Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark

Hi Clemment.

I'm afraid having played fighting games visually, and also (after I'd heard 
about beat em ups sound access), turning off the monitor and trying them 
without I disagree on a sighted person learning move properties being 
identical to a blind person learning it's sound.


When playing street fighter two, one combo I tried to learn was ryu's punch 
in the air, punch on the ground, jab dragon.


It would be pretty obvious to me if I'd got the timing for the first punch 
wrong, sinse I'd see! that the opponent was too far away or too close. I'd 
be able to adjust my timing the next time I tried the combo, punch slightly 
earlier or later.


This is because as you've said yourself, fighting games are not simply 
boppit style sequences of pressing buttons in a streight out rythm, but 
pressing buttons in accordance with the relative position of the two 
opponents on screen and what is happening with the engine, and it is easier 
access to that positional data, as well as knowing fairly instantly by 
looking what a move is supposed to do that makes the difference.


yes, a sighted person still needs to practice when! a given move should be 
used, however this practice is made far easier by the fact that they have 
far more information to work with about the move itself when used, the 
relative positions of the characters etc.


This is where audio games differ from mainstream games. in an audio game, 
all! in game information is presented only in an audio, and therefore 
accessible medium. You stil have to work to play the game, learn it's ins 
and outs etc, however all the information you need is there! in the game, 
the rest is practice.


This is where mainstream games are lacking, sinse the information needed to 
play them is essentially visual in nature, and though sound can provide a 
guide to that information, it is at most a guide only, and not a true 
representation of that information.


Beware the grue!

Dark. 



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark

Clement for that matter I agree.

Just because a thing is not accessible and takes more effort to do doesn't 
equate to don't do that thing


To take a very simple example, walking around, mobility and , learning a 
route is far more difficult than what a sighted person has to do. in that 
sense it is not aaccessible


Does that mean you shouldn't do it?  hell no!

It does however mean that society should bloody well make your life easier, 
putting in bleeping crossings, tactile pavements, audio announcements etc. 
If tthese sorts of adaptations aren't! present,  well you'll live 
without them, just with a lot more trouble.


That is in fact why accessible based on effort is such a useful concept.

Beware the grue!

Dark.


- Original Message - 
From: Clement Chou chou.cle...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 6:15 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!



Sorry for the double post. Dark, I'm actually pretty fascinated with this 
discussion... you're raising points that I've never thought about. But 
would you believe me if I said that this just makes me want to get more 
blind people into mainstream games? lol

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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Yohandy

Dark,
I've been watching this discussion with interest, and I agree with both 
sides here. however I once again would like to point out your excessive use 
of exclamation points where they do not belong is quite annoying. you don't 
need to emphasize everything with an exclamation point. all this does is 
make me lose interest in your post and want to delete it. Which is a shame, 
as your posts are always very informative.




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- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 3:36 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Clement for that matter I agree.

Just because a thing is not accessible and takes more effort to do doesn't 
equate to don't do that thing


To take a very simple example, walking around, mobility and , learning a 
route is far more difficult than what a sighted person has to do. in that 
sense it is not aaccessible


Does that mean you shouldn't do it?  hell no!

It does however mean that society should bloody well make your life 
easier, putting in bleeping crossings, tactile pavements, audio 
announcements etc. If tthese sorts of adaptations aren't! present,   
well you'll live without them, just with a lot more trouble.


That is in fact why accessible based on effort is such a useful concept.

Beware the grue!

Dark.


- Original Message - 
From: Clement Chou chou.cle...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 6:15 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!



Sorry for the double post. Dark, I'm actually pretty fascinated with this 
discussion... you're raising points that I've never thought about. But 
would you believe me if I said that this just makes me want to get more 
blind people into mainstream games? lol

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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark

Yohandi, I use exclamations to emphasize words, not to shout or irritate.
For instance suppose someone claimed that Superliam was a 3D game because 
several levels take place on elivated locations such as a volcano.


I would want to answer something like

that! is not how 3D works, it doesn't make a difference what the setting 
is, it's to do with the dimentions of the game  etc


See my point?

There really should be a method of emphasis in text which is similar to the 
verbal emphasis i would use in making such a sentence, but the only one I 
have is the exclamation mark.


i always tend to try to write just as I would speak, hence why I use it this 
way. Hope that makes sense, and while I'm sorry it irritates you, I can't 
unfortunately think of another method of doing it in text,  much less 
one which would be compatible with screen readers.


Beware the grue!

(who deffinately needs an exclamation mark just for being extremely 
Gruelling!).


Dark.

I
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 2:18 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Dark,
I've been watching this discussion with interest, and I agree with both 
sides here. however I once again would like to point out your excessive 
use of exclamation points where they do not belong is quite annoying. you 
don't need to emphasize everything with an exclamation point. all this 
does is make me lose interest in your post and want to delete it. Which is 
a shame, as your posts are always very informative.




--
Sign up to bing, and earn rewards simply by browsing the web. Easiest way 
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sign up:

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- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 3:36 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Clement for that matter I agree.

Just because a thing is not accessible and takes more effort to do 
doesn't equate to don't do that thing


To take a very simple example, walking around, mobility and , learning a 
route is far more difficult than what a sighted person has to do. in that 
sense it is not aaccessible


Does that mean you shouldn't do it?  hell no!

It does however mean that society should bloody well make your life 
easier, putting in bleeping crossings, tactile pavements, audio 
announcements etc. If tthese sorts of adaptations aren't! present,   
well you'll live without them, just with a lot more trouble.


That is in fact why accessible based on effort is such a useful 
concept.


Beware the grue!

Dark.


- Original Message - 
From: Clement Chou chou.cle...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 6:15 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a 
Wii game for the blind!



Sorry for the double post. Dark, I'm actually pretty fascinated with 
this discussion... you're raising points that I've never thought about. 
But would you believe me if I said that this just makes me want to get 
more blind people into mainstream games? lol

---
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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Yohandy

Dark,
It's still very annoying. at least I find it so. When you read a book, you 
don't see the author getting their point across by putting tons of 
exclamations all over the place do you? I've never seen anyone do that so 
excessively. as to your Super Liam example. putting that exclamation point 
there isn't necessary. I think as intelligent human beings we can arrive at 
these conclusions without such emphasis on specific words. they only serve 
to irritate the reader, and probably cause people to take you less 
seriously. feels like you're trying to shove your ideals down our throats 
hahaha.






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- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 9:51 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Yohandi, I use exclamations to emphasize words, not to shout or irritate.
For instance suppose someone claimed that Superliam was a 3D game because 
several levels take place on elivated locations such as a volcano.


I would want to answer something like

that! is not how 3D works, it doesn't make a difference what the setting 
is, it's to do with the dimentions of the game  etc


See my point?

There really should be a method of emphasis in text which is similar to 
the verbal emphasis i would use in making such a sentence, but the only 
one I have is the exclamation mark.


i always tend to try to write just as I would speak, hence why I use it 
this way. Hope that makes sense, and while I'm sorry it irritates you, I 
can't unfortunately think of another method of doing it in text,  much 
less one which would be compatible with screen readers.


Beware the grue!

(who deffinately needs an exclamation mark just for being extremely 
Gruelling!).


Dark.

I
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 2:18 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Dark,
I've been watching this discussion with interest, and I agree with both 
sides here. however I once again would like to point out your excessive 
use of exclamation points where they do not belong is quite annoying. you 
don't need to emphasize everything with an exclamation point. all this 
does is make me lose interest in your post and want to delete it. Which 
is a shame, as your posts are always very informative.




--
Sign up to bing, and earn rewards simply by browsing the web. Easiest way 
I've found to get free stuff! Please use this link if you're planning to 
sign up:

http://go.microsoft.com/?linkid=9778718rrid=C714DC93-BC0B-4441-AD27-F345856231A1


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 3:36 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a 
Wii game for the blind!




Clement for that matter I agree.

Just because a thing is not accessible and takes more effort to do 
doesn't equate to don't do that thing


To take a very simple example, walking around, mobility and , learning a 
route is far more difficult than what a sighted person has to do. in 
that sense it is not aaccessible


Does that mean you shouldn't do it?  hell no!

It does however mean that society should bloody well make your life 
easier, putting in bleeping crossings, tactile pavements, audio 
announcements etc. If tthese sorts of adaptations aren't! present,   
well you'll live without them, just with a lot more trouble.


That is in fact why accessible based on effort is such a useful 
concept.


Beware the grue!

Dark.


- Original Message - 
From: Clement Chou chou.cle...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 6:15 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a 
Wii game for the blind!



Sorry for the double post. Dark, I'm actually pretty fascinated with 
this discussion... you're raising points that I've never thought about. 
But would you believe me if I said that this just makes me want to get 
more blind people into mainstream games? lol

---
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
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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark
Well Yohandi, such isn't my intention, and actually in a lot of philosophy 
books and essays where the structure of your sentences can make a huge 
difference to the quality of your argument, there are! indeed such markers 
to show emphasis, even if it's not done in works of fiction as much.


so, while I'm sorry it annoys you, I'm afraid unless you can think of a way 
for me to more reasonably show verbal emphasis, I will carry on writing as I 
have been.


all the best,

dark.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 5:21 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Dark,
It's still very annoying. at least I find it so. When you read a book, you 
don't see the author getting their point across by putting tons of 
exclamations all over the place do you? I've never seen anyone do that so 
excessively. as to your Super Liam example. putting that exclamation point 
there isn't necessary. I think as intelligent human beings we can arrive 
at these conclusions without such emphasis on specific words. they only 
serve to irritate the reader, and probably cause people to take you less 
seriously. feels like you're trying to shove your ideals down our throats 
hahaha.






--
Sign up to bing, and earn rewards simply by browsing the web. Easiest way 
I've found to get free stuff! Please use this link if you're planning to 
sign up:

http://go.microsoft.com/?linkid=9778718rrid=C714DC93-BC0B-4441-AD27-F345856231A1


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 9:51 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Yohandi, I use exclamations to emphasize words, not to shout or irritate.
For instance suppose someone claimed that Superliam was a 3D game because 
several levels take place on elivated locations such as a volcano.


I would want to answer something like

that! is not how 3D works, it doesn't make a difference what the setting 
is, it's to do with the dimentions of the game  etc


See my point?

There really should be a method of emphasis in text which is similar to 
the verbal emphasis i would use in making such a sentence, but the only 
one I have is the exclamation mark.


i always tend to try to write just as I would speak, hence why I use it 
this way. Hope that makes sense, and while I'm sorry it irritates you, I 
can't unfortunately think of another method of doing it in text,   
much less one which would be compatible with screen readers.


Beware the grue!

(who deffinately needs an exclamation mark just for being extremely 
Gruelling!).


Dark.

I
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 2:18 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a 
Wii game for the blind!




