Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Charles Rivard
When you hear a punch, doesn't that indicate that it has already hit the 
mark, in which case you're too late to defend against it?


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 08, 2011 5:34 PM
Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value of 
mainstream fighting games.



Well said, Christopher... and I hear what you are saying completely. I can 
explain it in some detail, but I'll answer more questions next week when I 
have a new game to show, so I can walk people through things as I explore 
for the first time.


In fighting games on this generation of consoles, there are sounds for 
everything. A punch sounds different than a kick, a block sounds different 
from a successful hit. Dashing has sounds, and so does jumping. There are 
sounds for when a character uses a special attack such as a projectile 
versus a straight hit, and using the sound of the projectile's launch and 
impact you can gage how far away from the screen you are or your opponent 
is. Since fighting games are rarely about reloading weapons, you can put 
that worry aside. The trick in a fighting game is to learn combos and 
moves, but that requires no more effort than any sighted person. If you 
seriously are interested in knowing more, feel free to write me offlist. I 
would be glad to help in any way I can... I wanted to keep this 
description short. But as I said, I'll do more showing with audio when I 
get my hands on Marvel Vs. Capcom 3 next week.


At 02:54 PM 08/02/2011, you wrote:
Ok, I would like to understand something.  I have heard that there is a 
lot

of complexity in the fighting games, planning strategies and the like.  I
accept that this is true.



Now, I have no vision.  Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make 
the

tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?



You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, a
complex space conquest game with a lot of things that defeat screen 
readers
without a hell of a lot of effort, because the information was in fact 
there
if one expended the effort.  As Anacreon was a turn-based game, I could 
take
the time to find it, incorporate it into my understanding of the game 
state

and make the complex decisions about production, fleet deployment and even
battle tactics that the game required.  The game rewarded me with exactly
the experience a sighted player would have, though I had to put literally
tens of hours in just to figure out the interface, let alone the game
strategy.



I'm unconvinced that I would ever get that level of feedback, even with
substantial effort from a mainstream game of any sort.  Without that
feedback, I am at best operating at a severe disadvantage.  Perhaps there
are patterns that could bring me victory, there are patterns in say, Tank
commander that lead to a successful conquest of the levels, but the fact 
is

that I could learn those patterns by trial and error with full game
feedback, rather than simply trying something, learning it didn't work and
trying something else.  I can diagnose *why* something didn't work.



So, if I am wrong about that, then I may be interested in exploring some
more mainstream gaming options.  But frankly, it's a very high bar, and 
one
I have no interest in compromising about.  Life is too short to play a 
game

at a disadvantage, no matter how wonderful the game might be.  Or at least
that is my priority.



Chris Bartlett



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Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Clement Chou
Nope. Because there's two sounds. There's one for the sound of the 
blow moving, and then there's the sound when it connects. Two 
different things, but the point of case then is to stay out of 
punching range. Prevent it from happening in the first place. If the 
opponent is jumping towards you, which means you hear the sound for a 
jump, odds are he's going to try an overhead kick. So block that 
overhead and while he's still recovering hit him with a few jabs or a 
special move. It's that kind of thing that blind players have to rely 
on... we can't see them jumping in, so we have to listen just that 
little degree more.


At 11:22 PM 08/02/2011, you wrote:
When you hear a punch, doesn't that indicate that it has already hit 
the mark, in which case you're too late to defend against it?


---
Laughter is the best medicine, so look around, find a dose and take 
it to heart.

- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 08, 2011 5:34 PM
Subject: Re: [Audyssey] A question for Clement and Yohandy re: play 
value of mainstream fighting games.



Well said, Christopher... and I hear what you are saying 
completely. I can explain it in some detail, but I'll answer more 
questions next week when I have a new game to show, so I can walk 
people through things as I explore for the first time.


In fighting games on this generation of consoles, there are sounds 
for everything. A punch sounds different than a kick, a block 
sounds different from a successful hit. Dashing has sounds, and so 
does jumping. There are sounds for when a character uses a special 
attack such as a projectile versus a straight hit, and using the 
sound of the projectile's launch and impact you can gage how far 
away from the screen you are or your opponent is. Since fighting 
games are rarely about reloading weapons, you can put that worry 
aside. The trick in a fighting game is to learn combos and moves, 
but that requires no more effort than any sighted person. If you 
seriously are interested in knowing more, feel free to write me 
offlist. I would be glad to help in any way I can... I wanted to 
keep this description short. But as I said, I'll do more showing 
with audio when I get my hands on Marvel Vs. Capcom 3 next week.


