Re: [Audyssey] Rhythm Game Accessibility

2010-01-07 Thread Scott Chesworth
Hi Orin,

Yeah I thought some people would do that.  Not sure how much real
guitar you've played but it's not uncommon to see people using both
hands on the fretboard for lead work.  There's a few techniques like
tapping that are built entirely on that idea, very Final Countdown era
hehe.

Anyways, from an accessibility point of view, as far as i'm aware the
sighted player doesn't receive indication of which fingers on which
hand to use for which button, so we don't need too either.  Hope
that's true anyway, cos I'm clueless about how to express that lol.

Scott

On 1/7/10, Yohandy yohand...@gmail.com wrote:
 You can, but it's not really necessary. with songs such as the final
 countdown though, it's probably a bad idea to try strumming the notes and
 pressing buttons simultaneously as you'll most likely miss most notes since
 they're so fast. It's a matter of preference whether we strum or not.

 - Original Message -
 From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 06, 2010 7:39 PM
 Subject: Re: [Audyssey] Rhythm Game Accessibility


 You also have to remember that the right hand is used for playing solos
 with the solo buttons as well.


 On Jan 6, 2010, at 4:18 PM, Scott Chesworth wrote:

 I think the idea here is to get across the most amount of info with
 the least amount of noise over the top of a good song, right?

 So, firstly there needs to be a clear distinction between the left and
 right hand.
 The right hand seems simple enough, as as far as I know we're only
 dealing with a down or up strum.  Seeing as down tends to be used more
 and traditionally marks accents they should probably stand out
 slightly more than upstrokes.  Peccussive sounds make sense to me for
 the right hand seeing as we're dealing with rhythm, so perhaps a high
 short peccussive noise for an upstroke, and a lower one with a bit
 more oomph could indicate a down.

 The left hand being less peccussive and more note-based would make
 sense seeing as there's a wider set of options to express.  I'd
 suggest a short beep is bound to each button, with widely spread
 intervals between the choice of note that expresses each button so
 that those without good relative pitch still have a fair chance of
 distinguishing a fast sequence.  That doesn't solve chords, because a
 few short sounds playing at once would be hard to analyse.  Don't
 really have a solution for that unless Harmonix's engine sees chords
 as being different from just a set of simultaneous notes if that makes
 sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.

 All the above probably sounds super annoying on paper, but with a
 volume option for it and the ability to switch it on and off with ease
 (perhaps in the pause menu if there is one) most VI gamers could
 probably find a level to suit them.  Remember that most people will
 turn the thing off once they're comfortable with a song anyway.

 It's not super eligant, but seems like it could be fairly easy to
 integrate for them.  Any takers or better suggestions?

 Scott

 On 1/6/10, Yohandy yohand...@gmail.com wrote:
yup definitely appreciate that you're willing to speak to them. Now
 does
 anyone have any idea of a good method harmonix could use for figuring
 out
 the notes? I've been thinking hard but can't come up with an idea that
 would
 actually work, and not annoy the blind gamer to the point that we simply
 never enable the feature and play how we're used to doing it. I'm
 thinking
 expert difficulty here which the average blind gamer will eventually
 tackle,
 and it contains so many notes and chords and such that I'm at a loss

 as
 to what could be done. There will need to be a way for us to know what
 the
 notes are in advanced, the different fret combinations, and the
 strumming
 patterns. I'll also send this to Brandon's list and see if anyone has
 any
 ideas.


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 06, 2010 3:13 PM
 Subject: Re: [Audyssey] Rhythm Game Accessibility


 No probs Eleanor, thanks for letting us know.  It's actually a good
 thing, gives us more time to get the perfect note to them together.

 Cheers
 Scott

 On 1/6/10, Eleanor elea...@7128.com wrote:
 Hi Yohandy  Scott - I just found out that the January meeting of the
 IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not
 be
 here on that date and so will have to wait till February to get that
 message to the Harmonix developer.  Sorry about that - they usually
 have
 their meetings a little later in the month than that.
 Eleanor Robinson
 7-128 Software

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Re: [Audyssey] Rhythm Game Accessibility

2010-01-06 Thread Scott Chesworth
No probs Eleanor, thanks for letting us know.  It's actually a good
thing, gives us more time to get the perfect note to them together.

