Hi Tom.

I do agree access is an issue, but what I find quite interesting is that many of the very successful audio games have introduced features which incorporate elements of the audio experience into the game, rather than directly trying to adapt mainstream games verbatim.

For all swamp borrows from various fps elements, there is a lot in the game that wouldn't exist without the audio. For example zombi footsteps, the need of using rythm to create head shots, even aspects of the mouse targeting system.

Audio packman, (as I've said before), is for me a much more intresting play experience than graphical packman, it lacks the total maze overview and management of several elements at once, ie, being able to see where packman and all the ghosts are at all times and tracking movements accordingly. however audio packman instead introduces an exporation and area navigation mechanic, as well as a good degree of split second timing.

The same could be said for shades of doom and enemies like the silent walkers or use of audio nav elements to create hazards.

This is one reason why it is likely a lot of mainstream gamers got interested in Papasangre from somethinelse, sinse their games represent a lot of use of audio elements for direct challenge, for instance having floor sections that when walked over will mean the enemies come to get the player by noise, or hazards created by things that are harder to hear.

I wonder therefore if a good way to considder game design, rather than the method in the past of trying to recreate as much of mainstream games as possible, might be to work on what might create a good game in audio.

For example, we have mentioned before the problem of judgement vs reaction and of showing realistic enemy attacks in a side scrolling game.

Suppose however, rather than trying to directly model the idea of the player having to avoid attacks, we introduce audio factors which mean the player must use his/her judgement to counter them.

So imagine a 1D side scroller ala superliam (or even one with climbable ladders like mota).

The player is armed with a sword and shield, and has two buttons, one to attack with the sword, one to block with the shield. Enemies will either initiate a melee attack, which must be parried with the sword, or a projectile attack which must be blocked with the shield. EAch of these attacks is telegraphed, ie, the player hears it coming, however the speed of it landing will depend upon the distance from the enemy, meaning the player must estimate a specific time interval from hearing the sound of the enemy launching the attack and of either parrying or shielding, I'm thinking somehting similar to Jim's golf game though with different sounds). In addition of course, the player is more likely to hit the enemy when the enemy is not attacking. Then of course, if each attack type has specific sounds there are possibilities such as arrows flying out of walls, or even fire balls out of pits which the player needs to shield against (we'll assume it's a magic shield).

In a mainstream game, this sort of thing wouldn't work, sinse the player always has access to what the enemy is doing, indeed the original prince of persia was cryticised for using soemthing similar, (though slightly simpler). It is also absolutely obsurd that any mainstream game would telegraph it's attacks before launching them unless for a very specific reason.

This would however be a case where audio could be used to create a simple judgement based combat system which would contribute significantly to the playability of the game where as simply having attack sounds the player needs to instantly react to would not.

Beware the grue!

Dark.

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