At 02:54 PM 08/02/2011, you wrote:

Ok, I would like to understand something.  I have heard that there is a lot
of complexity in the fighting games, planning strategies and the like.  I
accept that this is true.



Now, I have no vision.  Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make the
tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?



You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, a
complex space conquest game with a lot of things that defeat screen readers
without a hell of a lot of effort, because the information was in fact there
if one expended the effort.  As Anacreon was a turn-based game, I could take
the time to find it, incorporate it into my understanding of the game state
and make the complex decisions about production, fleet deployment and even
battle tactics that the game required.  The game rewarded me with exactly
the experience a sighted player would have, though I had to put literally
tens of hours in just to figure out the interface, let alone the game
strategy.



I'm unconvinced that I would ever get that level of feedback, even with
substantial effort from a mainstream game of any sort.  Without that
feedback, I am at best operating at a severe disadvantage.  Perhaps there
are patterns that could bring me victory, there are patterns in say, Tank
commander that lead to a successful conquest of the levels, but the fact is
that I could learn those patterns by trial and error with full game
feedback, rather than simply trying something, learning it didn't work and
trying something else.  I can diagnose *why* something didn't work.



So, if I am wrong about that, then I may be interested in exploring some
more mainstream gaming options.  But frankly, it's a very high bar, and one
I have no interest in compromising about.  Life is too short to play a game
at a disadvantage, no matter how wonderful the game might be.  Or at least
that is my priority.



Chris Bartlett



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Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Scott Chesworth
It does indeed mean that the punch has already landed, but that'd be
the same in an accessible version of the same game, or even in real
life would it not? Given that you've missed the chance to defend by
that point, it'd be time to either retreat or counter, and being able
to tell which attacks your opponent is launching, how close they'd
need to be to launch those attacks, the speed and individual fighting
styles of the characters in the game and gamers holding the
controllers are all contributing factors. Luckily, footsteps, dashes,
specials and the like often have sound cues associated with them
nowadays, so a gamer who's done their homework can often defend before
hearing that punch land, which was what you were asking I think. True,
you need quick reactions, but no quicker than the sighted person who's
just jumped back to avoid your attack or blocked your combo. They
didn't see that coming any sooner than you would've heard it if the
roles were reversed. It hasn't always been the case, but in this
particular genre, it's very possible now for blind people to be aware
of their surroundings and their opponents actions, so it's no longer
about who attacks hardest.

I'm not knocking your taste in games at all, if beat 'em ups aren't
your thing then that's one less person who's waiting in line to beat
me lol. As far as actual mastery of the in-game action goes though,
it's possible to be good at them now as a blind gamer, that's what I'm
getting at.

On 2/9/11, Charles Rivard woofer...@sbcglobal.net wrote:
 When you hear a punch, doesn't that indicate that it has already hit the
 mark, in which case you're too late to defend against it?

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.
 - Original Message -
 From: Clement Chou chou.clem...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 08, 2011 5:34 PM
 Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value of
 mainstream fighting games.


 Well said, Christopher... and I hear what you are saying completely. I can

 explain it in some detail, but I'll answer more questions next week when I

 have a new game to show, so I can walk people through things as I explore
 for the first time.

 In fighting games on this generation of consoles, there are sounds for
 everything. A punch sounds different than a kick, a block sounds different

 from a successful hit. Dashing has sounds, and so does jumping. There are
 sounds for when a character uses a special attack such as a projectile
 versus a straight hit, and using the sound of the projectile's launch and
 impact you can gage how far away from the screen you are or your opponent
 is. Since fighting games are rarely about reloading weapons, you can put
 that worry aside. The trick in a fighting game is to learn combos and
 moves, but that requires no more effort than any sighted person. If you
 seriously are interested in knowing more, feel free to write me offlist. I

 would be glad to help in any way I can... I wanted to keep this
 description short. But as I said, I'll do more showing with audio when I
 get my hands on Marvel Vs. Capcom 3 next week.

 At 02:54 PM 08/02/2011, you wrote:
Ok, I would like to understand something.  I have heard that there is a
lot
of complexity in the fighting games, planning strategies and the like.  I
accept that this is true.



Now, I have no vision.  Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make
the
tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?



You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, a
complex space conquest game with a lot of things that defeat screen
readers
without a hell of a lot of effort, because the information was in fact
there
if one expended the effort.  As Anacreon was a turn-based game, I could
take
the time to find it, incorporate it into my understanding of the game
state
and make the complex decisions about production, fleet deployment and even
battle tactics that the game required.  The game rewarded me with exactly
the experience a sighted player would have, though I had to put literally
tens of hours in just to figure out the interface, let alone the game
strategy.



