primelord
01-24-2003, 10:20 PM
Here is the transcript from tonights chat session. For everyone that had feature request questions Jim covered them all with the first question. He is currently collecting feature requests and encourages you to keep sending them in through e-mail, but he didn't want to comment on individual requests because he hasn't decided what will or won't go in the next patch yet.
Enjoy. :)
[PrimeLord] what is your plan for the addition of features to fof4?
[JimG] I plan to put out an update this summer, either a 4.0c or a 4.1, depending on how much changes. ...
[JimG] People have been sending suggestions through email. When it comes time to design the update, I'll take everything I've received into account.
[JimG] I appreciate the suggestions I've received so far. Please keep them coming.
[B][PrimeLord] When will FOF4 be available for download and how much will it cost?[/B]
[JimG] When the next update is done, I'll create the downloadable version at that time. I haven't made any final cost decisions yet, though the $29.95 price point seems to be a good one for the TCY download.
[B][PrimeLord] With a new product in the works, and a planned summer update, what do you see in the future for TCY?[/B]
[JimG] I haven't decided that yet. I don't intend to abandon TCY. It needs a play-calling interface, and so I'd really like to write TCY2 some day. But it won't come in 2003.
[B][PrimeLord] Since we will need so long for the downloadable version does that mean that there are plenty of CD Rom versions still available for purchase?[/B]
[JimG] Yes. Inventory is still at about 25%. If I run out, then I'll try to get the downloadable version together before 4.0c.
[B][PrimeLord] any thought at somepoint of making like an historic fof series with 70's/80's teams/rules?[/B]
[JimG] I haven't really thought about going in that direction. That would require heavy dependence on past rosters, and I could not get away with going without real player names. Especially given my relationship with EA, I do not want to offend the NFLPA by using names without permission. And obtaining permission is not something I could remotely afford given the potential sales for a text-based simulation.
[B][PrimeLord] Would you care to elaborate on what your next sim will be?[/B]
[JimG] I will be moving into a new sport (not that trampoline-full-contact-basketball event on TNN). At this time, I'm not prepared to discuss any details.
[B][PrimeLord] Seeing what fellow text-simmer Risto Remes has done with EHM, is there any thought on joining with a reputable text-sim company like SI Games?[/B]
[JimG] If the right opportunity came up, I would love to work with a company that has experience with this type of game. Marc Vaughan and SI Games have invaluable experience. If there was interest on their part, and a plan that could benefit both sides, I'd listen to anything and everything they have to say.
[B][PrimeLord] Are there any plans for updating schedules for TCY for this upcoming season at any point down the road?[/B]
[JimG] I will probably do exactly what I did last year, and update the schedules late this summer. I will probably not make any changes to the code, aside from fixing a couple of minor bugs that have been reported in recent months.
[B][PrimeLord] Any thought to allowing for multiplayer? Even if just hotseat mode for a few players?[/B]
[JimG] TCY just isn't a good candidate for a multi-player game at this time. That's something I could consider if there's ever a TCY2.
[B][PrimeLord] Will it (the new game in development) be along the lines of FOF? i.e. will you assume a GM/HEad coaching role or a team of some sport?[/B]
[JimG] Yes. The role will be the same. I'm hoping to focus much more on the financial end, at least in design. But it will still primarily be a coach/GM field simulation.
[B][PrimeLord] what feature(s) of FOF4 had to be left out that you most wished had made it in to the game?[/B]
[JimG] The last feature to be cut was a profile assistant for use with the game plan. One of the beta testers made a good case for it, but there just wasn't time. It's high on the list for 4.0c/4.1. Time will determine whether it makes it in this summer.
[B][PrimeLord] What about MP for FOF or in the least allowing for multiple team rosters to be adjusted for online leagues?[/B]
[JimG] That's a very large feature that would be under heavy consideration for future versions of the game.
[B][PrimeLord] since there was a lot of controversy after the release of fof4 can you tell a little bit more about the beta team?[/B]
[JimG] I hadn't heard about any controversy. I had three people - all past customers - test the beta version for a period of about three weeks.
