Great idea

Sent from my iPhone

On Dec 31, 2011, at 11:21 AM, Thomas Ward <thomasward1...@gmail.com> wrote:

> Hi Phil,
> 
> That's probably true. Although, I think I have an idea how to resolve
> this sticky situation. What I could do is write a one level demo, a
> concept demo like Philip Bennefall did with Perilous Hearts, and see
> how people do with it. If I get a lot of feedback this game is too
> hard, its too complicated, I can't figure it out, whatever then we can
> revise it by creating a 2d side-scroller if need be.
> 
> However, I think one of the problems is just fear of the unknown.
> People doubt what they can do or what is possible until they try it. I
> know before Che released Rail Racer there was all kinds of erroneous
> assumptions about the mouse that were based on nothing more than lack
> of personal experience. "I can't use the mouse I'm blind. The mouse is
> too hard to use.  I tried using the mouse with application x and
> couldn't get it to work."
> 
> All of those assumptions were proven false. The mouse is a
> programmable device and it will do whatever the application tells it
> to do, and Rail Racer proved that it is and can be just as accessible
> as a keyboard if supported properly. However, what we found out after
> Rail Racer was released is most blind gamers didn't even know how to
> properly hold and move the mouse let alone use it in a game. So there
> was an educational curve involved in getting it accepted by a large
> number of VI gamers, but it did happen. Now, days games like Rail
> Racer, Swamp, etc are popular because they go beyond just the keyboard
> approach to input and those users are requesting more developers to
> provide mouse support as well.
> 
> So what really needs to happen here is break the ice by releasing a
> fully playable demo with a full 3d environment and take it from there.
> Let's see how many of those people truly have actual difficulty with
> it and how many are willing to take the bull by the horns and try
> something a bit different.
> 
> Cheers!
> 
> 
> On 12/31/11, Phil Vlasak <p...@pcsgames.net> wrote:
>> Hi Mike and Thomas,
>> Although I would enjoy a 3d version of MOTA, I think a side scroller version
>> has advantages.
>> Usually it is much easier to move around.
>> Many people trying out Shades of Doom and Sarah give up because of their
>> difficulty in moving around.
>> They get frustrated, running into wals and don't know which way to go.
>> While some people have good memories of where they are and can picture the
>> whole level in their minds, many people do not have this ability.
>> For example when I worked with Carl on Maze Haze for DOS we both created
>> five mazes.
>> I could easily get around mine as I remembered exactly how to get from the
>> start to the finish.
>> But when I tried Carl's, I was completely lost.
>> I had to brail out maps of his mazes in order to figure how to solve them.
>> Carl could not complete my mazes until he plotted them on a pizza box,
>> making walls out of push pins, which took him many hours.
>> But some of our customers could do the mazes in minutes.
>> It is a skill like having perfect pitch.
>> In our DOS bowling game we used a C note to designate the point where you
>> should hit the space bar to throw the ball.
>> Some people with perfect pitch could anticipate when the C note was coming
>> next and consistently got perfect bowling scores.
>> So in conclusion, there are probably more people who would like a side
>> scroller than their are those who would like a 3d game.
>> Phil
>> 
> 
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