I was just going to say... this discussion has probably run its course. As friends must do, I think we'll just have to agree to disagree on this one. But before we wrap up... here's my question. If you were to make a fighting game that was purely audio-based, what would you add? Besides speaking menus and having more than the usual things voiced, that is? How would you add sounds detail to a game to help the totally blind, but make it subtle enough not to ruin the atmosphere of a game? ----- Original Message ----- From: "dark" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, February 07, 2012 2:14 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii game for the blind!


Hi.

I'm afraid we are probably at an empass here.

I myself just feel that however good you are, the larning curve is just far steeper for a blind person that a sighted person, simply because you lack all relevant information, and until! that information is present in the game, from the company who make it, not in a faq, then a game won't count as accessible, --- playable yes, maybe even playable without too much trouble, but not accessible the way a game you can play with your screen reader is accessible.

that is why games like Soul Calibur won't be getting pages on audiogames.net unless they have at least speaking menues, speaking movelists and tutorials, and possibly even some set of sound effects to indicate as much about character position in sound as a sighted player gets in graphics. as I said this isn't to say it can't! be done, only that it's far more trouble.


Beware the grue!

Dark.

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