Hi Philip, Well, I for one, happen to feel the same way you do. I'd much prefer some sort of audio feedback rather than always having a verbal message saying this or that. It ruins the atmosphere and feel of the game for me having Sapi or some other voice saying this or that all the time. Generally speaking there are usually ways of conveying that information through some sort of audio feedback instead.
For example, in MOTA whenever Angela picks up an item it plays a sound and speaks whatever item Angela has located. Well, I don't really like the speech announcing everything all the time so I've been working on conveying that information in other ways. One way is now when Angela picks up pistol ammo you hear the sound of Angela reloading her pistol. If she picks up a box of shotgun shells you hear her racking a shell into the shotgun. Not only is this more realistic than before each pickup sound is unique and I don't really think we need the verbal feedback any longer because you should be able to determine what she picked up by sound alone. This just really improves the atmosphere because it doesn't have that feeling of blind accessible audio game written all over its face as you say. As for in-game menus such as a look/view menu I don't personally care for them either. Although, i have a view menu in Mysteries of the Ancients I actually don't use it myself. It is just there for the newbies/beginners who doesn't know where everything is or what something sounds like. Otherwise I just play without it. I don't like interrupting my game play to look around. Cheers! On 3/16/11, Philip Bennefall <[email protected]> wrote: > Hi Phil, > > I like this idea, but the thing that springs to mind immediately is the > feedback you mention. Having a voice telling me that a pit is 8 feet wide or > that I jumped 7 feet would kill the atmosphere very effectively for me. It > has blind accessible audio game written all over its face, if you know what > I mean. If one could design it so that there is just auditory rather than > speech feedback, I think that would be a very different thing. For example I > was opposed to including a looking feature in my upcoming game as I feel > that it spoils the atmosphere in a similar fashion, but I ended up including > it in the end because I could think of no other way to tell you exactly > where branches are for example. I did not use a menu, but rather a method > that does not interrupt the game play as I am personally of the opinion that > an in game menu that stops the action in an atmospheric adventure title is > the worst possible thing that could happen tot he over-all experience. Any > thoughts? > > Kind regards, > > Philip Bennefall --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. 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/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