[B][PrimeLord] How do you become a beta tester?[/B]
[JimG] These are people who have contributed a lot to discussions about the game. I'm very happy with how they performed, so they'll be invited back with future games. At this time, I don't see needing more than three, but if I do, it's not something people would apply for.
[B][PrimeLord] would you consider using a subscription based beta testing program ala Puresim which seemed to be a huge success?[/B]
[JimG] No, that's not something I'd consider. Just too risky.
[B][PrimeLord] There has been some talk about a combined TCY/FOF sim and just how great it would be. Considering that the intertwining of the colligate & professional levels in a given sport has never been accomplished is this a challenge that you would be interested in looking into and if so would it be something that someone could look forward to in the near future or a more distant project?[/B]
[JimG] Both TCY and FOF are pressing the limits of how much information can be kept in the memory of today's computers. Combining them is not technically feasible at this stage. This is something that could be revisited a few years down the road, but at this point, we're not even close.
[B][PrimeLord] In past FOF versions, when viewing the Season Awards, the winners were linked to their player cards (click on their name and their card came up). It always helped me measure how my players stacked up to the All-Pro's at their position. Why does FOF4 not follow this format anymore? Is there any chance of this changing to allow for this?[/B]
[JimG] Beause the season awards are now available for every past season, there isn't a player record to link to any more. Also, information that would lead to existing links isn't kept in the awards array. So, no, this can't be done with FOF4 without fairly radical changes.
[B][PrimeLord] The play-by-play contains extra information in some cases (e.g. who made a block, who defended a pass, who
pressured the QB). In others, though, we miss out on helpful information (e.g. which player committed a penalty, how deep a dropped or incomplete pass was thrown, whether a QB left the pocket on a pass). Were things like this left out to reduce clutter, or does the game engine not actually generate this sort of information?[/B]
[JimG] The pass play distance was left out to reduce clutter. The game does not decide who committed the penalty. That's based on a team-wide discipline rating and the percentage of plays that penalty was called in NFL games.
[B][PrimeLord] Why aren't team HOF included in FOF4?[/B]
[JimG] I didn't transfer that feature because it seemed redundant.
[B][PrimeLord] What feature in FOF4 are you most happy with?[/B]
[JimG] The record-keeping, allowing the inclusion of basic statistics for every player and every game, was by far the most technically difficult addition to the game. I also like the way the play-calling turned out. I never really used the play-calling interface from FOF2, but this new version often gets me into the game.
[B][PrimeLord] I must be confused on what type of memory would be needed for a combined TCY/FOF since a game like OOTP has the pros and 3 levels of minor leagues that it simulates games for. Could you please elaborate for us nontechnical folks?[/B]
[JimG] Without knowing how much room OOTP uses for player records, I couldn't comment on OOTP. In order to keep game simulation fast, FOF and TCY keep everything that could be accessed during game play in memory. TCY, especially, is storing hundreds of variables for more than 10,000 players at any one time. That's pushing on the memory limits for today's computers.
[B][PrimeLord] You had mentioned that your next game will be a bit more financially based. Will it allow for selling arena naming rights, similar to todays professional sports?[/B]
[JimG] The design isn't yet down to that level of detail, but that's certainly something that would be in line with what I hope to accomplish with the game.
[B][PrimeLord] Is there any chance of a player editor for TCY in the future? Even if it is just editing the name?[/B]
[JimG] Given the way the player names are stored, there's no way to edit names in TCY. And not much point to a player editor that can't edit names.
[B][PrimeLord] There has been some concern that penalties on kickoffs are not being marked off correctly. Can you confirm if this is a bug?[/B]
[JimG] I checked a lot of them when working on 4.0a, but I'll look into it again when I'm back in the code if someone could send me an example.
[B][PrimeLord] Is there a reason that in this version we don't have the actual pick a player was, if drafted in the 1st round anymore like 1st round (1), etc. etc...?[/B]
[JimG] The old game used to display the pick number for players drafted in the first round. I changed that to show which team made the pick and the year of the pick for FOF4. The only reason that was eliminated was just for real estate reasons on the player screen.
