Personally, best option in my opinion is just to treat it as extra
ambiance if you don't want to use it as a cue. I know in my
experiences whenever I've walked near a pit in real life it's never
just been an abrupt stop... there's either loose dirt or an edge,
something of the sort... and adapting isn't really the problem here.
The problem is more the ability to judge the distances and ranges in
the first place.
At 06:21 PM 06/04/2011, you wrote:
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" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
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.
---
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].
---
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].
---
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].