Not if the cue is something as anonymous as a different sounding footstep. If you hear that in a mainstream game you aren't going to pause and think, woe... what kind of ground is this? You plough on with the game.. and the problem with most audio games is that obstacles like that are always the same.

At 06:38 PM 06/04/2011, you wrote:
it's hard not to use a cue when it's playing right in your ear lol. we end up taking it for granted eventually whether we wish to or not. we get lazy and we think, hey it's there, so why not use it? MOTA's a great example. once upon a time, there were no boundary sounds, so we didn't use them. now there are, so we run at a pit and jump as soon as we hear the sound. why would I walk all slow and take my time calculating distances when I know there's gonna be this sound that'll alert me?





----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, April 06, 2011 9:26 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?


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" <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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