[B][PrimeLord] The current hall of fame setup is favored heavily towards offensive skill positions, defense and offensive linemen are not represented. Would you consider looking into this?[/B]
[JimG] I'll look into anything that people report to me, so, yes, I'll look into HOF position distribution when I'm next in the code.
[B][PrimeLord] When scouting my opponent prior to each game (my favorite new feature), I will often see a player in the lineup who is also listed as "Out" on the injury list in the bottom right corner. Sometimes it subs properly, sometimes not. Is this a bug, or am I missing something?[/B]
[JimG] The scouting report is based on the lineup the team used in the previous game, but injury updates are current. Hopefully, it always subs properly, but the report is not intended to guess what the team will do for the upcoming game.
[B][PrimeLord] Is there a reason that only players in certain positions have a score for special teams?[/B]
[JimG] Certain positions, mainly quarterback, don't play special teams.
[B][PrimeLord] Is there a possibilty to keep individual stats for retired players?[/B]
[JimG] There isn't, because the player records are so large that if they're not removed (with the exception of the HOFers) at retirement, the game would run out of memory in later seasons.
[B][PrimeLord] Without going into features, are you ever going change the focus of injuries to individual players or are we stuck with the coach rating for the entire team? Also will size ever factor into a player's liklihood of getting injured?[/B]
[JimG] As with all potential new features, that's something that could be considered when it comes time to update the game.
[B][PrimeLord] There has been some concern that FOF4 is easy to master for many players can you please comment on that claim for those who don't yet own the game and are concerned with the claim?[/B]
[JimG] I don't think the game is that easy to master, but since it has been out, in various forms, for more than four years, some have found ways to exploit the AI. As always, when I'm in the code, I'm looking to strengthen the AI so that teams build rosters as well as those who have experience playing the game.
[JimG] So, with FOF4, I rewrote the contract demand AI so that it better reflects the reality of professional football. With 4.0a, I rewrote how teams interpret scouting reports. And there will be more improvements in the future.
[B][PrimeLord] Is the fact that players get fired from bad teams within 1-3 years of taking them over (despite success on the playing field) a bug? If so, will it be fixed?[/B]
[JimG] Firing is based far more on financial performance than on-field performance, so if a player is making drastic spending changes without bringing in the fans and improving loyalty, he is in trouble. As always, though, I'm interested in specifics, and invite anyone who suspects a bug to send a report through email.
[B][PrimeLord] Have any VIP's (players, coaches, GMs, owners, etc.) bought any version of FOF? (no need to name names - a yes or no is fine)[/B]
[JimG] Yes. And yes, obviously I won't name names.
[B][PrimeLord] Will future versions of FOF allow for expansion teams? And will there be the ability to have variable league sizes?[/B]
[JimG] That's too large a feature to consider for FOF4. Without a doubt, variable league size is the toughest new feature to add to a game, because it requires dynamic scheduling. When the NFL changed the scheduling algorithm for this season, including both fixed games and games based on rank within division, it increased the complexity of the schedule by a factor of 12. That's why the small amount of expansion from FOF1 days was not translated into th
[B][PrimeLord] Is there a chance of adding HTML-export report files in this version or in your future projects?[/B]
[JimG] People have been sending suggestions through email. When it comes time to design the update, I'll take everything I've received into account. I appreciate the suggestions I've received so far. Please keep them coming.
[B][PrimeLord] Have sales with FOF gone up with each addition?[/B]
[JimG] I don't have access to EA's sales figures, but I don't think FOF2002 exceeded 2001, and I think 2001 was less than FOF2. Since I'm competing against all those past versions, my guess is that FOF4 is probably doing about as well as FOF2001 did, but I have no information about that.
[B][PrimeLord] How many estimated hours of research did it take for TCY, and then FOF4?[/B]
[JimG] That's hard to estimate. I'm always playing with spreadsheets or writing little perl file-parsers during times that I'm not programming.
