Well guess what guys. We can either make our own, or make those that are 
already made accessible, sort of like the mario the audio edition. 

Sent from my iPhone

> On Jun 15, 2015, at 1:33 AM, Thomas Ward <[email protected]> wrote:
> 
> Hi Mohsin ,
> 
> I can definitely understand where you are coming from because I was
> where you are now a few years ago. I was a sighted gamer up until my
> mid teens when I went blind, and when I went to college I had some
> idea I'd get a degree in computer science and be a computer
> programmer. My initial idea or dream was to write accessible computer
> games equivalent to those I had ben exposed to before I lost my sight.
> Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
> etc. I was convinced all I needed to do was learn to program and from
> their it would be easy. As it turned out it wasn't as simple or as
> straight forward as I thought.
> 
> Interesting enough I personally did not find learning programming to
> be that hard. I know we are all different, some learn things easier
> than others, but by far learning to develop games was actually easier
> than other aspects of the process. There are a lot of problems I had
> not even imagined or considered when I decided to specialize in game
> programming. Things that were in my opinion much more difficult than
> the programming required to write a game or accessible product.
> 
> One issue I see as a problem for audio game developers is advertising.
> Sure there are a few hundred blind customers on Audyssey and the Audio
> Games Forum, but the reality is they are just a small minority of the
> thousands perhaps millions of blind people world wide who are not
> connected with any audio gaming venue. Let's face it advertising via
> TV and radio can get extremely expensive. So expensive that it would
> take incredible financing to market a product that way. News Papers
> are a cheaper method of advertising games and other products, but
> there we have the problem of its not an accessible means of
> communication from an audio game developer to his/her potential blind
> customers. We can assume the majority of blind people do not read the
> morning paper and if they do an aid or family member reads it to them
> meaning that the best we can hope for that a friend or family member
> brings it to the blind persons attention. Regardless of the method and
> means a developer looks at it is going to cost a lot of money to get
> the word out about their product, and there does not seem to be a good
> method to market a product to the blind community at large at this
> time.
> 
> Another difficulty is just demographics and age. It is a well known
> fact that the majority of people with vision problems today are senior
> citizens who are 60 or older. In other words people who are
> grandparents who likely have different interests than their grandkids
> in their teens or early 20's. As a result a young developer might
> spend years writing a blockbuster equivalent to the latest and
> greatest mainstream game aimed at his or generation only to discover
> it has absolutely no market value beyond his generation. The older
> generation of senior citizens, who make up the majority of the blind
> and low vision market, aren't interested in that type of game. So
> while it sounds exciting and fun to create accessible versions of our
> favorite mainstream game or games it turns out it might not be
> marketable outside of a handful of enthusiasts our own age.
> 
> There is a way to offset both of those problems and that is to create
> games that can directly be sold in the mainstream market as indie
> games. The problem there is the game developer will have to compete
> with other indie games of similar quality by hiring a graphics
> designer, learn how to do proper graphics animation, and will involve
> more time and overhead in adding lots of visual effects that won't aid
> the audio games community. Thus potentially distracting the developer
> from other concerns.
> 
> Bottom line, I see where you are coming from. A lot of younger blind
> people have this dream of having accessible audio games equivalent to
> the mainstream games they know and love, but as you can hopefully see
> it is not that simple. There are an entire host of issues unresolved
> in terms of marketing, of developing games for the right age group,
> and so forth that need to be discussed. Programming the game we want
> is only half the story because after some developer does it he or she
> still needs to find a way to market it to the community at large and
> find like minded gamers in the right age group.
> 
> Cheers!
> 
> 
>> On 6/14/15, Mohsin Ali <[email protected]> wrote:
>> Hi Thomas,
>> 
>> I see your point now, yes, you are right on both accounts, and I agree
>> that those are all valid reasons. but, you cant fault a man for hoping
>> of better future. we all must put some effort to accomplish this task.
>> although, I am studying history, but I did my intermediate in computer
>> science, and am trying to make the heads and tails of the game
>> programming. the first step is always the most difficult and I hope
>> that one day the audio games would be able to compete in normal
>> market.
>> 
>> cheers.
> 
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