Dark, thanks for this.

These are great points.

I was thinking in regard to your original post that you were talking about the 
idea of having a slower, less challenging audio environment so thank you for 
clearing this up for me.

As I'd mentioned before as well, there are quite a number of visual titles 
which offer lead time to their events as well. A very old but awesomely fun 
game was Star Castle which did this. The game for those not familiar, has a 
rotating turret like spaceship surrounded by three rotating rings in the center 
of the screen. The player fires on these rings while avoiding small mines which 
track the player's ship.

when the innermost ring is breeched, the central ship can fire on the player. 
Before it does this it pulses very brightly. Also, once one has played the game 
one can expect when this will happen merely by the rotation of the rings. I.E. 
as soon as all the rings rotate to create an opening, the ship will usually 
fire.

Have a great night!

Cara :) 
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On May 19, 2014, at 5:15 PM, dark <[email protected]> wrote:

Hi Tom.

I wouldn't say the rule book needs throwing out, so much as just rethinking. 
For example, you list the telegraphing of attacks as something for fighting 
games. While they could be used in that way, there is no reason not to use them 
elsewhere.

For example, suppose that you were creating a space invaders style game. Thus 
far with a few exceptions, most audio space invaders style games haven't given 
the invaders much chance to do you damage other than by flying into you.

Well suppose you gave a sound for just before the invader fired, and a sound 
when the shot hit the ground, then, instead of having the player instantly hit 
if he/she was under the ship when it fired, have the time the shot took to 
reach the ground dictated by how far the enemy was away from you.

This would effectively mean that while the invaders would descend slowly, your 
job as a player wasn't simply to knock them off as fast as possible, but to 
dodge their bullets, either shooting them before they had a chance to fire, 
shooting them then dodging out of the way of the bullet, or even waiting until 
the bullet hit the ground, then running in and taking the invader out before 
the invader could fire again.

Yes, you would have to reduce the number of invading ships on screen to at most 
about five, but I'd much rather need to duck and dive and dodge shots to evade 
five ships then have a hoard of 10 ships who I am just trying to blast Asap.

This is the sort of thing I mean, considdering not just how to replicate a 
given game in audio, but how to replicate the mechanics of it's challenge 
factor so that it becomes more than just a reaction test.

Of course, this has been done to an extent. Alien outback is great with it's 
various ship types and even has a ship with a powered up shot, (it's a shame it 
still has lots of fairly easy to slay ships too but there you go).

I'd say it's a matter of trying to make sure the player has to do more than 
just hear and react instantlywhile factors such as analogue movement and 
randomness can help with that, given that audio has a limited view,it's a 
matter of making that view as challenging as possible and requiring  much 
active participation from the player as possible.

Beware the grue!
dark.

SoBeware the grue!

Dark.



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