Dark,
I've been watching this discussion with interest, and I agree with both 
sides here. however I once again would like to point out your excessive 
use of exclamation points where they do not belong is quite annoying. 
you don't need to emphasize everything with an exclamation point. all 
this does is make me lose interest in your post and want to delete it. 
Which is a shame, as your posts are always very informative.




--
Sign up to bing, and earn rewards simply by browsing the web. Easiest 
way I've found to get free stuff! Please use this link if you're 
planning to sign up:

http://go.microsoft.com/?linkid=9778718rrid=C714DC93-BC0B-4441-AD27-F345856231A1


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 3:36 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a 
Wii game for the blind!




Clement for that matter I agree.

Just because a thing is not accessible and takes more effort to do 
doesn't equate to don't do that thing


To take a very simple example, walking around, mobility and , learning 
a route is far more difficult than what a sighted person has to do. in 
that sense it is not aaccessible


Does that mean you shouldn't do it?  hell no!

It does however mean that society should bloody well make your life 
easier, putting in bleeping crossings, tactile pavements, audio 
announcements etc. If tthese sorts of adaptations aren't! present,   
well you'll live without them, just with a lot more trouble.


That is in fact why accessible based on effort is such a useful 
concept.


Beware the grue!

Dark.


- Original Message - 
From: Clement Chou chou.cle...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 6:15 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a 
Wii game for 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Clement Chou
Funny, because I find those combos quite easy to do. While I agree that the 
sound gives you less information that lets you keep track of your opponent, 
you have to do that in your head. If I start a match, I keep in mind exactly 
what movements I make and approximately how far I am from the opponent. I 
very rarely do jump-in cmbos, but one of my favorites which always works is 
with one of the SF 4 AE characters, Yun. It's a jumping dive kick, which if 
not blocked is followed up with two crouching light kicks, a crouching jab, 
a standing medium punch followed by a lunge punch. It always works, and it's 
because I can adequately orientate myself and keep my mind focussed on where 
I am on the screen. Once I've done that, move properties become 
second-nature. You learn not to combo unless you're sure that's going to 
hit, and if I'm going to do a combo, I can miss the first punch, but sighted 
people do that as well... it's no loss, as long as I don't continue the 
combo or try to. I know many people who would keep going with the sequence, 
which just gives me time to attack them from a distance. A lot of blind 
people tend to do that, and I think that's the solution to what your problem 
seems to be... if you miss the first punch, be smart about it and block. 
Wait til you're sure you can hit an opponent. This is where your mobility 
skills can come in handy, since although you aren't walking yourself, you 
can use that and calculate what movement options both characters are making. 
Hear your opponent trying to jump in at you, maybe start a combo? Uppercut 
them out of the air. If you're opponent is dashing in towards you, use a 
throw and get yourself out of that corner or you're dead. These are basic 
concepts that sighted people use all the time, and while there is more 
information to be had if you're sighted, that information is needless... I 
can figure that out all in my head. If I watch an SSF 4 match online from 
youtube, I can commentate what is going on, almost perfectly because I know 
what they're doing based on what I hear. That's how detailed modern fighting 
games are.
As to audio games... yes, the sounds are very clear. However, as I keep 
saying, they're almost too clear. And most audo games have very few ins and 
outs to learn... which is the problem. Most of them are so simple, and 
there's nothing to figure out on your own because the game explains 
everything to you. Take something like judgement day. In modern mainstream 
scrolling shooters like time crisis 4, 1942 Joint Strike, the enemy 
properties are not explained... and the way one tells is by harsh experience 
based on how the enemy looks. The same should be the case... the fact that 
helicopters take more hits should be left for the player to find out as a 
mainstream game would do it. Or, when the game is released, that is what an 
Faq would be good for, and that's precisely why there are no walkthroughs 
for most audio games.. because they're so simple that one really doesn't 
need one.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 12:29 AM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Hi Clemment.

I'm afraid having played fighting games visually, and also (after I'd 
heard about beat em ups sound access), turning off the monitor and trying 
them without I disagree on a sighted person learning move properties being 
identical to a blind person learning it's sound.


When playing street fighter two, one combo I tried to learn was ryu's 
punch in the air, punch on the ground, jab dragon.


It would be pretty obvious to me if I'd got the timing for the first punch 
wrong, sinse I'd see! that the opponent was too far away or too close. I'd 
be able to adjust my timing the next time I tried the combo, punch 
slightly earlier or later.


This is because as you've said yourself, fighting games are not simply 
boppit style sequences of pressing buttons in a streight out rythm, but 
pressing buttons in accordance with the relative position of the two 
opponents on screen and what is happening with the engine, and it is 
easier access to that positional data, as well as knowing fairly instantly 
by looking what a move is supposed to do that makes the difference.


yes, a sighted person still needs to practice when! a given move should be 
used, however this practice is made far easier by the fact that they have 
far more information to work with about the move itself when used, the 
relative positions of the characters etc.


This is where audio games differ from mainstream games. in an audio game, 
all! in game information is presented only in an audio, and therefore 
accessible medium. You stil have to work to play the game, learn it's ins 
and outs etc, however all the information you need is there! in the game, 
the rest is practice.


This is where mainstream games are lacking, 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark

Hi clemment.

On the issue of information and practice, I'm afraid you've missed my point 
rather.


My point is not that a blind person cannot! learn to do combos, get a 
feeling for distance etc, quite obviously people can. it is that lacking the 
visual information which is available on screen to sighted game players, 
this initial learning and acquisition of the skills is much harder and takes 
more effort, simply! because a blind person has far less access to the 
required information.


a sighted player for instance would be very unlikely to cary on with the 
movements of a combo if they saw that the opponent was not close enough to 
be hit.


a sighted player could instantly see when they were in the corner of a 
stage, and know that they had to escape or risk a corner trap, even if 
they'd never played that game before in their life, simply because of how 
the screen scrolls and where the edge of the stage was.


while I don't doubt the work you've put in on beat em ups or the skills 
you've acquired, I'm afraid I am less sure of your ability to judge the 
relative ease of playing a game with a beat em up with! vision as opposed to 
without it, simply because it concerns a lot of information which you have 
not had direct experiencial access to.


As I said, this is not a cryticism of your skills at the games or the work 
that you've done, sinse you've only ever had the one experience and not the 
other.


as someone who plays from a low vision perspective, I perhaps do have a 
little more insite here, though even I imagine there are stil a great many 
factors about the visual experience of games I do not get myself.


as to audio games, the simplicity factor is partly as we have said on list 
before, due to the resources that have been spent on creating the games, and 
indeed should the same mega millions ever be spent on developing an audio 
game that would probably not apply, just as pc indi graphical games are far 
simpler than their mainstream counterparts.


The other reason though is that most audio games are what I have called in 
the past reaction based rather than judgement based


ie, they simply rely upon you getting a certain sequence of events into your 
head and learning to react in one, and only one correct way to those events 
as soon as possible.


here a ship, center it blow it up! rince and repeat.

judgement based games, such as most graphical games are, require you to 
actually learn about, experience and judge a set of factors and decide from 
a variety of actions which is the best thing to do in a given situation.


what we need are audio games that follow the second model.

I am however pleased to say that games like Swamp, castaways, time of 
conflict, the in developement tactical battle and even perilous hearts with 
it's judgement of animal distance and weapon selection deffinately seem to 
be heading that way, even if games in the past like superliam have not.

Beware the greu!

Dark. 



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dan cook
Clement, you've just put into words something that's been on my mind for a while
spacial awareness is a verylarge factor in modern fighting games
especially now with the upgrades in sound.
another example is in mk, i try to go the whole fight without using
scorpion's spear as then it will help me get used to where the
characters are on the screen without me having to rely on a move that
brings them in close all the time.
that's also another use for beginner mode, as it can help you gage hit
distances based on where you are in relation to them.

i'm not sure how useful that was, and i'm certainly not claiming to be
a fighting game expert, far from it.
just giving my current experience.
now there's a use for mobility that I bet wasn't thought of by the
instructures. :D

On 2/7/12, Clement Chou chou.clem...@gmail.com wrote:
 Funny, because I find those combos quite easy to do. While I agree that the
 sound gives you less information that lets you keep track of your opponent,
 you have to do that in your head. If I start a match, I keep in mind exactly
 what movements I make and approximately how far I am from the opponent. I
 very rarely do jump-in cmbos, but one of my favorites which always works is
 with one of the SF 4 AE characters, Yun. It's a jumping dive kick, which if
 not blocked is followed up with two crouching light kicks, a crouching jab,
 a standing medium punch followed by a lunge punch. It always works, and it's
 because I can adequately orientate myself and keep my mind focussed on where
 I am on the screen. Once I've done that, move properties become
 second-nature. You learn not to combo unless you're sure that's going to
 hit, and if I'm going to do a combo, I can miss the first punch, but sighted
 people do that as well... it's no loss, as long as I don't continue the
 combo or try to. I know many people who would keep going with the sequence,
 which just gives me time to attack them from a distance. A lot of blind
 people tend to do that, and I think that's the solution to what your problem
 seems to be... if you miss the first punch, be smart about it and block.
 Wait til you're sure you can hit an opponent. This is where your mobility
 skills can come in handy, since although you aren't walking yourself, you
 can use that and calculate what movement options both characters are making.
 Hear your opponent trying to jump in at you, maybe start a combo? Uppercut
 them out of the air. If you're opponent is dashing in towards you, use a
 throw and get yourself out of that corner or you're dead. These are basic
 concepts that sighted people use all the time, and while there is more
 information to be had if you're sighted, that information is needless... I
 can figure that out all in my head. If I watch an SSF 4 match online from
 youtube, I can commentate what is going on, almost perfectly because I know
 what they're doing based on what I hear. That's how detailed modern fighting
 games are.
 As to audio games... yes, the sounds are very clear. However, as I keep
 saying, they're almost too clear. And most audo games have very few ins and
 outs to learn... which is the problem. Most of them are so simple, and
 there's nothing to figure out on your own because the game explains
 everything to you. Take something like judgement day. In modern mainstream
 scrolling shooters like time crisis 4, 1942 Joint Strike, the enemy
 properties are not explained... and the way one tells is by harsh experience
 based on how the enemy looks. The same should be the case... the fact that
 helicopters take more hits should be left for the player to find out as a
 mainstream game would do it. Or, when the game is released, that is what an
 Faq would be good for, and that's precisely why there are no walkthroughs
 for most audio games.. because they're so simple that one really doesn't
 need one.
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 07, 2012 12:29 AM
 Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii
 game for the blind!


 Hi Clemment.

 I'm afraid having played fighting games visually, and also (after I'd
 heard about beat em ups sound access), turning off the monitor and trying
 them without I disagree on a sighted person learning move properties being

 identical to a blind person learning it's sound.

 When playing street fighter two, one combo I tried to learn was ryu's
 punch in the air, punch on the ground, jab dragon.

