Hi,

*quote*
> First it was in 8 parts but when I read part 7, it was the same as part 6.
*quote end*

Yes I know, what can I do about it :)
About the accessibility: what do you mean with "large print" (font size, ?) 
?

Usually Gamasutra also provices a Pinter Friendly version, like:

(regular) http://www.gamasutra.com/features/20050706/bierre_01.shtml
(printerfriendly) http://www.gamasutra.com/features/20050706/bierre_pfv.htm

Unfortunately, they didn't this time...

I personally think the idea of gamespaces should definately be studied 
(which actually we (Accessibility/AudioGames) have already discussed with 
the folks from FORTH-HCI). The idea offers a lot of potential, but now it is 
time to get a modern complex game like LocoRoco, Crysis or Spore (just not 
Pong!) and test the concept. Although the concept leaves heavily on making a 
multiplayer game accessible for people with different abilities, it doesn't 
say that much on making a game accessible for one (other than 'parameters'). 
This is not possible of course, because of the different games out there. 
But now it is time to try and make Doom 3 or Quake 4 accessible. The reason 
I mention these commercial titles is because too many research projects have 
tried to research accessible games by not only trying to create an 
accessible interface, but also a game. And researchers (well most of 'm) are 
not game designers. That's why there are so many Pong's and Space Invader 
games out there. I think it is best to get a game which has already proven 
itsself (like Doom 3 or Quake 4) and then mod it. Same what Matthew of AGRIP 
did, same what Reid Kimball of LucasArts is doing in his Games[CC] project: 
http://gamescc.rbkdesign.com/projects.php .

Greets,

Richard


http://www.audiogames.net





----- Original Message ----- 
From: "Phil Vlasak" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, August 18, 2006 1:53 AM
Subject: Re: [Audyssey] Important Article about Access Invaders 
on...Gamasutra!


> Hi Richard,
> I went to the url you posted and tried to read the article,
> The Theory of Parallel Game Universes,
> but found two annoying problems with it.
> First it was in 8 parts but when I read part 7, it was the same as part 6.
> Second, I think they were trying to make the article more accessible by
> putting the text in large print but it made it less accessible since each
> line was spoken by my speech software, JFW three times.
> I did not know how to fix this so I had to download each page and copy it 
> to
> a word processor that extracted the large print font which allowed me to
> read it once not three times.
> I do like the theory but I can imagine the most difficult part would be to
> decide how difficult to make a game that has so many adjustable elements.
> I like the idea of a little calibration game built in that would determine
> your difficulty.
> For example, one alien moving across the screen very fast and on each pass
> slows down.
> The calibration game would time how long it took for you to hit that 
> alien.
> Then the game would set the difficulty to that number.
> This would be similar to the calibration in David Greenwood's Lone Wolf
> which sets the speed of the game based on the time it takes your 
> synthesizer
> to read a poem.
> Thanks,
> Phil
>
> ----- Original Message ----- 
> From: "AudioGames.net" <[EMAIL PROTECTED]>
> To: "Discussion list for blind gamers" <[email protected]>
> Sent: Thursday, August 17, 2006 2:44 PM
> Subject: [Audyssey] Important Article about Access Invaders on... 
> Gamasutra!
>
>
>> Hi,
>>
>> Please see this article on universally accessible games and parallel game
>> universes I recently talked about here:
>>
>> http://www.gamasutra.com/features/20060817/grammenos_01.shtml
>>
>> Greets,
>>
>> Richard
>> _______________________________________________
>> Gamers mailing list .. [email protected]
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>> any subscription changes via the web.
>
>
> _______________________________________________
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