[B][PrimeLord] Do you play many other text sims and if so, do they have any influences on new features in your games?[/B]
[JimG] To be honest, I haven't played any other sports games since I started work on FOF1. The original Baseball Mogul had quite an impact.
[B][PrimeLord] Any chance for Linux verions of future games for the 5 or 6 that may actually prefer that? ;)[/B]
[JimG] I've heard from one very dedicated customer that he got the game working through an emulation tool of some sort - long since forgotten the details. If Linux ever overtakes Windows, certainly I'll put some time into it.
[B][PrimeLord] What advice would you give to someone wnating to get into the game development business?[/B]
[JimG] The best advice I could give is not to take financial risks. It's very hard to estimate what can be made. I'd also advise people to design thoroughly before they start programming. That will keep you motivated and disciplined, because it's hard to stay focused over a process that will take many months. Finally, ...
[JimG] and I know that it's not politically correct to say this these days, but the best advice I received when starting out was from a former editor of Computer Gaming World, who told me to "design the game you want to play." It's been almost five years now, and I'm only now beginning to see all the reasons why that's good advice.
[B][PrimeLord] Do you still play fof games or has your knowledge of the AI/innerworkings spoiled ot for you?[/B]
[JimG] I play them differently than I did at first. I've been too busy with sales and ramping up on the new game to get into the involved careers I used to play. Since the AI doesn't cheat, my knowledge of it really doesn't affect how I play.
[B][PrimeLord] Do you play any sports? if so what is your favorite to play and if not what is your most favorite to watch?[/B]
[JimG] I play softball and basketball whenever the opportunity arises, and used to be a semi-competitive tennis player. I enjoy watching baseball, football and hockey mostly, though I don't watch hockey until the season begins in April.
[B][PrimeLord] Has anyone approached you professionally about your college ranking system on your site?[/B]
[JimG] No. There are people who do this full-time, and much better than I do. Jeff Sagarin being first on most lists.
[B][PrimeLord] Bucs or Raiders?[/B]
[JimG] Bucs. Gruden knows their strengths and weaknesses backward and forward, and Derrick Brooks is the perfect player to mess with Charlie Garner.
Enjoy. :)
[PrimeLord] what is your plan for the addition of features to fof4?
[JimG] I plan to put out an update this summer, either a 4.0c or a 4.1, depending on how much changes. ...
[JimG] People have been sending suggestions through email. When it comes time to design the update, I'll take everything I've received into account.
[JimG] I appreciate the suggestions I've received so far. Please keep them coming.
[B][PrimeLord] When will FOF4 be available for download and how much will it cost?[/B]
[JimG] When the next update is done, I'll create the downloadable version at that time. I haven't made any final cost decisions yet, though the $29.95 price point seems to be a good one for the TCY download.
[B][PrimeLord] With a new product in the works, and a planned summer update, what do you see in the future for TCY?[/B]
[JimG] I haven't decided that yet. I don't intend to abandon TCY. It needs a play-calling interface, and so I'd really like to write TCY2 some day. But it won't come in 2003.
[B][PrimeLord] Since we will need so long for the downloadable version does that mean that there are plenty of CD Rom versions still available for purchase?[/B]
[JimG] Yes. Inventory is still at about 25%. If I run out, then I'll try to get the downloadable version together before 4.0c.
[B][PrimeLord] any thought at somepoint of making like an historic fof series with 70's/80's teams/rules?[/B]
[JimG] I haven't really thought about going in that direction. That would require heavy dependence on past rosters, and I could not get away with going without real player names. Especially given my relationship with EA, I do not want to offend the NFLPA by using names without permission. And obtaining permission is not something I could remotely afford given the potential sales for a text-based simulation.
[B][PrimeLord] Would you care to elaborate on what your next sim will be?[/B]
[JimG] I will be moving into a new sport (not that trampoline-full-contact-basketball event on TNN). At this time, I'm not prepared to discuss any details.
