Suppose would also then depend on whether they'd used sort of realistic sound effect triggers, or just used something they reckon sighties might be able to figure out/click with regards to it's meaning/use, etc...<smile>

Have in past told some sighted friends I wouldn't mind playing paintball with them - late at night, with no lights turned on, and no torches etc. allowed...but they always just tell me it wouldn't be fair...<smile>

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

----- Original Message ----- From: "Charles Rivard" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, June 20, 2012 3:59 PM
Subject: Re: [Audyssey] Fw: Video game lets players immerse themselvesinworldof the blind


Well, we can navigate much better in the dark, right?  We unknowingly pay
more attention to what we hear than sighted people do, so I would think we
would be able to play it better until the sighted people get used to it.
JMO.

---
Shepherds are the best beasts, but Labs are a close second.
----- Original Message ----- From: "Dakotah Rickard" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, June 19, 2012 10:55 PM
Subject: Re: [Audyssey] Fw: Video game lets players immerse themselves
inworldof the blind


I doubt that we could actually play it so well. I mean, the article
itself says that the game is meant to share a bit of the blind
perspective, not be a game for the blind.
Still, it seems pretty neat.

Still, it'd be neat to watch someone play it.

Signed:
Dakotah Rickard

On 6/19/12, Ron Kolesar <[email protected]> wrote:
Hey stranger. GRIN.
I have a now old gray to white lab that states that labs no matter what
color they are are better. GRIN.
Have a good one my friend.



Ron and current Leader Dog boz who states
"that a service dog beats a cane paws down any day of the week."
-----Original Message-----
From: Charles Rivard
Sent: Tuesday, June 19, 2012 7:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Fw: Video game lets players immerse themselves
inworldof the blind

Hmm.  I wonder if we could play this game well?

---
Shepherds are the best beasts, but Labs are a close second.
----- Original Message -----
From: "Jacob Kruger" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, June 19, 2012 5:26 AM
Subject: [Audyssey] Fw: Video game lets players immerse themselves in
worldof the blind


----- Original Message -----
The Globe and Mail, Canada
Video game lets players immerse themselves in world of the blind
MARSHA LEDERMAN
VANCOUVER — The Globe and Mail
Published Friday, Jun. 08 2012, 4:30 PM EDT

For a grad project, it had an ambitious premise: a video game in which a
blind girl goes on a quest
through a creepy, darkened world, trying to find her brother who has
disappeared.
Pulse is meant to give some insight into what it’s like to be blind – and
also speaks to the ongoing
evolution of gaming from a shoot-’em-up good time to a mind-opening
experience with broad appeal.
Unveiled last week at Vancouver Film School’s industry-attended Pitch &
Play
session to a whole lot
of wowed reaction, the game was once reckoned too ambitious for a student
project.
“I really thought it was going to be difficult to pull off what they were
trying to achieve, because
it was just such a different idea of: How do you portray a blind person’s
world in a game
experience?” says industry veteran Dave Warfield, head of Game Design at
VFS. “We weren’t sure how
they were going to do it, or whether they would be able to achieve what
they
wanted,” he says of the
five-student team behind Pulse. “But very early on, they put together a
prototype that actually kind
of blew all our minds.”
In the game, Eva, 13, has lost her sight – and with it, the rightful place
in her tribe to complete
a rite-of-passage pilgrimage to a shrine in the forest. Her younger brother
Tahu is sent instead –
and disappears. She sets out to find him, throwing little babbling
creatures
called Mokos to light
the way, and fighting off a beast who is also blind.
With its darkened – but still visually dynamic – game environment, Pulse
relies heavily on sound
design, with a protagonist who essentially sees through sound. “I’m not
sure
if we had the idea of
specifically a blind protagonist at the beginning,” says Maxwell Hannaman,
a
22-year-old native of
Colorado. “It was more: Oh, let’s use the idea of sound and echolocation to
create some kind of
interesting game mechanic.”
A Little Red Riding Hood for the digital age, the crimson-cloaked Eva
travels cautiously,
accompanied by an ominous soundtrack. If she tosses a Moko, it makes more
sound, which helps her
interpret her environment. “They reflect a little bit of the emotion of
what’s
going on in the
world,” says student Richard Harrison, 24. “So when they’re scared, it kind
of implies that you
should be scared as well.”
An early inspiration for the students was the animated short Out of Sight,
about a blind girl who
loses her dog in the city. The students walked blindfolded around
Harrisons’
apartment. They also
spoke with blind people, extensively with one man in particular – not just
to discover how he
navigates through the world, but also to get his take on their idea. “He
was
totally okay with it,”
says Hannaman. “He basically understood this is not a game meant for blind
people; it’s a game more
about an interpretation of the blind experience.”
Working 12 hours a day, six days a week, for more than three months, the
team created an
accomplished first level – up to about 45 minutes of play time. If they can
secure the time and
resources, they would like to complete more levels.
While an impressive technical feat, Pulse also speaks to a continued gaming
trend that really took
off with the Nintendo Wii. “It’s not just the teenage boy in the basement
with his Xbox 360,” says
Warfield. “Whether it’s younger children or older women or grandparents,”
today’s players “aren’t
just going to sit down and play the latest Halo game. … So it’s kind of
forcing people to try to
create different game experiences that appeal to that wider audience.”
After last week’s reveal, there was an evident sense of relief and
accomplishment among the team
members – all of whom are still looking for jobs in the industry. Similar
to
their protagonist, they
had carried out their mission against the odds.
“There’s a lot of people that, when we pitched this game, originally said,
‘Good luck,’ ” says
Harrison. “And they, I think, were really happy to see us pull it off.”

SOURCE
http://www.theglobeandmail.com/arts/art-and-architecture/video-game-lets-players-immerse-themselves-in-world-of-the-blind/article4241369/?cmpid=rss1


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