In a mud I play, I had to kill a monster. I was given a location and I went 
there. I was looking around for a little but still couldn't find it. Then, I 
went back to where I was told to start looking. The train station. I walked 
around and one of the places was a ticket booth. I had an idea. I tried 
buying a ticket and sure  enough, I was given one. I went back to where the 
conductor was standing and told him "board". Sure enough, I was in the 
train. I started giving my ticket to conductors and they kept giving it back 
until I found the right conductor. Sure enough, I found myself in the dark 
tunnel where I was to find the monster. It wasn't obvious but I just had to 
work it out. It should be the same thing in an audio game. Maybe make the 
door beep or something but have it to where you can not past until you are 
done fighting.

----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, April 16, 2007 7:55 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


> Hi Soren,
> I certainly don't have any issues with developing full 3D FPS games, but
> they do pose some access issues for some accessible gamers. Here is an
> example of the kinds of concerns I would have.
> In the SW game I've been drafting you have to enter the hutt palace
> through the basement level. Ok, once you are in there are two exits out
> of the basement. A stone door which is locked and nearly imposible to
> cut through, or you can exit via the Rancor's den. "Not hard," you say.
> Well, if you choose to exit through the Rancor's den you have to  fight
> the Rancor, and then force jump to the ledge above where you will find a
> door that is not locked where they drop prisoners and slaves in to the
> den to be eaten. Well, I've been thinking over and over how to signify
> to the player where to exit from without making it to obvious, but give
> enough info to let them know they have to leap up to find exits, or jump
> down to find secret areas, etc.
> There is nothing like this in the accessible games market, and I do
> wonder if this is to complex for the average gamer.
>
>
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