by philmoberg » Thu Sep 27, 2012 9:17 am
I'm sorry the frustration got to him. Having been through the Chattanooga area several times in the late-'60s and early-'70s, I can say the NSAND really captured the feel of the area in a way few simulator routes have. He has the makings of one of the very best. I completely get the frustration with the repeated changes in the RW platform: it's like trying to hit a randomly moving target, at times. OTOH, there are bound to be displacements as the current owners work through the awkward architecture remaining from the original KRS platform. Those of you who were around in the run-up to the first MSTS2 may remember the discussion of what would be broken and what wouldn't, as well as the lively discussions (primarily on another forum) that those announcements caused.
For me, at least, the broader concern is the frequent changes in the EULA. There is nothing more effective at shutting down investment in any business than knowing that the rules of the game are not stable over the long term. I'm no lawyer, to be sure, but the trajectory of certain changes in the EULA, combined with some of the creative interpretation I've seen in in the courts, and particularly in administrative law (where the rules of the game are much different, at least in U.S. practice) leave me with some reluctance to dust off some of my old projects and complete them as RW4 models. That's a pity, because the growing availability of typical North American rolling stock as freeware and low-priced payware has materially improved RW's marketability in this very significant segment. IMO, it has improved it to the point that it clearly demonstrates that the original KRS decision to forego the North American market was, at best, extremely short-sighted.
It is difficult for me to see how a railroad simulator of any sort can continue to maintain a sufficiently broad user base without a healthy, independent third party supplier base, to fill in all those market niches that are to small or specialised for the primary supplier to deal with economically. The user base is sufficiently different (primarily more complex and diverse) from the more common base of electronic gamers. Microsoft learned this with their wildly successful Flight Simulator series, and subsequently forgot it with it's more recent, short-lived Flight product. The lesson is plain enough that one would have to work at misunderstanding it.
On a personal note: thanks kindly Jerry. You offered us your best, and I appreciate it. I know I'm not alone in thinking so.