Yes to all of those. Unplayable? No, I really cannot agree with that dramatic statement. Fun as is, but clearly in need of another engineering pass to restore the missing bit.
People make games and people make mistakes -- and people make fixes for those mistakes, too. I am happy to try to answer questions if asked, but It's a lot easier to get to the heart of issues like this when they are not conveyed with insinuations about the team's motivations or assumptions of incompetence or ill-intent. The solutions to problems are far more boring and logical than the emotionally charged language used to report them would suggest. In my experience, less salt leads to better support.
Reading, reporting back, and still here for you either way, but, y'know.
I have to disagree with you here. Batalyx is designed around the idea to change the subgames at any given moment. This is necessary to achieve a high score. The idea of the game is to clear the stages you have the most problems with at an early point in the game, jumping from sub-game to sub-game on the fly, sparing the one's you are more familiar with for the end of the game time. This is the core mechanic to achieve a high score. Not being able to do this is what makes the game unplayable.
I quote the manual of the game:
I always thought the biggest problem with having Atari ST emulation in a commercial software would be the copyright of the operating system (TOS in this case).
So when I heard Digital Eclipse was having ST games and since Atari owns DE so would the TOS roms be no problem. I never thought the actual emulation would cause any problem?
What options did you try to get ST-emulation in this documentary? Were you in contact with any emulator authors?
Yeah shouldn't stop reading comments before I go to bed, clearly not enough reading comprehension skill on my side here ;)