Hi Michael, I still wanted to respond to one thing in your post yesterday:
*quote* I've tried your version of Sudocu as well as Josh's one. While both are very well done, the game itself feels far too much like actual work to me. I suspect that if you had put out an action title or some other genre more in demand, you would have gotten a greater response. Having said that, I suspect that there are a lot of people who are going to appreciate the Sudocu versions out there over time. They just don't have the same kind of immediate mass draw that something like an accessible adventure, arcade or other kind of game might have. You have to be in the right frame of mind to tackle something like Sudocu for fun. *quote end* This was actually one of the things that we found during development and right after the release of Sudo-San. For us this is a very interesting case (from an academics point of view). I am personally very interested in "accessible game design". I have some very strong personal ideas about it, especially about "accessible game design for the blind". I do not want to go into this right now since then I spent much time typing and I almost gotta go to a meeting :) Still, what I want to say is this: before we started work on Sudo-San we already had the idea that there were various easy ways to make sudoku-puzzles accessible. However, we already figured that making them accessible with a screenreader and such was pretty lame and therefore we want to do a lot of compensation (adaptive music, character, different win-sounds, etc.) for fun. But throughout the project we found, when we were playing ourselves on audio alone, that *the appeal of the sudoku puzzle* was much lower. At least for us, because we can see. So we too found solving the puzzle to be a lot more work instead of fun. Yet we got responses from several blind puzzlers who were used to solving sudoku's in MS Excel. They didn't mind "the work". Gotta go now, but my point is: Sudo-San is an example of an accessible game, that although it is completely accessible *with* added compensation for fun, it might/is still not (be) as much fun for a blind puzzle solver as it is for a sighted puzzle solver. And this is in interesting point for those who don't want to make original games, but who want to make existing video games accessible. Things like visual physics are very appealing for the visual eye (as amplified by Sony's presentation of the physics possible on the PS3 - no sound and the crowd still LOVED it) but hard near impossible to translate to the audio domain. That's one of the difficulties related to game accessibility for the blind compared to accessibility for other impairments. Greets, Richard _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
