Hi Dark,

While I love the concept of working within the audio environment for its 
strengths rather than trying in essence to make it fit a visual modality, I 
also personally kind of shy away from games which do this to a large degree.

Visually, one still needs to have some advanced notice of an impending attack 
otherwise no matter how well a player can see, they still will not be able to 
address such an attack. Just because people may have sight does not make them 
instantly have great reaction time based on that.

So my point is that even visual games have events which are announced visually. 
(all be it much quicker than their audio-based counterparts)

this tends to be an issue of speed rather than of paradigm.

Take for example speech synthesis; many blind people have speech output set at 
such a high rate of speed that a sighted listener unfamiliar with synthetic 
speech is many times absolutely and totally lost hearing it and trying to 
comprehend it.

I know this as I, myself cannot stand extremely fast speech. it puts me on 
edge. :)

This is sort of a similar case to the speed of visual games vs audio ones. Make 
sense?…

As far as paradigm goes, to bring up the example of Audio Quake yet again, lol! 
it is not only absolutely doable for a visually impaired player to perform in 
the game but really to enjoy it. The speed of the game can even be faster than 
the original game and blind players can still have a fun experience even though 
there are not things like audio lead time on attacks and such.

There is of course still room for an even more improved player experience. 
There always is. :)

I think though that the audio game developers in this community in general, are 
really moving the boundaries of what is thought to be possible in audio 
rendering forward…

So I definitely support the idea of using the inherent properties of audio to 
full advantage without needing to simplify the experience of an audio game to 
too great a degree.

Excellent note! Thanks!

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 19, 2014, at 1:32 AM, dark <[email protected]> wrote:

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. 

---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].


---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to