Ashley,

I'm certain that you've received a lot of good feedback from others
already, but I may be able to add some unique perspective:  I'm not
blind, but I run a large multiplayer role-playing game which caters to
the blind.  I've had to learn a lot in the last few years about how to
convert an originally sighted game to VI friendly.

The game server I run, Alter Aeon, is entirely text based by default,
where a player types commands, and screen reader software reads back
what is going on.  The game originally started in the mid-90's, before
screen readers were really that common, and it was almost by accident
that we started to get blind players.

The biggest hurdle we've run into regarding the blind is that screen
readers, which read text to the player, are slow - sometimes very,
very slow.  It is hard to skim material, and it is hard to filter
chaff text, something which is extremely easy for those with vision.
In order to really be playable, and to be fun for the blind, we had to
work very hard to limit and filter text.

Another major improvement in the game came about when the special
blind client, Mush-Z, was released by a blind player.  This further
speeds things up by replacing some lines of text with short sounds to
further speed up the process.  In a real time game, speed is king.

>From a more general standpoint, it's important to remember that audio
data is linear, and it comes out of the speaker in a linear order.
The player can't skip around in the stream as easily as a sighted
person can skim a web page or glance at a geometric drawing.  Text and
story games are well suited to this.

One other information channel that the blind have which most sighted
players ignore is stereo or surround sound data from their speakers.
When sound is most of your interface, you learn to notice little
changes in the speaker balance, volume, and where sounds are coming
from.  Games like Swamp make extensive use of this for targetting
zombies in a three dimensional world, and to help players find their
way around.  Similarly, the Mush-Z soundpack can also use stereo audio
to indicate various real-time injury status.

If you'd like to take a look at Alter Aeon for yourself, I've included
the web page link below.  If you're sighted, keep in mind that you'll
be seeing something very different from what blind players see, but it
should still help you understand how and why the game is so popular to
blind players.

I hope this helps you with some background for your article.  Please
post a link here when it's complete, I'm sure we'd all love to see it!

Thanks,

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Tue, Mar 26, 2013 at 4:42 PM, Ashley Taylor
<[email protected]> wrote:
> Hello,
>
> I am a journalist writing an article about computer games for the blind and
> would really appreciate your input. Please only reply to this post if you
> are willing for me to quote you in my article (for the Popular Mechanics
> website). It would be helpful if you could describe yourself as you'd like
> me to describe you in the article.
>
> What are the qualities of a good computer game for the blind? What does it
> have to have to work well for someone who can't see?
>
> For blind or visually impaired gamers, what are your favorite audio games,
> and why? Which games designed for sighted people are these most analogous
> to?
>
> What are some examples of games for the blind that I can play online?
>
> What do you think is the most interesting factoid about games for the blind?
>
>
> Thank you,
> Ashley
> --
> Ashley Taylor
> Writer and journalist
> ashleyptaylor.com
> (270) 485-1753
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