 It would be pretty obvious to me if I'd got the timing for the first punch

 wrong, sinse I'd see! that the opponent was too far away or too close. I'd

 be able to adjust my timing the next time I tried the combo, punch
 slightly earlier or later.

 This is because as you've said yourself, fighting games are not simply
 boppit style sequences of pressing buttons in a streight out rythm, but
 pressing buttons in accordance with the relative position of the two
 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Clement Chou
No no, I do get your point. What I was merely pointing out is that it isn't 
nearly as hard as you seem to think it is. This isn't just all based on 
assumptions, this is based on what I hear from sighted players who I've 
talked to, ones who've accepted that I'm blind and still am a halfway decent 
player, and who I've discussed this issue with over and over again. You;d be 
surprised how many sighted people will constantly just stand there and mash 
out uppercuts which don't hit. And being in a corner is something anyone can 
figure out if they're keeping track of where the opponent is in relation to 
themselves and what the opponent is doing. If my opponent keeps trying to 
hit me with moves like fireballs that keep me in the same place I can also 
instantly tell that I'm in a corner. It's things like that which makes 
visual information unnecessary, and that's what I've heard from a few 
high-level players who I talk to.
as to the work I put in. It honestly is not all that much. Despite playing 
mainstream games growing up, I took about a 5 year break from them and then 
seriously gotten back into them. They weren't very hard to pick up despite 
the fact that I forgot completely how to play them, since when I was younger 
all I did was more or less button mash and didn't pay attention to sound 
detail at all.
I think we've had the discussion about reaction vs. Judgement based games 
before. Though I have to disagree about mainstream indi games being simpler 
than their bigger industrially produced counterparts... I played an indi 
game from Japan recently and it was a fighting game on the level of street 
fighter 3 third strike, which was produced by Capcom... and there are plenty 
of indi games on xbox live which are quite complex. Although, as you said, 
games like swamp do require some thinking, which is why I like them. But the 
fact is for most games there are just no ins and outs to work with. And 
however limitted resources you have, design is what it comes down to. I have 
several designs that I would like to put into fruition, and programming is 
the only thing stopping me. I have sounds that I would like to use, a story, 
etc. The only thing I lack is the ability to program said ideas.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 12:36 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Hi clemment.

On the issue of information and practice, I'm afraid you've missed my 
point rather.


My point is not that a blind person cannot! learn to do combos, get a 
feeling for distance etc, quite obviously people can. it is that lacking 
the visual information which is available on screen to sighted game 
players, this initial learning and acquisition of the skills is much 
harder and takes more effort, simply! because a blind person has far less 
access to the required information.


a sighted player for instance would be very unlikely to cary on with the 
movements of a combo if they saw that the opponent was not close enough to 
be hit.


a sighted player could instantly see when they were in the corner of a 
stage, and know that they had to escape or risk a corner trap, even if 
they'd never played that game before in their life, simply because of how 
the screen scrolls and where the edge of the stage was.


while I don't doubt the work you've put in on beat em ups or the skills 
you've acquired, I'm afraid I am less sure of your ability to judge the 
relative ease of playing a game with a beat em up with! vision as opposed 
to without it, simply because it concerns a lot of information which you 
have not had direct experiencial access to.


As I said, this is not a cryticism of your skills at the games or the work 
that you've done, sinse you've only ever had the one experience and not 
the other.


as someone who plays from a low vision perspective, I perhaps do have a 
little more insite here, though even I imagine there are stil a great many 
factors about the visual experience of games I do not get myself.


as to audio games, the simplicity factor is partly as we have said on list 
before, due to the resources that have been spent on creating the games, 
and indeed should the same mega millions ever be spent on developing an 
audio game that would probably not apply, just as pc indi graphical games 
are far simpler than their mainstream counterparts.


The other reason though is that most audio games are what I have called in 
the past reaction based rather than judgement based


ie, they simply rely upon you getting a certain sequence of events into 
your head and learning to react in one, and only one correct way to those 
events as soon as possible.


here a ship, center it blow it up! rince and repeat.

judgement based games, such as most graphical games are, require you to 
actually learn about, experience and judge a set of factors and decide 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark

Hi clemment.
It might be that you have unusual spacial abilities, but I'm afraid I still 
disagree on the inequities of information. Obviously, it's something you can 
practice and improve at to the point where it is less trouble, but it is the 
fact that it's any trouble at all! that makes the difference to acess 
here,  and that is of course not counting things like learning menues, 
looking up and reading faqs to tell you the moves in a new game and the text 
of combos etc.


As to game design you are right up to a point, but I'd also suggest that in 
matters like sound complexity (which was one you mentioned), resources make 
a huge difference.


Beware the grue!

Dark. 



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Clement Chou
But that's just it... it isn't any trouble. And you make it sound like we're 
the only ones who read  faqs when in fact, we aren't. Sighted gamers, once 
again, do as much looking up as we do... this is why faqs are there. Command 
lists only give special moves and supers, they do not list combos or 
anything like that. Though I guess the trouble thing is a personal 
approach... I have no trouble at all with these games, and menus aren't a 
big deal... honest answer? I don't know half the menus of the games I 
play... I just need to memorize the options that I use. Though I will agree 
that sound complexity in an audio game does take resources.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 1:23 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Hi clemment.
It might be that you have unusual spacial abilities, but I'm afraid I 
still disagree on the inequities of information. Obviously, it's something 
you can practice and improve at to the point where it is less trouble, but 
it is the fact that it's any trouble at all! that makes the difference to 
acess here,  and that is of course not counting things like learning 
menues, looking up and reading faqs to tell you the moves in a new game 
and the text of combos etc.


As to game design you are right up to a point, but I'd also suggest that 
in matters like sound complexity (which was one you mentioned), resources 
make a huge difference.


Beware the grue!

Dark.

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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark

Hi Clemment.

I am not saying you personally cannot play such games, or that sighted 
people do not use faqs.
i am saying that the amount of time and trouble it takes a sighted user, 
from the day he/she gets the game out of the box to the point of acquiring a 
certain loevel of proficiency at that game will be less than the same amount 
of time and trouble taken by a blind user.


this is an average, some sighted users may be worse, some blind users 
better, but it is a question of general mean average balanced out betwene 
the groups.


for example, a blind user needs to memorize options, however quickly you can 
do this, it will not be as instant as the sighted user who can read them.


A blind user canot read the special move names and descriptions, and thus 
with the absense of a faq has no idea what is going on in the game. A 
sighted user has all that information instantly available.


this is why the games are inaccessible, and will remain so until the same 
amount of information and feedback is given within the game to a blind user 
as a sighted user.


What you do with that information, how well you play, whether you look at 
faqs or whatever is irrelevant to that central point.


Afterall, these games are not called video games because they play by 
sound.


Bewre the grue!
#dark. 



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Shadow Dragon
Not always. In fact, not at all in most of the older games. In older games 
that's exactly why there were FAQ's, because you either had to buy a 
separate strategy guide in addition to the game, or do a ton of 
experimentation. In the newer games they often include movelists, but they 
aren't always complete and they don't tell you how to string together some 
combos, or use juggling, etc. There's only one part of fighting games I 
think sighted people have better luck with than we do, and that's tutorials, 
where they show you how to do something and you're expected to repeat it 
exactly. Usually we can't do those unless the tutorial is voiced, but the 
tutorial usually isn't necessary either, though you might get a trophy or 
XBox achievement for completing it. Either way I still agree with clement, 
the only reason blind and sighted people in general have differing levels of 
proficiency in fighting games is because a lot of blind people refuse to 
even try them given preconceptions like this one. I've played and beaten 
many fighting games, more than I care to count, and I find them just as easy 
to pick up and play as most audiogames, if not easier in some cases, like 
bokurano daiboukenn. Though some of that was due to lack of translation. And 
I'm not even as into those types of games as some of the blind gamers.


--
From: dark d...@xgam.org
Sent: Tuesday, February 07, 2012 02:37 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!



Hi Clemment.

I am not saying you personally cannot play such games, or that sighted 
people do not use faqs.
i am saying that the amount of time and trouble it takes a sighted user, 
from the day he/she gets the game out of the box to the point of acquiring 
a certain loevel of proficiency at that game will be less than the same 
amount of time and trouble taken by a blind user.


this is an average, some sighted users may be worse, some blind users 
better, but it is a question of general mean average balanced out betwene 
the groups.


for example, a blind user needs to memorize options, however quickly you 
can do this, it will not be as instant as the sighted user who can read 
them.


A blind user canot read the special move names and descriptions, and thus 
with the absense of a faq has no idea what is going on in the game. A 
sighted user has all that information instantly available.


this is why the games are inaccessible, and will remain so until the same 
amount of information and feedback is given within the game to a blind 
user as a sighted user.


What you do with that information, how well you play, whether you look at 
faqs or whatever is irrelevant to that central point.


Afterall, these games are not called video games because they play by 
sound.


Bewre the grue!
#dark.

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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Clement Chou
I will agree there. Though I disagree about knowledge of the game itself... 
the first day I picked up soul calibur five I brought it home, unpacked it, 
and leapt right into story mode... and knew half the moves already. Why? 
Because movelists float around the internet well before the game is released 
because of different builds with the game and usually reflect the latest 
build. As for it taking longer to reach a level of skill, the only thing 
worth comparing here is memorization of options. And so long as you can jump 
into a mode and play the first time you get a game, everything else can be 
learned later. I can tell you for sure that I know at least half the 
mechanics in the game Street fighter x tekken, and that game isn't coming 
out for another month or so. And one thing that will make the games slightly 
more accessible? The characters will be announced as you scroll through the 
character selection screen. So in the memorization department I agree with 
you. But as to skill at the actual game... one does not need to take longer 
just because they're blind. I bought SC 5 the first day, had a few friends 
come over, and beat them all despite them having read the command lists from 
top to bottom.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 1:37 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Hi Clemment.

I am not saying you personally cannot play such games, or that sighted 
people do not use faqs.
i am saying that the amount of time and trouble it takes a sighted user, 
from the day he/she gets the game out of the box to the point of acquiring 
a certain loevel of proficiency at that game will be less than the same 
amount of time and trouble taken by a blind user.


this is an average, some sighted users may be worse, some blind users 
better, but it is a question of general mean average balanced out betwene 
the groups.


for example, a blind user needs to memorize options, however quickly you 
can do this, it will not be as instant as the sighted user who can read 
them.


A blind user canot read the special move names and descriptions, and thus 
with the absense of a faq has no idea what is going on in the game. A 
sighted user has all that information instantly available.


this is why the games are inaccessible, and will remain so until the same 
amount of information and feedback is given within the game to a blind 
user as a sighted user.


What you do with that information, how well you play, whether you look at 
faqs or whatever is irrelevant to that central point.


Afterall, these games are not called video games because they play by 
sound.


Bewre the grue!
#dark.

