Hi chris.
Well I'm less certan on the representative qualities of sound since as you
know audio and visual processing are handled diferently anyway and past
experiments have usually resulted in something with stoo much information
that is hard to interpret, rather than something which is of practical
bennifit, indeed the best informational aides I've sseen have been those
that extend existing sensory input, such as ultra sonic canes.
Getting aay from cognitive science however and back to games, while I fully
agree that wanting to represent something like Mortal combat or call of duty
for those who've muddled through and got a partial experience with sound is
not a good idea, at the same time there is validity in examining why
specific genres of games and redesigning accordingly.
As one example, I have for years played exploration platformers like
Turrican, Metroid and mega man, yet it somewhat irritates me that the
closest we have come to such things in audio are 1D only, and that many
peopel expressly do not like side scrollers when in effect they have not
seen a truly 2D side scrolling game.
While something like metroid might be pushing it, i don't believe the
barrier of showing vertical movement is quite as absolute as people seem to
think, and working on ways of that sort of representation can only be
helpful, just as David greenwood worked on ways to easily represent large
scale 2D map information in Time of Conflict.
Btw, If you haven't tried Zero site yet i'd recommend trying that. It is
different to 3D velocity, though is also an audio flight sim, however
features some interesting changes like randomly occurring enemies.
Beware the grue!
dark.
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