I'm unconvinced that I would ever get that level of feedback, even with
substantial effort from a mainstream game of any sort.  Without that
feedback, I am at best operating at a severe disadvantage.  Perhaps there
are patterns that could bring me victory, there are patterns in say, Tank
commander that lead to a successful conquest of the levels, but the fact
is
that I could learn 

Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Clement Chou
You explained it in a minute whereas I would've probably taken 5 
minutes to write that out... I can do it, but I can't explain it that 
well. Thanks Scott. This is precisely what we have to be aware of... 
and would you believe it? This helps us to be aware in every day life 
as well. I'm an aspiring martial artist, and although my martial art 
is mainly solo practice... there are partnered forms in which blows 
are exchanged and countered. I find myself able to block more 
precisely and accurately because of my experience with fighting 
games... and I can predict the blow quite accurately. The partnered 
forms are pre-arranged, so it is one strike for one block. However 
when the strike happens is not determined... and you cannot block 
before the cut actually begins. For anyone who's wondering what kind 
of insane art this seems to sound like... I practice iaido, which is 
a japanese sword art.



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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Charles Rivard
I would like, and it might be a big help to others who haven't tried this 
sort of approach, to hear a recording of blind person playing such games, 
slowed down to a point to where you can hear the audible cues, have them 
explained during a short pause, then have the action continue.  Sort of like 
descriptive narration at a slow pace, then hear the same sequence replayed 
at normal speed to hear the pace.  The ideas are interesting even if it 
isn't my type of game.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 09, 2011 8:19 AM
Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value of 
mainstream fighting games.




It does indeed mean that the punch has already landed, but that'd be
the same in an accessible version of the same game, or even in real
life would it not? Given that you've missed the chance to defend by
that point, it'd be time to either retreat or counter, and being able
to tell which attacks your opponent is launching, how close they'd
need to be to launch those attacks, the speed and individual fighting
styles of the characters in the game and gamers holding the
controllers are all contributing factors. Luckily, footsteps, dashes,
specials and the like often have sound cues associated with them
nowadays, so a gamer who's done their homework can often defend before
hearing that punch land, which was what you were asking I think. True,
you need quick reactions, but no quicker than the sighted person who's
just jumped back to avoid your attack or blocked your combo. They
didn't see that coming any sooner than you would've heard it if the
roles were reversed. It hasn't always been the case, but in this
particular genre, it's very possible now for blind people to be aware
of their surroundings and their opponents actions, so it's no longer
about who attacks hardest.

I'm not knocking your taste in games at all, if beat 'em ups aren't
your thing then that's one less person who's waiting in line to beat
me lol. As far as actual mastery of the in-game action goes though,
it's possible to be good at them now as a blind gamer, that's what I'm
getting at.

On 2/9/11, Charles Rivard woofer...@sbcglobal.net wrote:

When you hear a punch, doesn't that indicate that it has already hit the
mark, in which case you're too late to defend against it?

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 08, 2011 5:34 PM
Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value 
of

mainstream fighting games.


Well said, Christopher... and I hear what you are saying completely. I 
can


explain it in some detail, but I'll answer more questions next week when 
I


have a new game to show, so I can walk people through things as I 
explore

for the first time.

In fighting games on this generation of consoles, there are sounds for
everything. A punch sounds different than a kick, a block sounds 
different


from a successful hit. Dashing has sounds, and so does jumping. There 
are

sounds for when a character uses a special attack such as a projectile
versus a straight hit, and using the sound of the projectile's launch 
and
impact you can gage how far away from the screen you are or your 
opponent

is. Since fighting games are rarely about reloading weapons, you can put
that worry aside. The trick in a fighting game is to learn combos and
moves, but that requires no more effort than any sighted person. If you
seriously are interested in knowing more, feel free to write me offlist. 
I


would be glad to help in any way I can... I wanted to keep this
description short. But as I said, I'll do more showing with audio when I
get my hands on Marvel Vs. Capcom 3 next week.

At 02:54 PM 08/02/2011, you wrote:

Ok, I would like to understand something.  I have heard that there is a
lot
of complexity in the fighting games, planning strategies and the like. 
I

accept that this is true.



Now, I have no vision.  Strategy planning involves reacting not only to 
my

opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make
the
tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?



You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, 
a

complex space conquest game with a lot of things that defeat screen
readers
without a hell of a lot of effort, because the information was in fact
there
if one 

Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Thomas Ward
Hi Charles,

That's kind of hard to do. For one thing the kinds of fighting games
Yohandy, Clement, etc are talking about are extremely fast pased
gqames. We are talking somewhere between 50 to 60 frames per second.
It can be so fast that there isn't time to breath let alone talk
between moves. So starting and stopping in the middle of a complex
combat sequence isn't practical.

