yeah thomas and now that we have talking dosbox working with NVDA we have even more fun games to play. I can play pinochle in talking dosbox. and on the windows side I'm now concentrating on learning how to play spoonbill software chess challenge. once i get good I may get a real accessible chess set from maxi-aids.

follow me on twitter @joshknnd1982

On 6/13/2015 9:32 AM, Thomas Ward wrote:
Hi Dark,

That makes two of us. As a software and game developer I often feel
like those asking for games equivalent to mainstream games assume that
audio game developers aren't developing games equal to their favorite
mainstream games out of laziness or perhaps a lack of desire. It feels
like they sometimes assume someone can just snap their fingers and
voila their is an accessible version of Assassin Creed, Call of ?Duty,
or whatever. Things just aren't that simple and straight forward, and
take more time, money, and energy to produce than the uninitiated
assume.

As you so correctly pointed out it is unfair to compare most single
audio game developers to multi-million dollar game companies who are
developing massively complex games for the mainstream gaming community
because we just don't have the time, resources, or ability to compete
with that kind of game. It is much more fair and realistic to hold us
to the indie standards of smaller indie developers who are developing
good games, but on a much smaller budget and less resources. In a case
like that I think a lot of audio game developers could improve and
develop games on par with the indie games for PC.

Cheers!


On 6/13/15, dark <d...@xgam.org> wrote:
Hi.

To be honest I'm getting a little sick of this "I want a mainstream game"
debate.

?

People seem to think all mainstream games are complex affairs just because
they are graphical and the audio game developers are just being lazyor
something or not taking the time.

?

The plane fact is even in terms of graphical games, what people are
developing with similar resources to audiogames are not huge complex
multiplayer 3D monstrosities. Most indi games are by their nature simpler
because your comparing the resources of one or two people on their own
working probably in their spare time, with a huge multi million dollar
company that employs hundreds of developers working 8 hours a day with a
gigantic budget of resources.

?

IInstead of people saying "where is the audio version of insert mainstream
title" I'd suggest people look around at some of the indi produced pc, Ios
or android games, the games that do have similar amounts of funding and
resources and look at the differences there, why the differences exist and
how to reduce them.

?

One for example which people mention but which still hasn't had much by way

of attention is sound design. A graphics artist can put whatever they want
in their game. they want a huge mechanized plant monster from the planet
zog, well they can have it, how well it is produced might depend upon how
good their graphics artist and animmating program is, but fundamentally they

can still have it.

The same is not true of audiogames, I still! see people wanting to buy
ridiculously expensive soundpacks rather than looking into alternative
methods of sound design, indeed we have some talented sound designers in
this community. I'd also suggest looking around for sounbds more.

?

it amazed me when in 2010, the independently produced game To hell with
Johnny (a game with low vision access but no complete audio access),
actually had a more rich soundscape than most audiogames. When i asked the
developer where he came by sounds, he just said he found them around. Same
goes for music, the music in some indi titles has been staggeringly good,
mostly becuase people have sought out ameter musicians who are able to do a

good job and communicated with them, but for some reason a lot of makers of

audiogames just look within the community, and as has been said before there

are comparatively few blind people.

?

Lastly, one thing which always confuses me is why people don't make more use

the tools that are! available, and I'm not just talking about Bgt.

?

Swamp Campaign scripting has the potential to create some great stuff,
because you can pretty much do whatever you want in first person, create
door and lock puzzles, alter health, attacks etc. A while ago someone was
bemoaning the fact that there was no audio resident evil, and yet it'd be
comparatively easy to create an audio resident evel as a Swamp campaing
sinse you've already got all the movement and firing controls, just slow
things down (including the zombies), and insert a lot of locked door puzzles

and objects to pick up and examine, and vuala!

?

The same goes for tactical battle maps and time of conflict maps. Jason Alan

is currently working on a modding system for Entombed ii, something which
I'm really! looking forward to, yet I do wonder how many people will be
making use of it?

?

This isn't intended to be harsh. Yes, even when comparing audiogames to indi

games there are some pretty huge gaps, and yes, the lack of easier
development tools like unity is undoubtedly part of the problem, however I
tend to agree with Thomas' sentiment here. People are very quick to say "oh

where is that big complex multi million dollar audiogam" yet even the ones
who don't spend their time bashing developers don't tend to be good at
solutions or looking around for what "could" be done rather than complaining

about what is lacking.

?

All the best,

?

Dark.

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