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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Clement Chou
Sorry again forthe double post, but I do have to agree that tutorials, while 
possibly an issue, aren't really necessary... and as to having no idea 
what's going on, in most fighting games... that isn't a problem when the 
name of the move is being shouted so loud. Gotta love anime for that. hahaha
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 1:49 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!



Not always. In fact, not at all in most of the older games. In older games 
that's exactly why there were FAQ's, because you either had to buy a 
separate strategy guide in addition to the game, or do a ton of 
experimentation. In the newer games they often include movelists, but they 
aren't always complete and they don't tell you how to string together some 
combos, or use juggling, etc. There's only one part of fighting games I 
think sighted people have better luck with than we do, and that's 
tutorials, where they show you how to do something and you're expected to 
repeat it exactly. Usually we can't do those unless the tutorial is 
voiced, but the tutorial usually isn't necessary either, though you might 
get a trophy or XBox achievement for completing it. Either way I still 
agree with clement, the only reason blind and sighted people in general 
have differing levels of proficiency in fighting games is because a lot of 
blind people refuse to even try them given preconceptions like this one. 
I've played and beaten many fighting games, more than I care to count, and 
I find them just as easy to pick up and play as most audiogames, if not 
easier in some cases, like bokurano daiboukenn. Though some of that was 
due to lack of translation. And I'm not even as into those types of games 
as some of the blind gamers.


--



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread dark

Hi.

I'm afraid we are probably at an empass here.

I myself just feel that however good you are, the larning curve is just far 
steeper for a blind person that a sighted person, simply because you lack 
all relevant information, and until! that information is present in the 
game, from the company who make it, not in a faq, then a game won't count as 
accessible, --- playable yes, maybe even playable without too much trouble, 
but not accessible the way a game you can play with your screen reader is 
accessible.


that is why games like Soul Calibur won't be getting pages on audiogames.net 
unless they have at least speaking menues, speaking movelists and tutorials, 
and possibly even some set of sound effects to indicate as much about 
character position in sound as a sighted player gets in graphics.
as I said this isn't to say it can't! be done, only that it's far more 
trouble.



Beware the grue!

Dark. 



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-07 Thread Clement Chou
I was just going to say... this discussion has probably run its course. As 
friends must do, I think we'll just have to agree to disagree on this one. 
But before we wrap up... here's my question. If you were to make a fighting 
game that was purely audio-based, what would you add? Besides speaking menus 
and having more than the usual things voiced, that is? How would you add 
sounds detail to a game to help the totally blind, but make it subtle enough 
not to ruin the atmosphere of a game?
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 07, 2012 2:14 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Hi.

I'm afraid we are probably at an empass here.

I myself just feel that however good you are, the larning curve is just 
far steeper for a blind person that a sighted person, simply because you 
lack all relevant information, and until! that information is present in 
the game, from the company who make it, not in a faq, then a game won't 
count as accessible, --- playable yes, maybe even playable without too 
much trouble, but not accessible the way a game you can play with your 
screen reader is accessible.


that is why games like Soul Calibur won't be getting pages on 
audiogames.net unless they have at least speaking menues, speaking 
movelists and tutorials, and possibly even some set of sound effects to 
indicate as much about character position in sound as a sighted player 
gets in graphics.
as I said this isn't to say it can't! be done, only that it's far more 
trouble.



Beware the grue!

Dark.

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[Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dark

Hi Dan.

While that's absolutely fine and a great creddit to your skills of 
persistance and memorization, I'm afraid that as far as myself and 
audiogames.net are officially concerned, games which require memorization of 
a menue or unusual learning of in game sounds, beatemups included, are not 
considdered accessible games. This isn't to say they aren't playable or that 
people shouldn't try to play them, or that they can't be extremely good fun, 
only that as per the guidelines of the site, a game is only accessible and 
will only be included in the db or news when a totally blind person can play 
it with approximately the same amount of effort as a sighted person, screen 
readers or turning on of a compatibility mode not withstanding (provided 
such a mode can be turned on without sighted assistance).


Afterall, theoretically a totally blind person could play absolutely any 
game if they spent enough time memorizing every single in game object, how 
long to hold the control in required directions etc, thus every single game 
ever produced is playable it's just that to play them would require 
ridiculous and unreasonable amounts of effort on the part of blind or vi 
gamers, though obviously some games, because of their sounds or gameplay 
structure are more playable than others.


However, when we say to mainstream companies we want more accessible games 
on consoles, we mean fully accessible, no need for heavy reading of Faqs 
to learn in game text, memorization of menue options or memorization of game 
sounds beyond what  a normally sighted gamer would do, and all in game 
information just as available to a blind player as to a sighted one.


As I said, this certainly isn't to say that people shouldn't try to play 
soul calibur, mk, streetfighter, blazblu or whatever, only that the games 
can't really be considdered in the strictest sense accessible


Apart from obviously logical desire for true accessibility in games, the 
other reason is that if the accessible gaming community starts promoting 
games that require memorization and a lot of shenanigans to play, mainstream 
companies will turn around and say accessible games?  we already make 
them, so bog off, no speaking menues for you!


Something like this actually happened when I addressed Capcom Uk over low 
vision access in platform games, their response was well if you can play 2D 
platformers, half of the levels of Mega man x 7 and 8 are accessible, so 
we've already done what you want


Of course, a game where I could play half of the levels is a pretty feeble 
access solution really,  when I asked them what I did for the rest of 
the game that I couldn't play their response was get someone else to play 
those bits which was down right offensive!


So in short, I'm quite happy with people discussing how to play mainstream 
games, posting recordings or whatever, but as far as officially promoting 
the games as accessible is concerned, it's a no no, unless, like something 
like sound voyager a totally blind gamer could play them absolutely from the 
start as easily as a sighted gamer.


Hope this makes sense.

All the best,

Dark. 



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Thomas Ward
Hi Dark,

Yes, exactly. that's a point I've been trying to make for quite a
while now. I want some of the mainstrfeam game players to use the term
playable rather than accessible when talking about mainstream games
like Mortal Kombat or Street Fighter etc because technically we can
play them with practice and experience, but in no way is the game 100%
accessible to us. I can't pick up Street Fighter IV and access the
menus without my wife's help or at least writing it down in braille so
I can remember what option is which. That's clearly not accessible in
the strictest sense, but is functional if I choose to put extra effort
and work into making it so. Calling something usable or playable by no
means says fully accessible as most people understand it.

Cheers!


On 2/6/12, dark d...@xgam.org wrote:
 Hi Dan.

 While that's absolutely fine and a great creddit to your skills of
 persistance and memorization, I'm afraid that as far as myself and
 audiogames.net are officially concerned, games which require memorization of
 a menue or unusual learning of in game sounds, beatemups included, are not
 considdered accessible games. This isn't to say they aren't playable or that
 people shouldn't try to play them, or that they can't be extremely good fun,
 only that as per the guidelines of the site, a game is only accessible and
 will only be included in the db or news when a totally blind person can play
 it with approximately the same amount of effort as a sighted person, screen
 readers or turning on of a compatibility mode not withstanding (provided
 such a mode can be turned on without sighted assistance).

 Afterall, theoretically a totally blind person could play absolutely any
 game if they spent enough time memorizing every single in game object, how
 long to hold the control in required directions etc, thus every single game
 ever produced is playable it's just that to play them would require
 ridiculous and unreasonable amounts of effort on the part of blind or vi
 gamers, though obviously some games, because of their sounds or gameplay
 structure are more playable than others.

 However, when we say to mainstream companies we want more accessible games
 on consoles, we mean fully accessible, no need for heavy reading of Faqs
 to learn in game text, memorization of menue options or memorization of game
 sounds beyond what  a normally sighted gamer would do, and all in game
 information just as available to a blind player as to a sighted one.

 As I said, this certainly isn't to say that people shouldn't try to play
 soul calibur, mk, streetfighter, blazblu or whatever, only that the games
 can't really be considdered in the strictest sense accessible

 Apart from obviously logical desire for true accessibility in games, the
 other reason is that if the accessible gaming community starts promoting
 games that require memorization and a lot of shenanigans to play, mainstream
 companies will turn around and say accessible games?  we already make
 them, so bog off, no speaking menues for you!

 Something like this actually happened when I addressed Capcom Uk over low
 vision access in platform games, their response was well if you can play 2D
 platformers, half of the levels of Mega man x 7 and 8 are accessible, so
 we've already done what you want

 Of course, a game where I could play half of the levels is a pretty feeble
 access solution really,  when I asked them what I did for the rest of
 the game that I couldn't play their response was get someone else to play
 those bits which was down right offensive!

 So in short, I'm quite happy with people discussing how to play mainstream
 games, posting recordings or whatever, but as far as officially promoting
 the games as accessible is concerned, it's a no no, unless, like something
 like sound voyager a totally blind gamer could play them absolutely from the
 start as easily as a sighted gamer.

 Hope this makes sense.

 All the best,

 Dark.


 ---
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 gamers-unsubscr...@audyssey.org.
 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/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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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dark

Hi Tom.

This is actually a general problem with the defifnition of accessibility, 
rather than a specifically game related matter.


commonly, governments, individuals and institutions use the word 
accessible to mean have access to irrispective of the amount of trouble, 
effort or inconvenience this access causes.


Thus, a building can be considdered wheel chair accessible even when it 
has only one rampk, which requires the wheel chair user to go right around 
the outside of the building for a long distance and pump their chair up a 
three floor long incline then back round once again, where as everyone else 
with working legs can just walk streight up the steps to the front door. 
(this is not an exaggeration, I've seen a theatre that does this and claimes 
that they are accessible to wheel chairs).


thus, the deffinition I'm working on for my phd thesis, says that 
accessible refers to how equalized the amount of effort betwene an average 
disabled person and an average none disabled person are with respect to any 
particular thing, and while the difference in effort is so utterly 
unreasonable, we can't say that a thing is accessible even if it is 
something that a disabled person is not actually utterly precluded from 
doing.


So, while absolutely all games may be playable, and some may be playable 
with less effort than others on the part of a blind user, only those that go 
some way towards equalizing the effort are in any sense accessible.


So, though I don't blame people for talking about accessible mainstream 
games, I do think it results from a rather faulty deffinition of what 
accessible means, and indeed the deffinition in the guidelines for what 
games are and are not allowed on the audiogames.net db, is the one I've just 
outlined based on effort.


Btw, it's nice to know my Phd is already! being practically useful :D.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 12:03 PM
Subject: Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii 
game for the blind!




Hi Dark,

Yes, exactly. that's a point I've been trying to make for quite a
while now. I want some of the mainstrfeam game players to use the term
playable rather than accessible when talking about mainstream games
like Mortal Kombat or Street Fighter etc because technically we can
play them with practice and experience, but in no way is the game 100%
accessible to us. I can't pick up Street Fighter IV and access the
menus without my wife's help or at least writing it down in braille so
I can remember what option is which. That's clearly not accessible in
the strictest sense, but is functional if I choose to put extra effort
and work into making it so. Calling something usable or playable by no
means says fully accessible as most people understand it.

