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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