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.


---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to