Cheers!


On 2/6/12, dark d...@xgam.org wrote:

Hi Dan.

While that's absolutely fine and a great creddit to your skills of
persistance and memorization, I'm afraid that as far as myself and
audiogames.net are officially concerned, games which require memorization 
of
a menue or unusual learning of in game sounds, beatemups included, are 
not
considdered accessible games. This isn't to say they aren't playable or 
that
people shouldn't try to play them, or that they can't be extremely good 
fun,
only that as per the guidelines of the site, a game is only accessible 
and
will only be included in the db or news when a totally blind person can 
play
it with approximately the same amount of effort as a sighted person, 
screen

readers or turning on of a compatibility mode not withstanding (provided
such a mode can be turned on without sighted assistance).

Afterall, theoretically a totally blind person could play absolutely any
game if they spent enough time memorizing every single in game object, 
how
long to hold the control in required directions etc, thus every single 
game

ever produced is playable it's just that to play them would require
ridiculous and unreasonable amounts of effort on the part of blind or vi
gamers, though obviously some games, because of their sounds or gameplay
structure are more playable than others.

However, when we say to mainstream companies we want more accessible 
games
on consoles, we mean fully accessible, no need for heavy reading of 
Faqs
to learn in game text, memorization of menue options or memorization of 
game

sounds beyond what  a normally sighted gamer would do, and all in game
information just as available to a blind player as to a sighted one.

As I said, this certainly isn't to say that people shouldn't try to play
soul calibur, mk, streetfighter, blazblu or whatever, only that the games
can't really be considdered in the strictest sense accessible

Apart from obviously logical desire for true accessibility in games, the
other reason is that if the accessible gaming community starts promoting

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Thomas Ward
Hi Dark,

Well, I don't know about your thesis, but I agree that the definition
of accessibility is flawed. Most people use the word not thinking
about what it truly means in terms of equal effort to access and use
the same thing as a non-disabled person. It requires a slightly higher
intellectual way of looking at things or personal experience to really
see what accessibility means. Case in point.

When Esther and I moved into this place we were given a microwave as a
gift from her family. They asked if I would be able to use the
microwave. She responded once I labeled all the buttons it would be
accessible. that, of course, was actually over stating the case.

I could braille the buttons on the microwave and therefore it was
usable, but not accessible. There are still plenty of features such as
the clock I can't use, and I can't see the time remaining on the
display as food is cooking. I can't set the time and date on the clock
either because it requires reading the prompts or at least memorizing
them. There is a way to change the power level from low, to medium, or
high and I obviously can't read the display to see what power level it
is set at causing problems with over cooking or under cooking food. So
to be safe I set the power level out of habit before setting the time.

So there is a simple but prime example of just because I can use
something doesn't mean I necessarily get full functionality out of it.
Its usable, but not fully accessible.

The same principle applies to mainstream games. I've recently gotten
my hands on some of the wrestling games, and I can say a blind player
can play them, but I won't say they are accessible. It takes some
memorization to get through the menus, and the controls are slightly
different for each wrestler because some are brawlers, grapplers, and
powerhouses. A powerhouse type wrestler might perform a lot of throws
like body slams where a grappler is best at headlocks and submission
moves. A brawler can perform punches, kicks, etc. You have to learn
what button does what in the context of the game. It can certainly be
done, but takes more effort than anyone else to learn the game and to
access the menus etc.

Cheers!


On 2/6/12, dark d...@xgam.org wrote:
 Hi Tom.

 This is actually a general problem with the defifnition of accessibility,
 rather than a specifically game related matter.

 commonly, governments, individuals and institutions use the word
 accessible to mean have access to irrispective of the amount of trouble,
 effort or inconvenience this access causes.

 Thus, a building can be considdered wheel chair accessible even when it
 has only one rampk, which requires the wheel chair user to go right around
 the outside of the building for a long distance and pump their chair up a
 three floor long incline then back round once again, where as everyone else
 with working legs can just walk streight up the steps to the front door.
 (this is not an exaggeration, I've seen a theatre that does this and claimes
 that they are accessible to wheel chairs).

 thus, the deffinition I'm working on for my phd thesis, says that
 accessible refers to how equalized the amount of effort betwene an average
 disabled person and an average none disabled person are with respect to any
 particular thing, and while the difference in effort is so utterly
 unreasonable, we can't say that a thing is accessible even if it is
 something that a disabled person is not actually utterly precluded from
 doing.

 So, while absolutely all games may be playable, and some may be playable
 with less effort than others on the part of a blind user, only those that go
 some way towards equalizing the effort are in any sense accessible.

 So, though I don't blame people for talking about accessible mainstream
 games, I do think it results from a rather faulty deffinition of what
 accessible means, and indeed the deffinition in the guidelines for what
 games are and are not allowed on the audiogames.net db, is the one I've just
 outlined based on effort.

 Btw, it's nice to know my Phd is already! being practically useful :D.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, February 06, 2012 12:03 PM
 Subject: Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii
 game for the blind!


 Hi Dark,

 Yes, exactly. that's a point I've been trying to make for quite a
 while now. I want some of the mainstrfeam game players to use the term
 playable rather than accessible when talking about mainstream games
 like Mortal Kombat or Street Fighter etc because technically we can
 play them with practice and experience, but in no way is the game 100%
 accessible to us. I can't pick up Street Fighter IV and access the
 menus without my wife's help or at least writing it down in braille so
 I can remember what option is which. That's clearly not accessible in
 the strictest sense, but 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dark

Hi Tom.

this is actually good to knowk, sinse it means the idea I'm writing about in 
my thesis makes sense.


My concern with the confusion over accessibilityk, is that many institutions 
or individuals aimed! at disabled people do not considder this.


To use an example from my thesis, I for instance was extremely angry when my 
bank catagorically refused to E-mail me statements, or discuss my bank 
account over the phone. They stated that they provided braille bank 
statements which was an accessible alternative, ignoring the fact that 
skim reading is utterly impossible in braille, and I am not going to sit 
down for an hour and read something it would take a sighted person just 
minutes to glance through.


This was particularly irritating because previously they'd just worked over 
the phone, however their new security system meant that I! had to answer 
questions about the current status of my account that could only be gotten 
from a quarterly bank statement.


this was actually amazingly commical, me phoning my bank to ask them what 
the balance was on my creddit card or my current account and being asked to 
verify my identity with the very information i! was asking them!


I've found a solution, cooperating with my local branch which is luckily 
five minutes walk down the road and I pass every day, however this is a case 
where an accessible option had been provided by the bank, but one which 
was not, according to the effort it required actually accessible in the more 
literal sense.


This is the tack I'm afraid that mainstream companies will take if we start 
talking about how accessible mainstream games are,  afterall as I said 
in my previous post, it's not as if I haven't heard that arguement before, 
and if a big coorporation could improve their image by pretending to be 
concerned about disabled access while effectively doing bugger all, not to 
mention casting people like the game accessibility sig who campaign for true 
access in a very bad light, they certainly would.


Beware the grue!

Dark. 



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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Shiny protector
Another suggestion  came into my head as I was reading your email. How about 
the ability to create a group of powerful  shields in a dome like structure 
and hide in it? This can be overwhelmingly useful for you because you can 
prepare to cast a  spell while your opponent is attempting to incapacitate 
you. Maybe your opponent should have the same ability to so it levels the 
playing field.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 12:03 PM
Subject: Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii 
game for the blind!




Hi Dark,

Yes, exactly. that's a point I've been trying to make for quite a
while now. I want some of the mainstrfeam game players to use the term
playable rather than accessible when talking about mainstream games
like Mortal Kombat or Street Fighter etc because technically we can
play them with practice and experience, but in no way is the game 100%
accessible to us. I can't pick up Street Fighter IV and access the
menus without my wife's help or at least writing it down in braille so
I can remember what option is which. That's clearly not accessible in
the strictest sense, but is functional if I choose to put extra effort
and work into making it so. Calling something usable or playable by no
means says fully accessible as most people understand it.

Cheers!


On 2/6/12, dark d...@xgam.org wrote:

Hi Dan.

While that's absolutely fine and a great creddit to your skills of
persistance and memorization, I'm afraid that as far as myself and
audiogames.net are officially concerned, games which require memorization 
of
a menue or unusual learning of in game sounds, beatemups included, are 
not
considdered accessible games. This isn't to say they aren't playable or 
that
people shouldn't try to play them, or that they can't be extremely good 
fun,
only that as per the guidelines of the site, a game is only accessible 
and
will only be included in the db or news when a totally blind person can 
play
it with approximately the same amount of effort as a sighted person, 
screen

readers or turning on of a compatibility mode not withstanding (provided
such a mode can be turned on without sighted assistance).

Afterall, theoretically a totally blind person could play absolutely any
game if they spent enough time memorizing every single in game object, 
how
long to hold the control in required directions etc, thus every single 
game

ever produced is playable it's just that to play them would require
ridiculous and unreasonable amounts of effort on the part of blind or vi
gamers, though obviously some games, because of their sounds or gameplay
structure are more playable than others.

However, when we say to mainstream companies we want more accessible 
games
on consoles, we mean fully accessible, no need for heavy reading of 
Faqs
to learn in game text, memorization of menue options or memorization of 
game

sounds beyond what  a normally sighted gamer would do, and all in game
information just as available to a blind player as to a sighted one.

As I said, this certainly isn't to say that people shouldn't try to play
soul calibur, mk, streetfighter, blazblu or whatever, only that the games
can't really be considdered in the strictest sense accessible

Apart from obviously logical desire for true accessibility in games, the
other reason is that if the accessible gaming community starts promoting
games that require memorization and a lot of shenanigans to play, 
mainstream
companies will turn around and say accessible games?  we already 
make

them, so bog off, no speaking menues for you!

Something like this actually happened when I addressed Capcom Uk over low
vision access in platform games, their response was well if you can play 
2D

platformers, half of the levels of Mega man x 7 and 8 are accessible, so
we've already done what you want

Of course, a game where I could play half of the levels is a pretty 
feeble

access solution really,  when I asked them what I did for the rest of
the game that I couldn't play their response was get someone else to 
play

those bits which was down right offensive!

So in short, I'm quite happy with people discussing how to play 
mainstream

games, posting recordings or whatever, but as far as officially promoting
the games as accessible is concerned, it's a no no, unless, like 
something
like sound voyager a totally blind gamer could play them absolutely from 
the

start as easily as a sighted gamer.

Hope this makes sense.

All the best,

Dark.


---
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gamers-unsubscr...@audyssey.org.
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dan cook
Hi dark
i totally agree with your points.
I think the main thing i was trying to get across was that there are
games for the wii and such which are playable, as I'd never say that
mainstream games are fully accessible, I simply used accessible in a
loose sense, similar to how its normally used a lot at the moment.

