Hi Dark,

It has more to do with simplicity and personal preference than
anything else. Since you yourself admittedly have only used the
Windows command prompt you missed the Dos experience. What I mean by
that is being able to boot directly to a console environment, start up
your screen reader, and just run apps without requiring a full
graphical environment like Windows. While Dos itself is long gone
there are still operating systems such as Linux that offer a similar
experience.

For example, if I want to I can boot directly to a console login
screen, fire up Speakup, and run programs via the console rather than
boot into Gnome, KDE, Unity, or some other graphical environment. This
has resulted in me being able to continue playing a lot of interactive
fiction games in a purely textual environment via frotz, scare, and so
on. I guess for me the nostalgia comes from the freedom to play the
game directly from the console without having to be running some
graphical user interface like Windows, Gnome, KDE, Unity, whatever
just to play a text game.

Its difficult to explain this in terms you would understand since a
lot of it boils down to personal preference. I would like to be able
to choose weather I play that game in a console environment or from a
terminal window etc. Its easy to say text is text, that's true, but
how that text is accessed is not the same.

 In a console game all a person has to do is use a print function to
write text directly to the console. It is simply white text on a black
background. That's the point. It doesn't need any code to draw a
window, edit boxes, buttons, and a bunch of other GUI components to
display the same information. It is just printed directly onto the
screen and any console screen reader can read it via their review
commands, and I've generally found almost anything purely text based
is 100% accessible automatically.

With GUI applications things aren't so straight forward or as
accessible. Even if the game is going to be text based the developer
still has to create a window, create an edit box to display the text,
and will probably add some sort of menus, buttons, or some other GUI
components that can make it less accessible or more difficult to play.

The best example I can think of is Trek 99 verses Trek 2000. In Trek
99 I had no problems with playing it using Jaws for Dos, Vocal-Eyes,
whatever. With Trek 2000 David Greenwood converted it to a Windows
application and while it is still largely text based I've had problems
playing it with NVDA, Window-Eyes, etc because the screen readers fail
to speak information automatically in the edit box, and sometimes
important messages simply scroll off screen before I can review them.
It is for that reason David Greenwood added an option to turn on
message boxes which displays every thing in a series of message boxes
instead of the standard edit box. Either way the new user interface
sucks and I'd prefer the classic Trek 99 look and feel over the Trek
2000 look and feel because it was more accessible and just much easier
to work with.

That's not to say GUI applications can't be as accessible as their Dos
counterparts. They can, but that takes more work on the developer's
part to make it so. When Jim Kitchen converted all his Dos games to
Windows games he added Sapi support rather than printing the text on
screen in an edit box. This obviously made them quite accessible,but
now a user will have to pay extra for some decent Sapi voices since
Sam, Anna, and the other voices that ship with Windows are absolute
crap. Gone are the days where someone could just fire up their screen
reader and use their existing synth.

In short, I think using Sapi can be a bit limiting. Its fine if you
have some good Sapi voices, but if not most people will want to use
the voices that came with their screen reader. Now that the Sapi
Realspeak voices are discontinued someone may want to use the
Realspeak Direct Solo voices that come with Jaws. The only way to do
that is to either use the Jaws API, or just have a text based
application. Since using the Jaws API is not exactly a cross-platform
option a text based interface would be preferable.

All of this of course assumes we intend to use speech output for
feedback. What about def-blind users who rely on braille output.
Should we just focus on a speech output system and forget about
braille when a text interface could be read using BrailleTTY, Jaws for
Windows, etc with equal accessibility?

In summary there are a lot more things we could do with a plain text
game such as play it in a Linux console, or in a graphical environment
like Windows, we can use speech or braille, we can use proprietary
voices like Realspeak Direct which work with a specific screen reader
rather than Sapi, etc.The more advanced we get with a GUI application,
add Sapi support, the more alternative options we throw away in the
process.

Cheers!

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