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<blockquote data-quote="TDarien" data-source="post: 7655249"><p>What this fails to take into account is that Trapdoor, according to their blog posts, had a release-ready iOS app waiting to be submitted, pending only a pricing agreement. They <em>had</em> a deliverable product, but couldn't release it. Nobody seems to understand that, because all they saw was the, admittedly bad, web program.</p><p></p><p>The iOS app had been in development since at least march, and the core software (The Story Engine) for longer than that. The showed off the product at GenCon, and even at that stage, as I understand, it was far ahead of as far as the web platform ever got. They had people <em>actually</em> using it to play 4-hour game sessions. They showed it off to several podcasts. Virtually <em>nothing bad</em> was written about the project, from people who actually used it, prior to the opening of the web beta.</p><p></p><p>More likely, I think. Is that Trapdoor expected to have revenue from the iOS version by early to mid-October. When that didn't happen it caused personnel issues within trapdoor (I remember rumors of one of their developer's quitting - probably because he/she wasn't being paid), which stalled the development of the web and android platforms.</p><p></p><p>If lack of development progress was the primary reason WotC pulled the plug, I think that can be directly attributed to a lack of expected revenue from iOS sales. However, I think it's more likely that the real reason was an inability to reach an agreement on pricing.</p></blockquote><p></p>
[QUOTE="TDarien, post: 7655249"] What this fails to take into account is that Trapdoor, according to their blog posts, had a release-ready iOS app waiting to be submitted, pending only a pricing agreement. They [I]had[/I] a deliverable product, but couldn't release it. Nobody seems to understand that, because all they saw was the, admittedly bad, web program. The iOS app had been in development since at least march, and the core software (The Story Engine) for longer than that. The showed off the product at GenCon, and even at that stage, as I understand, it was far ahead of as far as the web platform ever got. They had people [I]actually[/I] using it to play 4-hour game sessions. They showed it off to several podcasts. Virtually [I]nothing bad[/I] was written about the project, from people who actually used it, prior to the opening of the web beta. More likely, I think. Is that Trapdoor expected to have revenue from the iOS version by early to mid-October. When that didn't happen it caused personnel issues within trapdoor (I remember rumors of one of their developer's quitting - probably because he/she wasn't being paid), which stalled the development of the web and android platforms. If lack of development progress was the primary reason WotC pulled the plug, I think that can be directly attributed to a lack of expected revenue from iOS sales. However, I think it's more likely that the real reason was an inability to reach an agreement on pricing. [/QUOTE]
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