also, there are one or two types of game perspective that it strikes me 
would be very difficult to translate into audio. As a thought experiment, 
I've been considdering ways to translate various main stream games into 
audio, and mostly I can come up with tactics to do it, even in games that 
rely heavily on the vertical as well as the horizontal plain such as full 
scrolling 2D platformers, with or without use of ladders (nods at Thom and 
Monti).

However, one genre that entirely escapes my efforts are games like Bomberman 
or the various boulderdash style games, top down perspective games heavily 
reliant on four directional spacial puzles with significant game events 
occurring sometimes at great distance from the charactor. I've totally 
wracked my brains but other than loading the games down with so many grid 
coordinates, different sorts of audio scan and hosts of speak keys to the 
point where they became glorified interactive fiction, I can't think of a 
way to translate them into audio.

Of course, i'm only one person, and what I can't figure out somebody else 
probably can (in fact in my case, somebody else nearly always can!), but I 
think we should remain open to the possibility that certain mainstream games 
might not translate into audio.

Of course, on the other side of the coin, there are Audio games who's 
experience is actually highly enhanced by the factt that they Are! audio 
games (I'd count dyna man, Esp pinball extreme, Superliam and probably quite 
a few other games in this catagory),  therefore I deffinately think there's 
some mileage in being experimental with audio games and not always just 
trying to emulate main stream games (though obviously, translation of 
mainstream games into audio is a good thing too).

sorry for the minor wrant here.

Beware the Grue!

Dark.






----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Sunday, February 18, 2007 7:39 AM
Subject: Re: [Audyssey] Forcing accessibility


> Hi Shaun,
> The problem is the accessibility has to come from the game's core
> commonly called the engine. If a game engine supports only stereo than
> there is absolutely no way to add something like 3D audio without having
> the original source code for the game. If an engine does not have SAPI
> support then there is no way to mod that in without having the engine
> source. I think you are now seeing the problem with that approach.
> As for audio game maker I think it will be something to show off to
> mainstream companies as a demonstration of what accessible games can do,
> but it is still far too primative for actual pro game developers to work
> with.
>
>


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