First to Market?

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    • #24934 Reply

      as always, thankyou for the wonderful site you’re hosting here – it’s good to see someone trying to salvage something of our computer gaming history in a project of this sort – the fact that it’s you [the ex-owner of the company] running it is especially interesting, so, thankyou.
      in any event – i’ve been following your discussions on management and getting games to folks, and i was curious – you mentioned that some of the few times that things ran overtime was when you figured that either the games weren’t fun, or you weren’t “first-to-market” – i was curious of an example of a game that you recalled and reworked, *because* it wasn’t “first-to-market?”
      thankyou, in advance.


    • #24935 Reply

      (re: First to Market?) i was curious of an example of a game that you recalled and reworked, *because* it wasn’t “first-to-market?”
      I’m going to be traveling the next few days – so I’ll answer this when I can. For now, here’s an “off the top of my head” answer…
      We did a product called Pro-Pilot that was similar to Microsoft’s flight simulator. Throughout development, we were monitoring Microsoft’s product. We wanted to differentiate the product by having some features they didn’t have. Overall, we knew we couldn’t compete with their product – they had a 20 year head start on us – but, we thought we could have a few features they missed – and, that these features would justify any flight simulator fan buying our product, in addition, to the Microsoft product.
      During development, we were monitoring the rumors on Microsoft’s product. There were several features we had, that we thought were unique, that they announced. Argh! This product spent a lloonnnggggg time in development.
      I’ll write more in a few days.
      -Ken W

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