My concern with vocal kews is that the game basically turns into a glorified
mud, ie, a set of real time events represented only by explanations of those
events in voice.
Someone on a retro gaming forum once asked me how audio packman worked,
asking if I got tired of the computer saying "packman eats a dot, packman
eats a dot" Obviously said person had seen audio description for tv
programs, and assumed audio games worked the same way, ---- not an
unreasonable assumption sinse the the idea of representing an entire
environment in sound is not one which comes up too often outside audio
games, (I appreciated that said person had at least employed their brain),
however it does warn of something which might happen if spoken interface is
taken too far, ---- I presume this was one reason why David greenwood
included features like the sound sonar in lone wolf when it was ported from
dos to windows.
Beware the grue!
Beware the Grue!
----- Original Message -----
From: "Jacob Kruger" <jac...@mailzone.co.za>
To: "Gamers Discussion list" <email@example.com>
Sent: Thursday, March 18, 2010 5:57 AM
Subject: Re: [Audyssey] question about games
Not necessarily relevant as such, but something like the vOICe rendering
the GUI is something I have tried out when playing audioQuake with
graphics turned on, and it did warn me of certain aspects before the added
on audio cues told me about them, but the issue with this sort of platform
navigation would also be that players would need to be somewhat used to
it's audio rendition as such, but anyway...
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