I wonder if a good compromise would be to eliminate the warnings on the highest difficulty and leave them in the lower ones? Thoughts, Thomas?

---
Shepherds are the best beasts!
----- Original Message ----- From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 9:58 AM
Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.



Funny you sould mention that Charles, since i actually worked with a Mobility instructor who did believe that the cane was almost totally unnecessary. His view was that the cane only counts for about 10 percent of the feedback you get while travelling and so it really wasn't necessary. I need hardly point out that the one time he had me try to cross a street without the cane in my hand (he's just lucky it wasn't a busy one), I nearly had a heart attack. So I can definitely see your point and feel that at least on the easier difficulty levels the warnings should still be there.
We are the Knights who saaaaay...Ni!
----- Original Message ----- From: "Charles Rivard" <woofer...@sbcglobal.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.


This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap.

---
Shepherds are the best beasts!
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.


Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus <an...@bol.com.br> wrote:
hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

Reply via email to