[B][PrimeLord] Seeing what fellow text-simmer Risto Remes has done with EHM, is there any thought on joining with a reputable text-sim company like SI Games?[/B]
[JimG] If the right opportunity came up, I would love to work with a company that has experience with this type of game. Marc Vaughan and SI Games have invaluable experience. If there was interest on their part, and a plan that could benefit both sides, I'd listen to anything and everything they have to say.
[B][PrimeLord] Are there any plans for updating schedules for TCY for this upcoming season at any point down the road?[/B]
[JimG] I will probably do exactly what I did last year, and update the schedules late this summer. I will probably not make any changes to the code, aside from fixing a couple of minor bugs that have been reported in recent months.
[B][PrimeLord] Any thought to allowing for multiplayer? Even if just hotseat mode for a few players?[/B]
[JimG] TCY just isn't a good candidate for a multi-player game at this time. That's something I could consider if there's ever a TCY2.
[B][PrimeLord] Will it (the new game in development) be along the lines of FOF? i.e. will you assume a GM/HEad coaching role or a team of some sport?[/B]
[JimG] Yes. The role will be the same. I'm hoping to focus much more on the financial end, at least in design. But it will still primarily be a coach/GM field simulation.
[B][PrimeLord] what feature(s) of FOF4 had to be left out that you most wished had made it in to the game?[/B]
[JimG] The last feature to be cut was a profile assistant for use with the game plan. One of the beta testers made a good case for it, but there just wasn't time. It's high on the list for 4.0c/4.1. Time will determine whether it makes it in this summer.
[B][PrimeLord] What about MP for FOF or in the least allowing for multiple team rosters to be adjusted for online leagues?[/B]
[JimG] That's a very large feature that would be under heavy consideration for future versions of the game.
[B][PrimeLord] since there was a lot of controversy after the release of fof4 can you tell a little bit more about the beta team?[/B]
[JimG] I hadn't heard about any controversy. I had three people - all past customers - test the beta version for a period of about three weeks.
[B][PrimeLord] How do you become a beta tester?[/B]
[JimG] These are people who have contributed a lot to discussions about the game. I'm very happy with how they performed, so they'll be invited back with future games. At this time, I don't see needing more than three, but if I do, it's not something people would apply for.
[B][PrimeLord] would you consider using a subscription based beta testing program ala Puresim which seemed to be a huge success?[/B]
[JimG] No, that's not something I'd consider. Just too risky.
[B][PrimeLord] There has been some talk about a combined TCY/FOF sim and just how great it would be. Considering that the intertwining of the colligate & professional levels in a given sport has never been accomplished is this a challenge that you would be interested in looking into and if so would it be something that someone could look forward to in the near future or a more distant project?[/B]
[JimG] Both TCY and FOF are pressing the limits of how much information can be kept in the memory of today's computers. Combining them is not technically feasible at this stage. This is something that could be revisited a few years down the road, but at this point, we're not even close.
[B][PrimeLord] In past FOF versions, when viewing the Season Awards, the winners were linked to their player cards (click on their name and their card came up). It always helped me measure how my players stacked up to the All-Pro's at their position. Why does FOF4 not follow this format anymore? Is there any chance of this changing to allow for this?[/B]
[JimG] Beause the season awards are now available for every past season, there isn't a player record to link to any more. Also, information that would lead to existing links isn't kept in the awards array. So, no, this can't be done with FOF4 without fairly radical changes.
[B][PrimeLord] The play-by-play contains extra information in some cases (e.g. who made a block, who defended a pass, who
pressured the QB). In others, though, we miss out on helpful information (e.g. which player committed a penalty, how deep a dropped or incomplete pass was thrown, whether a QB left the pocket on a pass). Were things like this left out to reduce clutter, or does the game engine not actually generate this sort of information?[/B]
[JimG] The pass play distance was left out to reduce clutter. The game does not decide who committed the penalty. That's based on a team-wide discipline rating and the percentage of plays that penalty was called in NFL games.
[B][PrimeLord] Why aren't team HOF included in FOF4?[/B]
[JimG] I didn't transfer that feature because it seemed redundant.
