Clement,
I definitely understand where you're coming from. I guess when it comes to
gaming, everyone has a whole ton of differing opinions. personally when it
comes to thinking a mile a minute, I have absolutely no problem with that. I
can have a ton of blades, pits, and fireballs all near me at once and still
react almost immediately to the threat. however I take your point that not
everyone might be able to do that. Perhaps we can because we mostly play
mainstream games and adapting is the norm for us? who knows. I'll definitely
try and remember that next time though. however I think that if such a
feature was added to a game, there should be a way to take it off for those
not wishing to use it.
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, April 06, 2011 9:01 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version
ofbattlezone?
Before I go any further, let me just state that any comments I make on
this subject are purely for the sake of discussion... you're my friend and
I have no desire to antagonize you by going against you. lol.
The problem with judging distances, again, is that wind sound. You can't
concretely judge how far it is from you by just listening for it.. unless
you pinpoint the position of that sound in your headphones or speakers and
memorize where it is. And in frantic fights, if you have enemies coming at
you and your mind is bent on taking care of them first, you really don't
have the option to stop and judge that sound while you're being pummelled.
The problem with judging distances like they do in mainstream games is
that, a sighted person can look at that pit and see how wide it is,
whether they need a running jump or not. In audio games, you don't have
that. Unless the dev programs the look command to tell you how wide the
pit is, you have to guess. So some people would prefer warning sounds so
they at least have a source to go on. I personally don't care either way.
I played mainstream games for long periods of time before I even knew of
audio games, so it doesn't really matter to me. I can cope with either.
Target sounds for when enemies are in range is fair to me. Because why
stand there mashing space until you hit something? Especially in this
game, where the sound that is used to sound the attack is also the sound
that signifies the hit. There is no difference between the two... unlike
in mainstream games where you generally have a sound for the attack and a
second sound for the hit, so if you miss an attack, that hit effect won't
play. And fireballs are a different case from pits as you can stand still
and wait for it to come to you... and there really is no appropriate time
to duck. Soon as you hear a fireball, if you wanted you could just kill
nearby enemies and stay crouched until the fireball passes by. Sounds for
blades are not necessary as that would also remove challenge from the game
since the whole point is to time your run past them. That's where sighted
people and blind gamers have the same challenge. They have to observe the
paterns at which the blades shoot out and retract. We have to do the
same... with sound.
You asked how far do we take the dumbing down approach? This is exactly
what so many hardcore fighting game fans had about Marvel VS. Capcom 3 and
Street Fighter IV when they first came out... as a diehard fighting fan
myself, I knew where the arguments came from. Less buttons in the case of
MVC 3 as compared to MVC 2, supers and ultras in SF and the removal of the
perry system from SF 3, x-factor for MVC... I could go on and on. This was
all done to make the game more accessible for new players while still
retaining depth in the games. A lot of people said that that kind of
adjustment was dumbing the game down for the scrubs out there. Maybe
they're right. Maybe they're wrong. I personally think they're wrong...
because there's still a lot of deep fighting to be had in both games. That
kind of attitude is exactly why so many people never get into fighting
games... because the pros are so adverse to accessibility and the like.
When you look at it.. the two situations are remarkably similar.
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