Interestingly enough Tom, because I have many friends who are very active
gamers, ---- and because I also play older graphical games, I've had a fair
few discussions on the subject.
Once on the forum of retroremakes.com I started a topic about including
audio remakes on their site along with the graphical ones.
The project didn't go as planned sinse their site only lists free remakes of
games, ---- thus games like packman talks or shades of doom wouldn't be
applicable (though I did point several people in the direction of Dark
destroyer).
The interesting bit though, was until I'd explained the concept, most people
assumed that an audio game must work like an interactive fiction or Mud,
with every game event being literally described.
When talking about packman talks, --- one person said;
"doesn't it get boring being told "You eat a dot, ---- you eat another
dot, --- you eat another dot" etc.
I of course explained exactly how the game worked, ---- and the person did
understand, ---- but I do wonder if this is a basic problem of understanding
the quality of sensory information.
While people know sound can convey information by way of speech, and
ambience by way of audio or background sounds, ---- I wonder if, ----
outside the world of audio drama and audio games, people really realize that
sound can be used to represent individual objects or elements as easily as
graphics can, ---- even highly complex relations in a 3D space.
Indeed one thing I findvery interesting aabout audio games is how
representative they can be.
Beware the grue!
Dark.
---
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