Hi

  Can't say about all of the rogue types.  I've had luck with ADOM though. 
so these games still seem to have life in the xp os.

Ron

----- Original Message ----- 
From: "Susanne Pedersen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, October 24, 2007 2:45 PM
Subject: Re: [Audyssey] Replayability, accessibility, and such


Hi,
Since you mentioned rogue likes, I'd like to ask how it's possible to play
them at all with a screen reader these days. I know, it could be done in
DOS, but haven't found any that I can play in Windows.

Best regards,
Susanne

----- Original Message ----- 
From: "Zachary Kline" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, October 24, 2007 5:29 PM
Subject: [Audyssey] Replayability, accessibility, and such



Hiya,
This is just my two cents on replayability of games and the like, a topic
which has been brought up recently on here.
Dark, I agree with your assessment
 about interactive fiction.  Unfortunately, there's little
 replay value in most of it, though to be fair I am not quite sure
 what could be done to add any, short of some randomness, which always
creates problems when a programmer of IF tries it I've found.

An alternative to interactive fiction are the roguelike games I play a lot.
There is even a Zcode
 version of Rogue, the original
 and simplest
 game of this genre.  These games sacrifice
 plot and
 such for
 totally randomized
 areas, challenges, etc.
  If you can play them at all, they're worth the trouble.

I am actually surprised not more blind people get into these, but then again
I guess
 that accessing them isn't so easy as it used to be.

Strategy games, like SoundRTS, especially with multiple players, have
 replay value as well.
  I've been waiting forever
 for an audio version of Civilization or the like.  I wish
wholeheartedly that a developer might try this concept someday.

Anyway, I hope this might be some food for thought.  If you're interested in
roguelikes, there's a good article in early Audyssey somewhere, around Issue
3 or 4.  Thanks, Michael, for that one.

All the best,
Zack.


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