Well and that's precisely what look commands are for, right? Even sighted
gamers have to scan maps or look at the screen in detail when they go into a
new area... and I agree, the more natural-sounding the game is the more fun
and realistic. I'm just thinking primarily in terms of action games, since
that's the genre I most want to see advance in the Audio game industry. lol
There's just something about a fighting or shooting multiplayer game that
gets my adrenaline up. I enjoy the good platformer and action adventure game
once in a while, but the more multiplayer a game has the happier I am. lol
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, March 28, 2012 4:29 PM
Subject: Re: [Audyssey] A Proposal for Game Developers
Hi Clement,
Sure. That's perfectly understandable. I was merely just pointing out that
the more creative we can get with making silent objects have sound and can
fit it into the background ambiance the more enjoyable and realistic the
game will be.
For example, in Monkey Business James North used various birds to indicate
the locations of rocks and trees. I have to admit that is a pretty clever
way to work a tree or rock into the environment while also tying a sound
to it. You might not be able to hear a rock is there but if a bird is
sitting on it chirping then that's a sound queue worked into the
background ambiance.
---
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