[B][PrimeLord] What feature in FOF4 are you most happy with?[/B]
[JimG] The record-keeping, allowing the inclusion of basic statistics for every player and every game, was by far the most technically difficult addition to the game. I also like the way the play-calling turned out. I never really used the play-calling interface from FOF2, but this new version often gets me into the game.
[B][PrimeLord] I must be confused on what type of memory would be needed for a combined TCY/FOF since a game like OOTP has the pros and 3 levels of minor leagues that it simulates games for. Could you please elaborate for us nontechnical folks?[/B]
[JimG] Without knowing how much room OOTP uses for player records, I couldn't comment on OOTP. In order to keep game simulation fast, FOF and TCY keep everything that could be accessed during game play in memory. TCY, especially, is storing hundreds of variables for more than 10,000 players at any one time. That's pushing on the memory limits for today's computers.
[B][PrimeLord] You had mentioned that your next game will be a bit more financially based. Will it allow for selling arena naming rights, similar to todays professional sports?[/B]
[JimG] The design isn't yet down to that level of detail, but that's certainly something that would be in line with what I hope to accomplish with the game.
[B][PrimeLord] Is there any chance of a player editor for TCY in the future? Even if it is just editing the name?[/B]
[JimG] Given the way the player names are stored, there's no way to edit names in TCY. And not much point to a player editor that can't edit names.
[B][PrimeLord] There has been some concern that penalties on kickoffs are not being marked off correctly. Can you confirm if this is a bug?[/B]
[JimG] I checked a lot of them when working on 4.0a, but I'll look into it again when I'm back in the code if someone could send me an example.
[B][PrimeLord] Is there a reason that in this version we don't have the actual pick a player was, if drafted in the 1st round anymore like 1st round (1), etc. etc...?[/B]
[JimG] The old game used to display the pick number for players drafted in the first round. I changed that to show which team made the pick and the year of the pick for FOF4. The only reason that was eliminated was just for real estate reasons on the player screen.
[B][PrimeLord] The current hall of fame setup is favored heavily towards offensive skill positions, defense and offensive linemen are not represented. Would you consider looking into this?[/B]
[JimG] I'll look into anything that people report to me, so, yes, I'll look into HOF position distribution when I'm next in the code.
[B][PrimeLord] When scouting my opponent prior to each game (my favorite new feature), I will often see a player in the lineup who is also listed as "Out" on the injury list in the bottom right corner. Sometimes it subs properly, sometimes not. Is this a bug, or am I missing something?[/B]
[JimG] The scouting report is based on the lineup the team used in the previous game, but injury updates are current. Hopefully, it always subs properly, but the report is not intended to guess what the team will do for the upcoming game.
[B][PrimeLord] Is there a reason that only players in certain positions have a score for special teams?[/B]
[JimG] Certain positions, mainly quarterback, don't play special teams.
[B][PrimeLord] Is there a possibilty to keep individual stats for retired players?[/B]
[JimG] There isn't, because the player records are so large that if they're not removed (with the exception of the HOFers) at retirement, the game would run out of memory in later seasons.
[B][PrimeLord] Without going into features, are you ever going change the focus of injuries to individual players or are we stuck with the coach rating for the entire team? Also will size ever factor into a player's liklihood of getting injured?[/B]
[JimG] As with all potential new features, that's something that could be considered when it comes time to update the game.
[B][PrimeLord] There has been some concern that FOF4 is easy to master for many players can you please comment on that claim for those who don't yet own the game and are concerned with the claim?[/B]
[JimG] I don't think the game is that easy to master, but since it has been out, in various forms, for more than four years, some have found ways to exploit the AI. As always, when I'm in the code, I'm looking to strengthen the AI so that teams build rosters as well as those who have experience playing the game.
[JimG] So, with FOF4, I rewrote the contract demand AI so that it better reflects the reality of professional football. With 4.0a, I rewrote how teams interpret scouting reports. And there will be more improvements in the future.
