I remember my brother and his family had Myst. Naturally I was
playing along as well since they'd describe the on screen stuff to me.
That game was simply incredible! It's definitely not a quick play, but
really gets you involved in the story. The devs were masters on that one.
Ron
On 5/3/2015 5:34 PM, Cara Quinn wrote:
Hi Ari and all,
Myst, (spelled M y s t) is the first in a series of first person adventure
games which were incredibly popular in the nineties and early two thousands.
While the games have terrific audio environments they are not as such,
accessible to blind / VI players without sighted assistance.
Here is a Wikipedia article which goes in depth on Myst's story, creation,
reception and series.
Before you click this link, please be aware that the story section can give you
certain important end-of-game spoilers for Myst but not the other titles in the
series.
So having said that, here is the link.
http://en.wikipedia.org/wiki/Myst
Enjoy!
Cara
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On May 1, 2015, at 8:13 PM, Gmail <englishride...@gmail.com> wrote:
What are the Mist games that Kara mentioned?
Thanks,
Ari
On May 1, 2015, at 5:50 PM, dark <d...@xgam.org> wrote:
Hi Kara.
That's an interesting point. I don't know much about the mist series but I
have heard of other games with such a viewpoint, although I've not heard of any
accessible game working precisely this way, sinse usually the point of such
games was to give a turn based, mostly text game the feeling of being more
real time and immediate to the sighted user than it actually was, ie, instead
of entering a room and seeing one static picture of the room's contents or a
text description, you see the table on one side and a chair on the other, and
to pick up items from the table or examine the chair you need to turn right or
left to face it, then turn a different direction to go through a door, this is
why I believe accept for some deliverately retro games like silver sword on
Ios, most of that style of game were old dos adventures.
I was going to say that I don't see the point of this in accessible terms,
however if I think about it I can actually see advantages, given that you
reduce the amount of jockying for movement a pleyr needs to do, and could
reduce the number of sound sources in the environment by limiting them to only
what she/he was immediately facing or beside, eg, you go into a room and hear
an object sound indicating the table to one side, and only when you turn
towards it do you get the sounds and identities of what objects are on it and
any spoken description.
Funnily enough, although they are real time we have had a couple of audiogames
with a first person perspective that do not involve 360 degree movement, namely
packman talks and dynaman, where you can move forward, and turn right or left,
but only at 90 degree angles just like in those old adventure games, though
obviously in soemthing like packman talks your moving continuously not in
discrete steps and such games are still arcade games despite the perspective.
One thing however that occurs to me, is that even though in these games you are
limited in the angles you can turn, you can in fact effectively still turn! 360
degrees, even if by making three right turns or left turns, just like the way
in something like shades of doom or sarah if you hit ctrl right arrow three
times you'd be facing the opposite direction, where as in a side scrolling game
despite as I said previously you still hearing things from the character's
perspective, depending upon which way you look at it you either are walking
forward with no way to turn backwards, or walking to the character's left or
right with no way to increase or decrease your y coordinate, (if we assume that
as in real life a side scroller's movements up or down are on the Z axis).
I hope this makes sense.
All the best,
Dark.
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