Quotegames are generally something you finish in one go and then don't touch again, and the developer is unlikely to switch tools midway through
Considering that point, isn’t it more logical to not include backward compatibility since the developer isn't likely to switch tools mid-production? They'd finish it with their current tool before using a new one.
Having said that, what reason is there *not* to include backwards compatibility?
I hear people talking about how it would limit the extent to which Clickteam could make MMF3 different from (better than) MMF2 - but I haven't actually heard of one single feature that would break backwards compatibility.
I also don't buy the argument of backwards compatibility inevitably being very buggy - MMF2 does a good job of it
You haven't heard of any features because it's all speculation. If we had confirmed features about MMF3, then this conversation would change. We don't know exactly what would break compatibility, but based on a history of any software going through major upgrades/remodeling; we can determine that something isn't going to remain intact. Flash is a great example. Action Script 3 breaks Action Script 2 since in AS3, code is not embedded in objects since AS3 provides a more optimized method for dealing with code. (Basically like behaviors in MMF2) This breaks compatibility at the expense of greater features.
Perhaps the coding in MMF3's object selection will be improved upon but would break MMF2's method. Maybe a new type of parent/child concept will replace qualifiers, breaking any event associated with those. Events may possibly use an externalized sheet system instead of remaining static in the project. Due to the underlining of how MMF2 is coded, perhaps these features are non-existent unless you break compatibility with MMF2.
If MMF3 can manage backwards compatibility while including new features users want, then everybody wins. I can make a more solid judgment once I know exactly what’s planned for MMF3.