The other thing you said is to slow it down so a person can hear the
moves being performed. Again this isn't really possible. There is no
speed control per say on these things. They are set to an extremely
high frame rate to make them challenging and you have to think and act
extremely fast. So I'm not sure of how to demonstrate what people are
talking about in a way that is practical.

I suppose one way would be to record it, chop up the recording, and
then insert naration and/or comments when and where possible. However,
in order to get through one minute of fighting it would have to be
stopped several times just to explain everything. Hope this makes a
little more sense.

Cheers!


On 2/9/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I would like, and it might be a big help to others who haven't tried this
 sort of approach, to hear a recording of blind person playing such games,
 slowed down to a point to where you can hear the audible cues, have them
 explained during a short pause, then have the action continue.  Sort of like
 descriptive narration at a slow pace, then hear the same sequence replayed
 at normal speed to hear the pace.  The ideas are interesting even if it
 isn't my type of game.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

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


Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Shiny protector

You could do it.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 09, 2011 7:08 PM
Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value of 
mainstream fighting games.




Hi Charles,

That's kind of hard to do. For one thing the kinds of fighting games
Yohandy, Clement, etc are talking about are extremely fast pased
gqames. We are talking somewhere between 50 to 60 frames per second.
It can be so fast that there isn't time to breath let alone talk
between moves. So starting and stopping in the middle of a complex
combat sequence isn't practical.

The other thing you said is to slow it down so a person can hear the
moves being performed. Again this isn't really possible. There is no
speed control per say on these things. They are set to an extremely
high frame rate to make them challenging and you have to think and act
extremely fast. So I'm not sure of how to demonstrate what people are
talking about in a way that is practical.

I suppose one way would be to record it, chop up the recording, and
then insert naration and/or comments when and where possible. However,
in order to get through one minute of fighting it would have to be
stopped several times just to explain everything. Hope this makes a
little more sense.

Cheers!


On 2/9/11, Charles Rivard woofer...@sbcglobal.net wrote:

I would like, and it might be a big help to others who haven't tried this
sort of approach, to hear a recording of blind person playing such games,
slowed down to a point to where you can hear the audible cues, have them
explained during a short pause, then have the action continue.  Sort of 
like
descriptive narration at a slow pace, then hear the same sequence 
replayed

at normal speed to hear the pace.  The ideas are interesting even if it
isn't my type of game.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.


---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-09 Thread Clement Chou
Fair point, Thomas, but the thing is if the fight is being 
commentated as it goes on, it can be described fairly. And Yohandy if 
you want to go online and do this I'm up for it. So long as you have 
a way to record one of the ps3s and both our voices at the same time, 
I'm good to go. Just let me know when. Otherwise, for those who are 
interested, I can record me in training mode, messing around with 
moves and showing things.


At 11:08 AM 09/02/2011, you wrote:

Hi Charles,

That's kind of hard to do. For one thing the kinds of fighting games
Yohandy, Clement, etc are talking about are extremely fast pased
gqames. We are talking somewhere between 50 to 60 frames per second.
It can be so fast that there isn't time to breath let alone talk
between moves. So starting and stopping in the middle of a complex
combat sequence isn't practical.

The other thing you said is to slow it down so a person can hear the
moves being performed. Again this isn't really possible. There is no
speed control per say on these things. They are set to an extremely
high frame rate to make them challenging and you have to think and act
extremely fast. So I'm not sure of how to demonstrate what people are
talking about in a way that is practical.

I suppose one way would be to record it, chop up the recording, and
then insert naration and/or comments when and where possible. However,
in order to get through one minute of fighting it would have to be
stopped several times just to explain everything. Hope this makes a
little more sense.

Cheers!


On 2/9/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I would like, and it might be a big help to others who haven't tried this
 sort of approach, to hear a recording of blind person playing such games,
 slowed down to a point to where you can hear the audible cues, have them
 explained during a short pause, then have the action 
continue.  Sort of like

 descriptive narration at a slow pace, then hear the same sequence replayed
 at normal speed to hear the pace.  The ideas are interesting even if it
 isn't my type of game.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

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



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[Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-08 Thread Christopher Bartlett
Ok, I would like to understand something.  I have heard that there is a lot
of complexity in the fighting games, planning strategies and the like.  I
accept that this is true.

 

Now, I have no vision.  Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make the
tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?

