Hi jeremy.

My point was not that it was not possible to show information around the player at a distance, only that it is possible that the lack of analogue mechanics in audio games is possibly a function of the game's audio view, sinse any audio game has the player as the center of the focus by which the soundscape is related and relates all aspects of the game according to their distance relative to the player, where as a graphical game shows the player as more a part of an over all environment.

My admitedly slightly clumsy monopoly board analogy was an attempt to explain this idea, though I admit I might not have been successful. Dscribing scrolling is rather like trying to describe sound increasing with promximity to a person who has always been deaf, the physics of distance is understood but getting across what the rest of the concepts are is more than a little difficult.

I do see this sort of thing as helpful though sinse if it is possible to break down what qualities and mechanics make a game like packman, mario mega man etc as adictive as it was it is possible to then considder how best to translate those elements into audio, what might need altering and what stay the same. Analogue movement is a major case of something that would be quite possible but doesn't seem to have been done yet.

Beware the Grue!

Dark.

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