Hi Cara,

Yes, precisely. During my development of Montezuma's Revenge and later
Mysteries of the Ancients I ran into a number of cases where something
as simple as height couldn't be translated perfectly into an audio
equivalent. Using pitch is helpful, but still wasn't a perfect
solution in all cases.

For example in Montezuma's Revenge the gems are sort of hanging there
in the air and you had to jump up and collect them. In the audio
version they were purposely put on the same level or height because it
was for all intents in purposes too difficult to have too many gems on
the screen at various heights like in the original. I know in the
original some gems were higher up on the screen making it difficult to
get them without a higher jump or a running jump to grab it. I think
James and I both felt having to do that would complicate matters from
an audio only perspective.

Besides that gems were also hanging out over pits, hanging between two
ropes, etc meaning that you had to often times climb up to a certain
height and jump out and catch it in the air. This was a tricky problem
since all we can really do is adjust the panning, volume, and pitch of
the gem making it somewhat tricky to exactly indicate in audio where
that gem is in relation to the player. Using virtual 3d was no help
because all that really did is increase or decrease the volume
depending on height. Therefore we had to fall back on spoken feedback
to render a more precise idea of where that gem was on the screen than
just relying on audio alone.

In Mysteries of the Ancients I had some other more interesting
challenges dealing with height related issues. I had thought about
making the fire pits more dangerous by having them throw fireballs at
the player like in a few mainstream games I had played. If I used
pitch to indicate fast or slow fireballs I could no longer rely on
pitch to indicate weather the fireball should be ducked or jumped. If
I had used that particular hazard I would either have to make all
fireballs move at a static speed and use the pitch to indicate height,
or I would have them come at the player from a static height and use
the pitch for speed. I could not do both in audio.

Cheers!


On 5/20/14, Cara Quinn <[email protected]> wrote:
> Thomas, excellent points!
>
> Some of the simplest concepts can be extraordinarily difficult to translate
> into audio with any sense of simplicity and intuitiveness.
>
> For example, I believe Dark has alluded to this in the past; the concept of
> displaying the height of an object in a game with pitch is fine and has been
> used many times before. What about if one does not wish to use pitch so that
> the object's sound remains consistent? What then?
>
> This is where some very innovative approaches need to come in.
>
> You're right. Designing a great game is one thing but designing it to be
> great in audio is a whole other level of accomplishment!
>
> Thanks,
>
> Cara :)

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