On 2/6/12, Shiny protector muhamme...@googlemail.com wrote:
 Another suggestion  came into my head as I was reading your email. How about
 the ability to create a group of powerful  shields in a dome like structure
 and hide in it? This can be overwhelmingly useful for you because you can
 prepare to cast a  spell while your opponent is attempting to incapacitate
 you. Maybe your opponent should have the same ability to so it levels the
 playing field.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, February 06, 2012 12:03 PM
 Subject: Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii
 game for the blind!


 Hi Dark,

 Yes, exactly. that's a point I've been trying to make for quite a
 while now. I want some of the mainstrfeam game players to use the term
 playable rather than accessible when talking about mainstream games
 like Mortal Kombat or Street Fighter etc because technically we can
 play them with practice and experience, but in no way is the game 100%
 accessible to us. I can't pick up Street Fighter IV and access the
 menus without my wife's help or at least writing it down in braille so
 I can remember what option is which. That's clearly not accessible in
 the strictest sense, but is functional if I choose to put extra effort
 and work into making it so. Calling something usable or playable by no
 means says fully accessible as most people understand it.

 Cheers!


 On 2/6/12, dark d...@xgam.org wrote:
 Hi Dan.

 While that's absolutely fine and a great creddit to your skills of
 persistance and memorization, I'm afraid that as far as myself and
 audiogames.net are officially concerned, games which require memorization

 of
 a menue or unusual learning of in game sounds, beatemups included, are
 not
 considdered accessible games. This isn't to say they aren't playable or
 that
 people shouldn't try to play them, or that they can't be extremely good
 fun,
 only that as per the guidelines of the site, a game is only accessible
 and
 will only be included in the db or news when a totally blind person can
 play
 it with approximately the same amount of effort as a sighted person,
 screen
 readers or turning on of a compatibility mode not withstanding (provided
 such a mode can be turned on without sighted assistance).

 Afterall, theoretically a totally blind person could play absolutely any
 game if they spent enough time memorizing every single in game object,
 how
 long to hold the control in required directions etc, thus every single
 game
 ever produced is playable it's just that to play them would require
 ridiculous and unreasonable amounts of effort on the part of blind or vi
 gamers, though obviously some games, because of their sounds or gameplay
 structure are more playable than others.

 However, when we say to mainstream companies we want more accessible
 games
 on consoles, we mean fully accessible, no need for heavy reading of
 Faqs
 to learn in game text, memorization of menue options or memorization of
 game
 sounds beyond what  a normally sighted gamer would do, and all in game
 information just as available to a blind player as to a sighted one.

 As I said, this certainly isn't to say that people shouldn't try to play
 soul calibur, mk, streetfighter, blazblu or whatever, only that the games
 can't really be considdered in the strictest sense accessible

 Apart from obviously logical desire for true accessibility in games, the
 other reason is that if the accessible gaming community starts promoting
 games that require memorization and a lot of shenanigans to play,
 mainstream
 companies will turn around and say accessible games?  we already
 make
 them, so bog off, no speaking menues for you!

 Something like this actually happened when I addressed Capcom Uk over low
 vision access in platform games, their response was well if you can play

 2D
 platformers, half of the levels of Mega man x 7 and 8 are accessible, so
 we've already done what you want

 Of course, a game where I could play half of the levels is a pretty
 feeble
 access solution really,  when I asked them what I did for the rest of
 the game that I couldn't play their response was get someone else to
 play
 those bits which was down right offensive!

 So in short, I'm quite happy with people discussing how to play
 mainstream
 games, posting recordings or whatever, but as far as officially promoting
 the games as accessible is concerned, it's a no no, unless, like
 something
 like sound voyager a totally blind gamer could play them absolutely from
 the
 start as easily as a sighted gamer.

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dan cook
sorry for the double mail, but heck i'd give anything not to have to
memorise menus, as that's one of the things stopping me from getting
wwe 12 as the menus are so much more extensive especially with the new
universe mode added.

On 2/6/12, dan cook dan.sc...@gmail.com wrote:
 Hi dark
 i totally agree with your points.
 I think the main thing i was trying to get across was that there are
 games for the wii and such which are playable, as I'd never say that
 mainstream games are fully accessible, I simply used accessible in a
 loose sense, similar to how its normally used a lot at the moment.

 On 2/6/12, Shiny protector muhamme...@googlemail.com wrote:
 Another suggestion  came into my head as I was reading your email. How
 about
 the ability to create a group of powerful  shields in a dome like
 structure
 and hide in it? This can be overwhelmingly useful for you because you can
 prepare to cast a  spell while your opponent is attempting to
 incapacitate
 you. Maybe your opponent should have the same ability to so it levels the
 playing field.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, February 06, 2012 12:03 PM
 Subject: Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a
 Wii
 game for the blind!


 Hi Dark,

 Yes, exactly. that's a point I've been trying to make for quite a
 while now. I want some of the mainstrfeam game players to use the term
 playable rather than accessible when talking about mainstream games
 like Mortal Kombat or Street Fighter etc because technically we can
 play them with practice and experience, but in no way is the game 100%
 accessible to us. I can't pick up Street Fighter IV and access the
 menus without my wife's help or at least writing it down in braille so
 I can remember what option is which. That's clearly not accessible in
 the strictest sense, but is functional if I choose to put extra effort
 and work into making it so. Calling something usable or playable by no
 means says fully accessible as most people understand it.

 Cheers!


 On 2/6/12, dark d...@xgam.org wrote:
 Hi Dan.

 While that's absolutely fine and a great creddit to your skills of
 persistance and memorization, I'm afraid that as far as myself and
 audiogames.net are officially concerned, games which require
 memorization

 of
 a menue or unusual learning of in game sounds, beatemups included, are
 not
 considdered accessible games. This isn't to say they aren't playable or
 that
 people shouldn't try to play them, or that they can't be extremely good
 fun,
 only that as per the guidelines of the site, a game is only
 accessible
 and
 will only be included in the db or news when a totally blind person can
 play
 it with approximately the same amount of effort as a sighted person,
 screen
 readers or turning on of a compatibility mode not withstanding
 (provided
 such a mode can be turned on without sighted assistance).

 Afterall, theoretically a totally blind person could play absolutely
 any
 game if they spent enough time memorizing every single in game object,
 how
 long to hold the control in required directions etc, thus every single
 game
 ever produced is playable it's just that to play them would require
 ridiculous and unreasonable amounts of effort on the part of blind or
 vi
 gamers, though obviously some games, because of their sounds or
 gameplay
 structure are more playable than others.

 However, when we say to mainstream companies we want more accessible
 games
 on consoles, we mean fully accessible, no need for heavy reading of
 Faqs
 to learn in game text, memorization of menue options or memorization of
 game
 sounds beyond what  a normally sighted gamer would do, and all in game
 information just as available to a blind player as to a sighted one.

 As I said, this certainly isn't to say that people shouldn't try to
 play
 soul calibur, mk, streetfighter, blazblu or whatever, only that the
 games
 can't really be considdered in the strictest sense accessible

 Apart from obviously logical desire for true accessibility in games,
 the
 other reason is that if the accessible gaming community starts
 promoting
 games that require memorization and a lot of shenanigans to play,
 mainstream
 companies will turn around and say accessible games?  we already
 make
 them, so bog off, no speaking menues for you!

 Something like this actually happened when I addressed Capcom Uk over
 low
 vision access in platform games, their response was well if you can
 play

 2D
 platformers, half of the levels of Mega man x 7 and 8 are accessible,
 so
 we've already done what you want

 Of course, a game where I could play half of the levels is a pretty
 feeble
 access solution really,  when I asked them what I did for the rest
 of
 the game that I couldn't play their response was get someone else to
 play
 those bits which was down right offensive!

 So in short, I'm quite happy with people 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dark

Hi Dan, fair enough.

perhaps though in this case, using the word accessible isn't appropriate, 
say rather such games are playable with not too great an effort.


Beware the grue!

dark.
-  



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dark

I agree, that is what has stopped me buying a wii fulstop!

there are in fact a hole bunch of low vision games,  starting with the 
castlevania series, not to mention mega man battle network, that would be 
totally playable from a vision perspective but just have too much radnomly 
occurring menues and text that I cannot read.


For instance, Though the mega man zero games have a hole bunch of different 
power ups (over 70 in the game), a ful mission mode and even dialogue scenes 
where you wander around and talk to different characters, , using a couple 
of faqs and a game script I was able to play them, sinse everything was the 
same each time you played, anjd all the gameplay was your stadnard mega man 
attack enemies which is low vision wise mostly fine.


The later Castlevania games however have just as many items, however they 
occur entirely at random! so there is no way for me to tell what item I got, 
just because of stupid textual lables.


Ditto with the game secret of mana on the Snes.

Lack of text access in games really has a lot to answer for, even before you 
start considdering visual or auditory access to the gameplay elements 
themselves.


Beware the grue!

Dark. 



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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Clement Chou
So technically, a game like Bokura no Dabiouken is not accessible because 
you obviously have to learn the menus if you are not a Japanese speaker. 
Also, the story line is completely absent for someone who speaks any 
language other than Japanese. Yes, there is an English patch, however it is 
just that, a patch... and does not translate the game fully. Does this mean 
that is not accessible? I don't mean to be antagonistic, I just feel that 
this is quite an interesting discussion to have. One can take a fighting 
game and learn the menus quite quickly, there is no need to write them down 
if you can menorize even the simplest of structures. And lastly, what big 
mainstream game developers has ever been known to be reasonable on the 
accessibility front of things? lol Especially Capcom. Though, Street fighter 
x tekken will have the character names announced as you scroll over the 
character selection screen, so you know who you are picking instead of 
finding out who you picked.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 12:55 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Hi Dan, fair enough.

perhaps though in this case, using the word accessible isn't 
appropriate, say rather such games are playable with not too great an 
effort.


Beware the grue!

dark.
- 


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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dark

Hi clemment.

Interesting questions, I don't take them as antagonistic,  remember that 
debating such issues is what I spend a lot of my time doing.


On the matter of menues, they may not take much memorization when your used 
to them but they still take some, and that when your used to them is quite 
telling


A ten year old child who'd never played a beatemup before could instantly go 
and play streetfighter, read the menues, and have access to the game, where 
as that is not true for someone doing it first time via audio.


though I do agree the inaccessibility of the game grows less as you get 
used to such things like anything else, it's not true that it ever utterly 
disappears, or that the amount of effort you expend on it and upon other 
games acquiring that level of proficiency isn't itself far more than a 
sighted player.


afterall, even if you are quite used to playing beatemups, you still! will 
need a faq to read character prophiles and move lists, and may well have to 
have the faq with you while playing, where as a sighted player can just use 
the movelist option in game on the pause menue,  then of course there is 
the sound memorization angle, sinse a sighted player can instantly see what 
a given move is. however good you are at learning the moves by sound (and I 
don't dispute the fact that you can! become good), you still cannot have 
that easy access, and could not unless capcom introduced some sort of spoken 
interface to describe the moves to you and give you their sounds, or some 
sound clues to instantly identify what a move was without initial 
memorization.


