I think you missed the sarcasm in my email. we're talking here a pit that's
like 3 steps wide. even if your jumping isn't spot on, if you hit the right
or left arrow fast enough after the jump chances are you'll get across it.
there's no need to practice a dozen times. I got it within my first 2 tries.
in a game like MOTA, sure. have some boundary sounds. because that game you
have a lot more to worry about than simply the jump itself. like the analog
jumping system and the running jumps for instance. but in something like
battle zone, it's just ridiculous to have a pit sound. and I understand
mainstream games have cues. so does battle zone. you hear the wind noise to
indicate a pit. so why do we also need even more noises to tell the gamer
ok, this is exactly where you must jump, thus defeating the whole point of
pits in the first place? this is a reason I always speed run through super
Liam. I constantly keep the run button held down and dive over pits most of
the time with no fail. there's absolutely no challenge in that. sighted
gamers don't have this color coated spot on the ground that tells them when
to jump you know. they see a pit, they judge a good jumping distance, and go
for it. blind people should use their ears the same way. if the devs add a
jump boundary sound to pits, should they also add distinctive noises when
fireballs are too close so you can duck in time? a targeting sound when
enemies are in range? how about a sound to indicate you're getting too close
to some blades? how far do we take the dumb it down approach?
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <email@example.com>
Sent: Wednesday, April 06, 2011 6:40 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version
While I sympathize, I also feel the need to point out that mainstream
games, again, do give cues and warnings as well... all be it most of them
are visual. And how do you judge pit distances? In most games, there's a
wind sound to rely on Sure. But you have to realize that headphones make
things sound different so there's no concrete way to measure distances
simply by relying on that sound. And saying to a blind gamer just learn by
falling in that pit is like telling a sighted gamer to figure out how to
do supers and ultras in Street Fighter or any other game that has them.
All those games have command lists for that one reason... so people can
look at things for quick reference and get to the real meat of the game.
Same thing here. If you spend all your time dying in pits, how are you
going to beat the game with a high score? Even judging distance takes
time, and that detracts from your time bonus.
At 08:28 AM 06/04/2011, you wrote:
It's definitely possible to judge distance in this game. so why would we
need a warning to know if we're close to a pit? just fall in the pit a few
dozen times and you'll eventually learn to jump. why must so many blind
gamers insist everything is spoon-fed to them? I'm not referring to anyone
in particular, but to the group as a whole. why do most blind gamers shy
away from challenge? This isn't even a Battlezone issue specifically.
whenever there's something a little challenging in a game, people are
always trying to come up with compromises like insert beeping sounds, ways
to get rid of that feature cause it's too hard, and so on.
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