Hi Dark,

Well, I do see where you are coming from, but I don't think the issue
here is purely technical. What I mean by that is that it is not just a
difficulty of converting mainstream mechanics  to audio, but more a
matter of if the audio game developer realizes that his/her game is
lacking in features.

Keep in mind many, certainly not all, game developers are blind and
have had little to no experience with mainstream games. Therefore
developing a 1d side-scroller may seem like a good idea to him/her and
it may not occur to him/her that adding a 2d element would be more
interesting and more challenging or that having diamonds fall from the
sky would be more fun than just picking them up off the floor.

The point being if we want things to change as a person who has played
both you need to be more vocal with game developers in what their
games are lacking in order to get more mainstream like play because I
think many blind developers honestly don't know how to improve their
games. They just go along with other blind games they have played or
come up with their own mechanics not even trying to emulate mainstream
games in the first place. Thus we end up with games lacking features a
mainstream equivalent would probably have.

Cheers!


On 5/22/14, dark <d...@xgam.org> wrote:
> Hi Tom.
>
> I would never suggest giving up on an attempt to replicate mainstream
> mechanics in audio games entirely, certainly i've occasionally been quite
> surprised at the ingenuity of developers.
>
> My problem however, is that as you said yourself, developing games is not
> easy and developers aren't always in a position to know how to implement
> something in a game. The problem is this has too often resulted in partial
> convertions, eg, space invaders games with no shields and no shooting
> invaders, or supposed 2D side scrollers with no 2nd dimention or
> recognizable enemy attacks.
>
> My suggestion is not to completely abandon efforts to try and convert
> mainstream games to audio, only that when a developer comes up against a
> problem which cannot be solved, instead of simply missing something out and
>
> reducing the game to a reaction test, considder substituting an audio
> mechanic to keep the game at the same level of challenge and complexity as
> the original rather than reducing it to another boppit clone.
>
> For example, yes your skull suggestion would be quite workable, however if
> you can't think of a similar thing to dictate the jewel position and require
>
> the player to vary his/her jump hight to grab them, instead of saying "oh
> dear, well we'll just stick the jewels on the floor and let them be easy to
>
> pickup" find a similar audio challenge to substitute into the game, eg, the
>
> falling jewels suggestion.
>
> No, this might not result in a %100 accurate remake, but better a %50
> accurate audio remake with another %50 of similar style challenge but in
> audio, than just! a %50 remake with nothing added and those mechanics simply
>
> missing.
>
> Btw, with the duckhunt idea, the only problem I see in replicating the
> gorbian style levels is that the gorbians were predicated on the idea that
> once a ship was targeted horizontally, the target wouldn't move from that
> horizontal position and you would then just have to target it vertically,
> which is why you always hit the left and right arrows before the up or down
>
> ones. Obviously this worked for space invaders sinse most invaders don't
> move horizontally much.
>
> To be accurate, the ducks would need to move in diagonals and the player
> would need to move the target in both horizontal and vertical incriments at
>
> the same time. you'd therefore probably need two distinct target sounds, one
>
> for vertical target one for horizontal target, and require the player to get
>
> both solutions correct before the shot would hit.
>
> That! could be a most challenging game, sinse the player would need to line
>
> up their target quite carefully and continually try to keep a beed on the
> moving duck much as in the graphical version, making for a game which would
>
> be much more interesting to play.
>
> Beware the grue!
>
> Dark.
>
>
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