When you hear a punch, doesn't that indicate that it has already hit the mark, in which case you're too late to defend against it?

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Laughter is the best medicine, so look around, find a dose and take it to heart. ----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, February 08, 2011 5:34 PM
Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.



Well said, Christopher... and I hear what you are saying completely. I can explain it in some detail, but I'll answer more questions next week when I have a new game to show, so I can walk people through things as I explore for the first time.

In fighting games on this generation of consoles, there are sounds for everything. A punch sounds different than a kick, a block sounds different from a successful hit. Dashing has sounds, and so does jumping. There are sounds for when a character uses a special attack such as a projectile versus a straight hit, and using the sound of the projectile's launch and impact you can gage how far away from the screen you are or your opponent is. Since fighting games are rarely about reloading weapons, you can put that worry aside. The trick in a fighting game is to learn combos and moves, but that requires no more effort than any sighted person. If you seriously are interested in knowing more, feel free to write me offlist. I would be glad to help in any way I can... I wanted to keep this description short. But as I said, I'll do more showing with audio when I get my hands on Marvel Vs. Capcom 3 next week.

At 02:54 PM 08/02/2011, you wrote:
Ok, I would like to understand something. I have heard that there is a lot
of complexity in the fighting games, planning strategies and the like.  I
accept that this is true.



Now, I have no vision.  Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make the
tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?



You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, a
complex space conquest game with a lot of things that defeat screen readers without a hell of a lot of effort, because the information was in fact there if one expended the effort. As Anacreon was a turn-based game, I could take the time to find it, incorporate it into my understanding of the game state
and make the complex decisions about production, fleet deployment and even
battle tactics that the game required.  The game rewarded me with exactly
the experience a sighted player would have, though I had to put literally
tens of hours in just to figure out the interface, let alone the game
strategy.



I'm unconvinced that I would ever get that level of feedback, even with
substantial effort from a mainstream game of any sort.  Without that
feedback, I am at best operating at a severe disadvantage.  Perhaps there
are patterns that could bring me victory, there are patterns in say, Tank
commander that lead to a successful conquest of the levels, but the fact is
that I could learn those patterns by trial and error with full game
feedback, rather than simply trying something, learning it didn't work and
trying something else.  I can diagnose *why* something didn't work.



So, if I am wrong about that, then I may be interested in exploring some
more mainstream gaming options. But frankly, it's a very high bar, and one I have no interest in compromising about. Life is too short to play a game
at a disadvantage, no matter how wonderful the game might be.  Or at least
that is my priority.



                Chris Bartlett



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