As to bockerano debuken, I've not played the game yet myself actually, sinse 
however we were talking about accessibility differences betwene disabled and 
none disabled people, it would seem that the menue memorization in Bockerano 
debuken doesn't fall into the same catagory, sinse the relevant information 
that you have to work around acquiring is not visual but Japanese, and it 
wouldn't matter what sort of eyesight a person had, sinse it's the capacity 
to understand Japanese here, rather than the capacity to read printed menues 
and understand images displayed only graphically that makes the difference 
in effort.


so, if we were to apply the term inaccessible to bockerano debuken, we 
would say inaccessible to English speakers rather than inaccessible to 
disabled people which is a very different use of the term indeed.


Another major difference in the case of bockerano debuken, is that where as 
you could! learn japanese, or at least learn enough japanese to understand 
the menues in the game, there is no possible world in which a person who is 
biologically unable to read printed menues and must use memorization can 
expend enough effort to get around this.


You can't just learn to read print or learn to see graphics and apply 
that knolidge to graphical games, the way you could learn japanese and apply 
that knolidge to bockerano debuken.


Your memorization of menues and game sounds is not a substitute for reading 
them, and does not give you quantatively the same effortless experience of 
undrstanding and playing the game, where as your learning of Japanese would! 
eventually give you the same experience of the game as a japanese speaker 
would have.


Of course, both cases are similar in the sense that both are not good 
situations for a lot of people, and it would be good the effort to play both 
could be equalized, however where as that might be possible with bockerano 
debuken if more of the game could be translated,  that probably won't be 
with mainstream games.


Beware the grue!

dark.





- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 9:04 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!



So technically, a game like Bokura no Dabiouken is not accessible because 
you obviously have to learn the menus if you are not a Japanese speaker. 
Also, the story line is completely absent for someone who speaks any 
language other than Japanese. Yes, there is an English patch, however it 
is just that, a patch... and does not translate the game fully. Does this 
mean that is not accessible? I don't mean to be antagonistic, I just feel 
that this is quite an interesting discussion to have. One can take a 
fighting game and learn the menus quite quickly, there is no need to write 
them down if you can menorize even the simplest of structures. And lastly, 
what big mainstream game developers has ever been known to be reasonable 
on the accessibility front of things? lol Especially Capcom. Though, 
Street fighter x tekken will have the character names announced as you 
scroll over the character selection screen, so you know who you are 
picking instead of finding out who you picked.
- Original Message - 
From: dark d...@xgam.org

To: 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Ben
Shame no one thought of that before lol.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: 06 February 2012 21:04
To: Gamers Discussion list
Subject: Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii
game for the blind!

So technically, a game like Bokura no Dabiouken is not accessible because
you obviously have to learn the menus if you are not a Japanese speaker. 
Also, the story line is completely absent for someone who speaks any
language other than Japanese. Yes, there is an English patch, however it is
just that, a patch... and does not translate the game fully. Does this mean
that is not accessible? I don't mean to be antagonistic, I just feel that
this is quite an interesting discussion to have. One can take a fighting
game and learn the menus quite quickly, there is no need to write them down
if you can menorize even the simplest of structures. And lastly, what big
mainstream game developers has ever been known to be reasonable on the
accessibility front of things? lol Especially Capcom. Though, Street fighter
x tekken will have the character names announced as you scroll over the
character selection screen, so you know who you are picking instead of
finding out who you picked.
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 12:55 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii
game for the blind!


 Hi Dan, fair enough.

 perhaps though in this case, using the word accessible isn't 
 appropriate, say rather such games are playable with not too great an 
 effort.

 Beware the grue!

 dark.
 -

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 list, please send E-mail to gamers-ow...@audyssey.org.


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-
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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Clement Chou
You forget that sound memorization is just as important in an audio game as 
a mianstream one. The only difference is that audio games will hold your 
hand the whole way through and explain each sound even though most of them 
are so obvious it isn't very hard to learn. Mainstream games are the same 
case, and anyone who has any ability to memorize and distinguish sounds 
should not have a problem with them. It's just that mainstream games have 
more subtle audio rather than the glaringly obvious sounds in Audio Games. 
Also, audio games require memorization of so many different commands, some 
would say that playing a fighting game is almost easier, because there is no 
need to memorize more than 10-15 keys, combos aside and those are basically 
sequences of those keys.
As to Bokurano Daibouken, one may be able to learn Japanese, yes, but that 
is actually expending more effort than it would take to learn a sighted 
game's menu. Japanese, or any other language for that matter, takes years to 
study even to get a basic understanding. the only way you could lear nthe 
menus would be to find the vocab associated with it, and reading a list of 
menus is far faster, and is what one would do for a mainstream which means 
less effort. Also, sighted are the ones faqs are designed for. Fighting game 
players, since that's the genre most commonly brought up, will actually 
rarely use the command list other than the first time glance at the game. 
This is because there is a lot more to memorize such as move properties, 
frame data, etc. So in truth, sighted players sometimes actually have more 
to memorize... and what do you think people have to do for imported games? 
It all happens, so the effort is still the same at least in that regard. 
Menus still need to be learned. Whether we can get around print or not, is 
the effort not worth it? Are blind people spoiled with everything being 
self-voiced and not actually having to learn? Effort is part of the 
challenge of the game and should not be looked on as anything but that. And 
especially with mainstream games, again, what mainstream developers really 
would care? We make up less than 10% of their audience, and most anime 
fighting games do have voiced menus.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 1:25 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is a Wii 
game for the blind!




Hi clemment.

Interesting questions, I don't take them as antagonistic,  remember 
that debating such issues is what I spend a lot of my time doing.


On the matter of menues, they may not take much memorization when your 
used to them but they still take some, and that when your used to them 
is quite telling


A ten year old child who'd never played a beatemup before could instantly 
go and play streetfighter, read the menues, and have access to the game, 
where as that is not true for someone doing it first time via audio.


though I do agree the inaccessibility of the game grows less as you get 
used to such things like anything else, it's not true that it ever utterly 
disappears, or that the amount of effort you expend on it and upon other 
games acquiring that level of proficiency isn't itself far more than a 
sighted player.


afterall, even if you are quite used to playing beatemups, you still! will 
need a faq to read character prophiles and move lists, and may well have 
to have the faq with you while playing, where as a sighted player can just 
use the movelist option in game on the pause menue,  then of course 
there is the sound memorization angle, sinse a sighted player can 
instantly see what a given move is. however good you are at learning the 
moves by sound (and I don't dispute the fact that you can! become good), 
you still cannot have that easy access, and could not unless capcom 
introduced some sort of spoken interface to describe the moves to you and 
give you their sounds, or some sound clues to instantly identify what a 
move was without initial memorization.


As to bockerano debuken, I've not played the game yet myself actually, 
sinse however we were talking about accessibility differences betwene 
disabled and none disabled people, it would seem that the menue 
memorization in Bockerano debuken doesn't fall into the same catagory, 
sinse the relevant information that you have to work around acquiring is 
not visual but Japanese, and it wouldn't matter what sort of eyesight a 
person had, sinse it's the capacity to understand Japanese here, rather 
than the capacity to read printed menues and understand images displayed 
only graphically that makes the difference in effort.


so, if we were to apply the term inaccessible to bockerano debuken, we 
would say inaccessible to English speakers rather than inaccessible to 
disabled people which is a very different use of the term indeed.


Another major difference in the case of 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Trouble
After reading that info. I can only say that if you have to go 
through that much or more memorizing key patterns for each game or 
player. When does it become fun with that much of a learning curve?
I don't mind reading a manual for a game. But when most of the feed 
back you get is a sound or nothing is not my thrill to games.
i can grab those sounds and program them to play on my computer. Now 
to someone just listening. it would sound like game play, but its just sounds.


At 04:25 PM 2/6/2012, you wrote:

Hi clemment.

Interesting questions, I don't take them as antagonistic,  
remember that debating such issues is what I spend a lot of my time doing.


On the matter of menues, they may not take much memorization when 
your used to them but they still take some, and that when your 
used to them is quite telling


A ten year old child who'd never played a beatemup before could 
instantly go and play streetfighter, read the menues, and have 
access to the game, where as that is not true for someone doing it 
first time via audio.


though I do agree the inaccessibility of the game grows less as 
you get used to such things like anything else, it's not true that 
it ever utterly disappears, or that the amount of effort you expend 
on it and upon other games acquiring that level of proficiency isn't 
itself far more than a sighted player.


afterall, even if you are quite used to playing beatemups, you 
still! will need a faq to read character prophiles and move lists, 
and may well have to have the faq with you while playing, where as a 
sighted player can just use the movelist option in game on the pause 
menue,  then of course there is the sound memorization angle, 
sinse a sighted player can instantly see what a given move is. 
however good you are at learning the moves by sound (and I don't 
dispute the fact that you can! become good), you still cannot have 
that easy access, and could not unless capcom introduced some sort 
of spoken interface to describe the moves to you and give you their 
sounds, or some sound clues to instantly identify what a move was 
without initial memorization.


As to bockerano debuken, I've not played the game yet myself 
actually, sinse however we were talking about accessibility 
differences betwene disabled and none disabled people, it would seem 
that the menue memorization in Bockerano debuken doesn't fall into 
the same catagory, sinse the relevant information that you have to 
work around acquiring is not visual but Japanese, and it wouldn't 
matter what sort of eyesight a person had, sinse it's the capacity 
to understand Japanese here, rather than the capacity to read 
printed menues and understand images displayed only graphically that 
makes the difference in effort.


so, if we were to apply the term inaccessible to bockerano 
debuken, we would say inaccessible to English speakers rather than 
inaccessible to disabled people which is a very different use of 
the term indeed.


Another major difference in the case of bockerano debuken, is that 
where as you could! learn japanese, or at least learn enough 
japanese to understand the menues in the game, there is no possible 
world in which a person who is biologically unable to read printed 
menues and must use memorization can expend enough effort to get around this.


You can't just learn to read print or learn to see graphics and 
apply that knolidge to graphical games, the way you could learn 
japanese and apply that knolidge to bockerano debuken.


Your memorization of menues and game sounds is not a substitute for 
reading them, and does not give you quantatively the same effortless 
experience of undrstanding and playing the game, where as your 
learning of Japanese would! eventually give you the same experience 
of the game as a japanese speaker would have.


Of course, both cases are similar in the sense that both are not 
good situations for a lot of people, and it would be good the effort 
to play both could be equalized, however where as that might be 
possible with bockerano debuken if more of the game could be 
translated,  that probably won't be with mainstream games.


