Hmm, maybe have the more distant ships quieter or echo as if from a long 
distance. 

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> On May 20, 2014, at 18:18, Cara Quinn <caraqu...@caraquinn.com> wrote:
> 
> HI Thomas,
> 
> Very much agree here. :)
> 
> this is really a close topic to my heart in that adapting some earlier arcade 
> games into audio is something I am really thinking about of late.
> 
> Even adapting some of these simple games proves to be a serious task.
> 
> As an example, how would we here, consider adapting a game like Tempest?
> 
> for those not familiar with this title, you start the game with your view 
> facing down the length of what is essentially a tube. You are looking down 
> the inside of this tube. Your ship is also facing down the tube but is 
> located on the top edge of it, which is the edge nearest to your point of 
> view.
> 
> So when you move left or right, your ship actually moves counterclockwise or 
> clockwise respectively, so it travels around the top edge of the tube.
> 
> When you fire, you are firing away from you down the length of the tube.
> 
> the enemies which are attempting to dispatch you are traveling up the inside 
> of the tube toward you. So you need to move clockwise or counterclockwise to 
> maneuver your ship in front of them, and fire on them.
> 
> While you do this, you can see in the distance, at the opposite end of the 
> tube, several very small dots which are flying around. These dots are 
> actually the enemies very far away which move to the areas on the tube where 
> they will then travel up toward you. So it is possible to see and avoid these 
> enemies before they even begin their ascent.
> 
> While it is technically not necessary to see these enemies at that stage to 
> play the game successfully, I describe all this to present this as an audio 
> question.
> 
> I am trying to think how I would possibly adapt any of this scenario to 
> preserve any part of this style of gameplay without dumbing it down to the 
> point of inanity. ;)
> 
> I do have some ideas and am very interested in hearing what you all think…
> 
> I thought there was a project in the works from a developer on this list over 
> the years, emulating this type of gameplay, but have heard nothing about this 
> of late so thought this would be an interesting thought experiment…
> 
> For those of us really seeking a particular type of gaming experience, it can 
> be very important to preserve a proper type of game mechanics. -Or at least 
> be able to bring something special of that experience over into audio.
> 
> 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 20, 2014, at 2:42 PM, Thomas Ward <thomasward1...@gmail.com> wrote:
> 
> Hi Dark,
> 
> Well, the problem I  see with that is simply this. While not precisely
> replicating mainstream mechanics might be helpful from an
> accessibility point of view it still does not give us a comparable
> experience. What we end up with is a different experience or challenge
> entirely which may or may not be favorable depending on the game.
> 
> Take Montezuma's Revenge for example. That's a game based on a
> mainstream video game. I'd assume for authenticity sake a developer
> would keep the traps and challenges as much the same as possible.
> Changing the behavior of the gems to fall from the ceiling like the
> falling items in Q9 is interesting but not necessarily favorable in
> that particular game because the original mainstream game had its own
> unique and interesting challenges which I for one would like to see
> replicated in audio not changed.
> 
> I certainly agree with you to a point sometimes if something can't be
> done in audio then changing the mechanics to suit an audio game should
> be done rather than replicating mainstream mechanics, but I also see
> reasons why that should not be done. Its okay if the game is an
> original idea written for an audio game market to use new and
> interesting mechanics, but if it is a retro remake of a classic game I
> think it should attempt to imitate the game it was based upon as much
> as possible.
> 
> Cheers!
> 
> 
>> On 5/20/14, dark <d...@xgam.org> wrote:
>> Hi Tom.
>> 
>> Interesting thoughts and I will agree problems with depicting hight have
>> provided major issues for 2d games in audio.
>> 
>> That being said, maybe this is a case where adapting some of the mechanics
>> to be more challenging in audio rather than explicitly trying to replicate
>> the mainstream ones would be helpful.
>> 
>> For example, instead of trying to make the sound of fireballs which hit the
>> 
>> player out of pits, have the fireballs loop out of pits and land on the
>> ground creating temporary burning flames that damaged or killed the player.
>> 
>> Effectively this would mean instead of ducking or jumping fireballs, the
>> player would have a floor hazard (the burning section of floor), to time
>> their way past in addition to jumping the pits, and a floor hazard who's
>> appearance was dictated by the different sounds of fireball landings. By
>> varying the rates you could keep the player needing to take note of when the
>> 
>> fireballs hit and the floors near the pits burned, rather than just timing
>> things statically
>> 
>> For the gems, well instead of having the gems at different hights, why not
>> have some of the gems initiate a small rock falling from the ceiling Indiana
>> 
>> jones style which the player needs to dodge, or maybe have some gems on
>> sliding shelves so that the player needs to grab them at a given point,
>> (both of these could be varied to provide different challenge).
>> 
>> Noo, this does not address the problem of showing hight in a 2D game, in
>> audio which is quite another matter, but rather than just missing out the
>> fireballs, making them static, or having the player grab gems, you insert
>> another factor for the player to be aware of in the game which will increase
>> 
>> the level of challenge in the audio.
>> 
>> of course, these are just rough ideas and doubtless would need thinking
>> about, but this is the sort of thing I mean in terms of creating more
>> challenging and in depth audio games that are not just the simple boppit
>> affairs, working on the mechanics of what is possible to show in audio and
>> working to making those mechanics have a similar level of challenge and
>> interest to the mainstream game rather than replicating it exactly.
>> 
>> Beware the grue!
>> 
>> Dark.
>> 
>> 
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