[B][PrimeLord] Is the fact that players get fired from bad teams within 1-3 years of taking them over (despite success on the playing field) a bug? If so, will it be fixed?[/B]
[JimG] Firing is based far more on financial performance than on-field performance, so if a player is making drastic spending changes without bringing in the fans and improving loyalty, he is in trouble. As always, though, I'm interested in specifics, and invite anyone who suspects a bug to send a report through email.
[B][PrimeLord] Have any VIP's (players, coaches, GMs, owners, etc.) bought any version of FOF? (no need to name names - a yes or no is fine)[/B]
[JimG] Yes. And yes, obviously I won't name names.
[B][PrimeLord] Will future versions of FOF allow for expansion teams? And will there be the ability to have variable league sizes?[/B]
[JimG] That's too large a feature to consider for FOF4. Without a doubt, variable league size is the toughest new feature to add to a game, because it requires dynamic scheduling. When the NFL changed the scheduling algorithm for this season, including both fixed games and games based on rank within division, it increased the complexity of the schedule by a factor of 12. That's why the small amount of expansion from FOF1 days was not translated into th
[B][PrimeLord] Is there a chance of adding HTML-export report files in this version or in your future projects?[/B]
[JimG] People have been sending suggestions through email. When it comes time to design the update, I'll take everything I've received into account. I appreciate the suggestions I've received so far. Please keep them coming.
[B][PrimeLord] Have sales with FOF gone up with each addition?[/B]
[JimG] I don't have access to EA's sales figures, but I don't think FOF2002 exceeded 2001, and I think 2001 was less than FOF2. Since I'm competing against all those past versions, my guess is that FOF4 is probably doing about as well as FOF2001 did, but I have no information about that.
[B][PrimeLord] How many estimated hours of research did it take for TCY, and then FOF4?[/B]
[JimG] That's hard to estimate. I'm always playing with spreadsheets or writing little perl file-parsers during times that I'm not programming.
[B][PrimeLord] Do you play many other text sims and if so, do they have any influences on new features in your games?[/B]
[JimG] To be honest, I haven't played any other sports games since I started work on FOF1. The original Baseball Mogul had quite an impact.
[B][PrimeLord] Any chance for Linux verions of future games for the 5 or 6 that may actually prefer that? ;)[/B]
[JimG] I've heard from one very dedicated customer that he got the game working through an emulation tool of some sort - long since forgotten the details. If Linux ever overtakes Windows, certainly I'll put some time into it.
[B][PrimeLord] What advice would you give to someone wnating to get into the game development business?[/B]
[JimG] The best advice I could give is not to take financial risks. It's very hard to estimate what can be made. I'd also advise people to design thoroughly before they start programming. That will keep you motivated and disciplined, because it's hard to stay focused over a process that will take many months. Finally, ...
[JimG] and I know that it's not politically correct to say this these days, but the best advice I received when starting out was from a former editor of Computer Gaming World, who told me to "design the game you want to play." It's been almost five years now, and I'm only now beginning to see all the reasons why that's good advice.
[B][PrimeLord] Do you still play fof games or has your knowledge of the AI/innerworkings spoiled ot for you?[/B]
[JimG] I play them differently than I did at first. I've been too busy with sales and ramping up on the new game to get into the involved careers I used to play. Since the AI doesn't cheat, my knowledge of it really doesn't affect how I play.
[B][PrimeLord] Do you play any sports? if so what is your favorite to play and if not what is your most favorite to watch?[/B]
[JimG] I play softball and basketball whenever the opportunity arises, and used to be a semi-competitive tennis player. I enjoy watching baseball, football and hockey mostly, though I don't watch hockey until the season begins in April.
[B][PrimeLord] Has anyone approached you professionally about your college ranking system on your site?[/B]
[JimG] No. There are people who do this full-time, and much better than I do. Jeff Sagarin being first on most lists.
[B][PrimeLord] Bucs or Raiders?[/B]
[JimG] Bucs. Gruden knows their strengths and weaknesses backward and forward, and Derrick Brooks is the perfect player to mess with Charlie Garner.