Beware the grue!

dark.





- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 9:04 PM
Subject: Re: [Audyssey] Game accessibility was,Re: FINALLY! There is 
a Wii game for the blind!



So technically, a game like Bokura no Dabiouken is not accessible 
because you obviously have to learn the menus if you are not a 
Japanese speaker. Also, the story line is completely absent for 
someone who speaks any language other than Japanese. Yes, there is 
an English patch, however it is just that, a patch... and does not 
translate the game fully. Does this mean that is not accessible? I 
don't mean to be antagonistic, I just feel that this is quite an 
interesting discussion to have. One can take a fighting game and 
learn the 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Clement Chou
The truth is, audio games do the exact same thing... and there are way more 
keys than in mainstream games. Key patterns are dependent on the character, 
which is why most people choose one they like and stay with them. That is 
why fighting games are probably the most competetive genre... because 
they're one of the most fun, yet serious genres. And as blind people, 
fighting games are mor or less 100% playable, since accessibility is not the 
word to be used, apparently... most of playing that type of game is mental, 
and strategy. Once you get that down, everything else is a cakewalk.
- Original Message - 
From: Trouble troub...@columbus.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 2:07 PM
Subject: Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii 
game for the blind!



After reading that info. I can only say that if you have to go through 
that much or more memorizing key patterns for each game or player. When 
does it become fun with that much of a learning curve?
I don't mind reading a manual for a game. But when most of the feed back 
you get is a sound or nothing is not my thrill to games.
i can grab those sounds and program them to play on my computer. Now to 
someone just listening. it would sound like game play, but its just 
sounds.


At 04:25 PM 2/6/2012, you wrote:

Hi clemment.

Interesting questions, I don't take them as antagonistic,  
remember that debating such issues is what I spend a lot of my time doing.


On the matter of menues, they may not take much memorization when your 
used to them but they still take some, and that when your used to them 
is quite telling


A ten year old child who'd never played a beatemup before could instantly 
go and play streetfighter, read the menues, and have access to the game, 
where as that is not true for someone doing it first time via audio.


though I do agree the inaccessibility of the game grows less as you get 
used to such things like anything else, it's not true that it ever utterly 
disappears, or that the amount of effort you expend on it and upon other 
games acquiring that level of proficiency isn't itself far more than a 
sighted player.


afterall, even if you are quite used to playing beatemups, you still! will 
need a faq to read character prophiles and move lists, and may well have 
to have the faq with you while playing, where as a sighted player can just 
use the movelist option in game on the pause menue,  then of course 
there is the sound memorization angle, sinse a sighted player can 
instantly see what a given move is. however good you are at learning the 
moves by sound (and I don't dispute the fact that you can! become good), 
you still cannot have that easy access, and could not unless capcom 
introduced some sort of spoken interface to describe the moves to you and 
give you their sounds, or some sound clues to instantly identify what a 
move was without initial memorization.


As to bockerano debuken, I've not played the game yet myself actually, 
sinse however we were talking about accessibility differences betwene 
disabled and none disabled people, it would seem that the menue 
memorization in Bockerano debuken doesn't fall into the same catagory, 
sinse the relevant information that you have to work around acquiring is 
not visual but Japanese, and it wouldn't matter what sort of eyesight a 
person had, sinse it's the capacity to understand Japanese here, rather 
than the capacity to read printed menues and understand images displayed 
only graphically that makes the difference in effort.


so, if we were to apply the term inaccessible to bockerano debuken, we 
would say inaccessible to English speakers rather than inaccessible to 
disabled people which is a very different use of the term indeed.


Another major difference in the case of bockerano debuken, is that where 
as you could! learn japanese, or at least learn enough japanese to 
understand the menues in the game, there is no possible world in which a 
person who is biologically unable to read printed menues and must use 
memorization can expend enough effort to get around this.


You can't just learn to read print or learn to see graphics and apply 
that knolidge to graphical games, the way you could learn japanese and 
apply that knolidge to bockerano debuken.


Your memorization of menues and game sounds is not a substitute for 
reading them, and does not give you quantatively the same effortless 
experience of undrstanding and playing the game, where as your learning of 
Japanese would! eventually give you the same experience of the game as a 
japanese speaker would have.


Of course, both cases are similar in the sense that both are not good 
situations for a lot of people, and it would be good the effort to play 
both could be equalized, however where as that might be possible with 
bockerano debuken if more of the game could be translated,  that 
probably won't be with 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread dark

I'm afraid I do not agree there clemment.

In a fighting game it is not just necessary to memorize ten or 15 sounds, 
but also know how those sounds correspond to specific moves.


For instance take Rufus Messiah kick! in street fighter 4.

Is it a ground kick or an air kick? what is it's level of attack? where and 
when should you block?


It is not simply a matter of memorizing the phrase but of understand the 
properties of the move that phrase belongs to, which can only be done with a 
faq.


With an audio game, you are told those properties exactly within the game, 
or indeed those properties become apparent from the game audio.


For instance, when i first played Q9, I did not! listen to all the creature 
sounds, sinse I wanted a surprise. It was however obvious from the position 
audio what I was coming to and that these were things that needed hitting. 
messiah kick however does not reveal it's nature in audio, because the 
audio statement of it's name is only an after thought to a sighted player, 
they can instantly and without any shadow of doubt see! what nature of move 
it is.


This is why the effort betwene a blind person and sighted person are not the 
same. In an audio game, sounds are chosen for their representative quality, 
up to and including the point that sounds are so representative they may not 
be necessary to explain, where as in a mainstream game sound is only a 
partial afterthought stuck in for effect.


Then of course, considder that in an audio game when sound memorization is 
necessary, the sounds have been chosen! to be distinct enough to memorize.


Look at Mortal Kombat deadly alliance when virtually every character had the 
same male or female voice actor,  or even games like the soul calibur 
ones where some characters are played! by the same voice actor.


then of course, lets not forget those 3d adventure modes, ridiculously menue 
heavy character creation and story modes, and all the other fun stuff that 
beat em ups come with these days.


Though the arcade mode may be playable, what about the rest?


I'm also afraid you did not understand my point about learning japanese.

i do not despute the fact that learning japanese would be harder than 
learning a sighted game menue. I only stated that where as it would be 
physically possible! for an English language speaker to become equally 
proficient in Japanese to the point that the effort required betwene a 
Japanese speaker and an English speaker was the same, this is not true of 
Blind vs sighted gamers.


A sighted gamer will always! be able to go through menues more quickly and 
easily than a blind person, however good atmemorization you are, simply 
because they! don't have to memorize anything whatsoever.


That is why the bockerano debuken case is not really relevant to the 
disability arguement of mainstream games.


Beware the grue!

Dark.


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Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Clement Chou
All good points, and I do agree. But what you have to realize is that 
sighted people need to memorize fighting game move properties just as well 
as we do. Why? Because by the time they see that move and process it, their 
character is eating a combo. The Massiah kick is a good example, however 
that can't be avoided. Faqs are used just as often by sighted gamers, 
remember, that's why they're there, to get to the specifics that command 
lists never touch on. I can tell you, both from reading faqs and from how 
often I play, that the move you're talking about is a ground kick. For the 
simple reason that when he does the kick, he never actually leaves the 
ground. And this is exactly why I like fighting games so much. We can play 
them with the same skill and ability as sighted gamers, because we use the 
same resources they do. Yes, you can see the move if you're sighted, but 
that doesn't mean much... if you don't know that move hits opponents out of 
the air, if you jump towards your opponent you'll still get whacked. In 
short, sighted people have to do just as much to memorize move properties, 
because you can't focus on the action itself if you're trying to think of 
what each move is. That's a ticket to losing, because you need to be able to 
know what the move is before you see the animation, which comes just at the 
same time the sound cue does. As someone who does martial arts, it's a 
valuable lesson which can also apply to fighting games. My teacher always 
says, don't think, move! Meaning that as you're going through a sword form, 
you should not think, but focus on the form you are performing and let your 
body take over, therefore the mind, sword, body as one. Same thing here. So 
the shouting out of move names is actually an advantage, especially since so 
many of the times the move is shouted out before the motion is complete and 
the move connects with your character. This is why fighting games are so 
great... because you can't just pick one up and instantly be good. You have 
to work, and do the exact same work sighted people have to do to get good. 
Because remember. They may see the move, but it doesn't help them if they 
don't know the properties of that move. And part of it is outsmarting your 
opponent. But that's another story.
And that's part of the problem I find with audio games. Sounds should be 
obvious, but not as obvious as some games make them out to be. Sound in an 
audio game is so often too obvious it ruins the ambiance. In my personal 
opinion, they only need to be distinguishable enough to know what's there. 
bo,kura no daibouken is a great example... there's no targetting beeps, and 
the enemies all sound like what I would imagine them to be realistically if 
they were real. And that's part of the beauty of mainstream games... audio 
games give you so much detail, but all the properties are explained to 
you... there's no need to figure anything out. Mainstream games you honestly 
have to work to figure out the ins and outs. And I disagree with sound being 
an afterthought... street fighter has always had one sound for every single 
attack. You know that there are three kicks and three punches. Each of those 
sound radically different. Fireballs sound different depending on who throws 
them. An uppercut with flames sounds different than one without. I just 
don't see why if some mainstream blind gamers can figure them out, why 
others can't. The ability to do it is there, and I've won small tournaments 
in both street Fighter and MK 9. Nothing major, just things my friends and I 
set up. How do I beat them? By outsmarting them... fightin games are less 
about the mechanics than most people think. The menus don't matter. It's the 
controls themselves, your character, and how much screwing with the 
opponent's head you can do. And lastly, adventure modes and the like should 
not be the main focus of a fighting game... the main focus is on the 
fighting, preferably against human opponents. Not to say single player 
content isn't nice. Very few fighting games have menu-driven story modes. 
The only ones that do are usually ones that also suffer from stiff 
mechanics. SC 3, and all the mk games n the ps2 are all good examples. MK 9 
finds a nice balance, but Blazblue should be the one that every fighting 
game should try and emulate.
I appologize about my misinterpretation about yur point with Japanese. True, 
it's impossible for a blind gamer to learn how to read print just to 
navigate menus. However, have you considered import games? Tons of people 
import them from Japan, and most of us don't speak Japanese. So when it 
comes to that, sighted gamers are in the same positions as we are... and 
this is why I love import games. Because faqs for them always have menu 
translations!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 06, 2012 2:22 PM
Subject: Re: [Audyssey] Game accessibility 

Re: [Audyssey] Game accessibility was, Re: FINALLY! There is a Wii game for the blind!

2012-02-06 Thread Clement Chou
Sorry for the double post. Dark, I'm actually pretty fascinated with this 
discussion... you're raising points that I've never thought about. But would 
you believe me if I said that this just makes me want to get more blind people 
into mainstream games? lol
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