 

You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, a
complex space conquest game with a lot of things that defeat screen readers
without a hell of a lot of effort, because the information was in fact there
if one expended the effort.  As Anacreon was a turn-based game, I could take
the time to find it, incorporate it into my understanding of the game state
and make the complex decisions about production, fleet deployment and even
battle tactics that the game required.  The game rewarded me with exactly
the experience a sighted player would have, though I had to put literally
tens of hours in just to figure out the interface, let alone the game
strategy.

 

I'm unconvinced that I would ever get that level of feedback, even with
substantial effort from a mainstream game of any sort.  Without that
feedback, I am at best operating at a severe disadvantage.  Perhaps there
are patterns that could bring me victory, there are patterns in say, Tank
commander that lead to a successful conquest of the levels, but the fact is
that I could learn those patterns by trial and error with full game
feedback, rather than simply trying something, learning it didn't work and
trying something else.  I can diagnose *why* something didn't work.

 

So, if I am wrong about that, then I may be interested in exploring some
more mainstream gaming options.  But frankly, it's a very high bar, and one
I have no interest in compromising about.  Life is too short to play a game
at a disadvantage, no matter how wonderful the game might be.  Or at least
that is my priority.

 

Chris Bartlett

 

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Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-08 Thread Clement Chou
Well said, Christopher... and I hear what you are saying completely. 
I can explain it in some detail, but I'll answer more questions next 
week when I have a new game to show, so I can walk people through 
things as I explore for the first time.


In fighting games on this generation of consoles, there are sounds 
for everything. A punch sounds different than a kick, a block sounds 
different from a successful hit. Dashing has sounds, and so does 
jumping. There are sounds for when a character uses a special attack 
such as a projectile versus a straight hit, and using the sound of 
the projectile's launch and impact you can gage how far away from the 
screen you are or your opponent is. Since fighting games are rarely 
about reloading weapons, you can put that worry aside. The trick in a 
fighting game is to learn combos and moves, but that requires no more 
effort than any sighted person. If you seriously are interested in 
knowing more, feel free to write me offlist. I would be glad to help 
in any way I can... I wanted to keep this description short. But as I 
said, I'll do more showing with audio when I get my hands on Marvel 
Vs. Capcom 3 next week.


At 02:54 PM 08/02/2011, you wrote:

Ok, I would like to understand something.  I have heard that there is a lot
of complexity in the fighting games, planning strategies and the like.  I
accept that this is true.



Now, I have no vision.  Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
So, how, as I said with no vision, do I get this input in order to make the
tactical decisions that make the games worth playing?  Is there enough
information conveyed by sound to provide me with this state vector?



You see, this isn't a matter of being unwilling to put in effort, or
memorize a bunch of menu sequences.  I figured out how to play Anacreon, a
complex space conquest game with a lot of things that defeat screen readers
without a hell of a lot of effort, because the information was in fact there
if one expended the effort.  As Anacreon was a turn-based game, I could take
the time to find it, incorporate it into my understanding of the game state
and make the complex decisions about production, fleet deployment and even
battle tactics that the game required.  The game rewarded me with exactly
the experience a sighted player would have, though I had to put literally
tens of hours in just to figure out the interface, let alone the game
strategy.



I'm unconvinced that I would ever get that level of feedback, even with
substantial effort from a mainstream game of any sort.  Without that
feedback, I am at best operating at a severe disadvantage.  Perhaps there
are patterns that could bring me victory, there are patterns in say, Tank
commander that lead to a successful conquest of the levels, but the fact is
that I could learn those patterns by trial and error with full game
feedback, rather than simply trying something, learning it didn't work and
trying something else.  I can diagnose *why* something didn't work.



So, if I am wrong about that, then I may be interested in exploring some
more mainstream gaming options.  But frankly, it's a very high bar, and one
I have no interest in compromising about.  Life is too short to play a game
at a disadvantage, no matter how wonderful the game might be.  Or at least
that is my priority.



Chris Bartlett



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Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-08 Thread Frost
On Tue, Feb 08, 2011 at 02:54:45PM -0800, Christopher Bartlett wrote:
 Now, I have no vision.  Strategy planning involves reacting not only to my
 opponent, but to the environment, my current life level and weapon load
 (where appropriate) my opponent's condition, and any time-based factors.

Yeah, it's not very tactical to still be swinging punches when 
your opponent is already down on the ground

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] A question for Clement and Yohandy re: play value of mainstream fighting games.

2011-02-08 Thread Clement Chou
If you're worried about throwing out missed punches when your 
opponent is on the ground... listen to the sound of them falling, and 
wait for them to get up again. There are sounds for that, too...



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