Hi Thomas,
This would certainly be a good idea. I'm always struggling to come up with
interesting storylines and action, purely because I'm sick of the kind of
space invader clone that we are seeing more and more of and I don't really
know of anything else that hasn't already been taken in audiogames. That's
why it tends to take me so long to come out with a new title - most of my
time is spent thinking.
Regards,
Damien.
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Audyssey Mailing List" <[email protected]>
Sent: Tuesday, March 27, 2012 3:52 AM
Subject: [Audyssey] A Proposal for Game Developers
Hi everyone,
I've just had an idea that might aid current and future audio game
developers. I realize that many of the people on this list are blind and
have been blind since birth and therefore haven't had much experience with
mainstream games. As a result a lot of developers and gamers look at some
audio game and assume that it is somehow representative of that type of
game even though it might be lacking in several areas. Often times the
developer himself/herself is unaware of this fact because they haven't
been exposed to that genre of game before.
For example, let's say someone downloaded Super Liam and assumed that all
mainstream side-scrollers were like that. Of course, they'd be wrong
because Super Liam does not really deal with a 2d environment, doesn't
really have an up/down axis of movement, and most action is handled from
left to right. There is no advanced combat that takes advantage of a 2d
environment like flying enemies you have to shoot out of the air, enemies
above you in the tree tops, and other such traps common to mainstream
games. It is certainly a decent game, but is not representative of true
side-scrollers.
Since this seems to be a common issue with blind developers and blind
gamers alike I thought what I'd do is write a document outlining what
mainstream games are like, use some classic examples of 2d side-scrollers,
3d first-person shooters, and some 3d third-person shooters. Maybe do a
chapter on arcade games and try and describe a few different examples of
that genre. Especially, since most people have done the Space Invaders
thing, but there is a lot more to arcade than Space Invader type games. I
think if I write a document on explaining each kind of game in detail,
explain what kinds of features are common to each, maybe audio game
developers will be able to come away with some new ideas and be able to
begin building more advanced audio games. Anyone interested in this idea?
Cheers!
---
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