Cheers
Scott

On 1/6/10, Eleanor elea...@7128.com wrote:
 Hi Yohandy  Scott - I just found out that the January meeting of the
 IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not be
 here on that date and so will have to wait till February to get that
 message to the Harmonix developer.  Sorry about that - they usually have
 their meetings a little later in the month than that.
 Eleanor Robinson
 7-128 Software

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Re: [Audyssey] Rhythm Game Accessibility

2010-01-06 Thread Yohandy
   yup definitely appreciate that you're willing to speak to them. Now does 
anyone have any idea of a good method harmonix could use for figuring out 
the notes? I've been thinking hard but can't come up with an idea that would 
actually work, and not annoy the blind gamer to the point that we simply 
never enable the feature and play how we're used to doing it. I'm thinking 
expert difficulty here which the average blind gamer will eventually tackle, 
and it contains so many notes and chords and such that I'm at a loss as 
to what could be done. There will need to be a way for us to know what the 
notes are in advanced, the different fret combinations, and the strumming 
patterns. I'll also send this to Brandon's list and see if anyone has any 
ideas.



- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 06, 2010 3:13 PM
Subject: Re: [Audyssey] Rhythm Game Accessibility



No probs Eleanor, thanks for letting us know.  It's actually a good
thing, gives us more time to get the perfect note to them together.

Cheers
Scott

On 1/6/10, Eleanor elea...@7128.com wrote:

Hi Yohandy  Scott - I just found out that the January meeting of the
IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not be
here on that date and so will have to wait till February to get that
message to the Harmonix developer.  Sorry about that - they usually have
their meetings a little later in the month than that.
Eleanor Robinson
7-128 Software

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Re: [Audyssey] Rhythm Game Accessibility

2010-01-06 Thread Scott Chesworth
I think the idea here is to get across the most amount of info with
the least amount of noise over the top of a good song, right?

So, firstly there needs to be a clear distinction between the left and
right hand.
The right hand seems simple enough, as as far as I know we're only
dealing with a down or up strum.  Seeing as down tends to be used more
and traditionally marks accents they should probably stand out
slightly more than upstrokes.  Peccussive sounds make sense to me for
the right hand seeing as we're dealing with rhythm, so perhaps a high
short peccussive noise for an upstroke, and a lower one with a bit
more oomph could indicate a down.

The left hand being less peccussive and more note-based would make
sense seeing as there's a wider set of options to express.  I'd
suggest a short beep is bound to each button, with widely spread
intervals between the choice of note that expresses each button so
that those without good relative pitch still have a fair chance of
distinguishing a fast sequence.  That doesn't solve chords, because a
few short sounds playing at once would be hard to analyse.  Don't
really have a solution for that unless Harmonix's engine sees chords
as being different from just a set of simultaneous notes if that makes
sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.

All the above probably sounds super annoying on paper, but with a
volume option for it and the ability to switch it on and off with ease
(perhaps in the pause menu if there is one) most VI gamers could
probably find a level to suit them.  Remember that most people will
turn the thing off once they're comfortable with a song anyway.

It's not super eligant, but seems like it could be fairly easy to
integrate for them.  Any takers or better suggestions?

Scott

On 1/6/10, Yohandy yohand...@gmail.com wrote:
 yup definitely appreciate that you're willing to speak to them. Now does
 anyone have any idea of a good method harmonix could use for figuring out
 the notes? I've been thinking hard but can't come up with an idea that would
 actually work, and not annoy the blind gamer to the point that we simply
 never enable the feature and play how we're used to doing it. I'm thinking
 expert difficulty here which the average blind gamer will eventually tackle,
 and it contains so many notes and chords and such that I'm at a loss as
 to what could be done. There will need to be a way for us to know what the
 notes are in advanced, the different fret combinations, and the strumming
 patterns. I'll also send this to Brandon's list and see if anyone has any
 ideas.


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 06, 2010 3:13 PM
 Subject: Re: [Audyssey] Rhythm Game Accessibility


 No probs Eleanor, thanks for letting us know.  It's actually a good
 thing, gives us more time to get the perfect note to them together.

 Cheers
 Scott

 On 1/6/10, Eleanor elea...@7128.com wrote:
 Hi Yohandy  Scott - I just found out that the January meeting of the
 IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not be
 here on that date and so will have to wait till February to get that
 message to the Harmonix developer.  Sorry about that - they usually have
 their meetings a little later in the month than that.
 Eleanor Robinson
 7-128 Software

 ---
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 All messages are archived and can be searched and read at
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 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Rhythm Game Accessibility

2010-01-06 Thread Yohandy

Hello Scott,
Just so you know, in rhythm games you can strum whichever way you wish. Up 
and down, down only etc, so it should make things a bit easier to figure out 
in that regard. I was also considering beeps for the different buttons, but 
what if we play a song like Malmsteen's Capricy di diablo, which happens to 
be in the game? that guy's a shredding beast. I can't possibly imagine 
trying to figure out so many beeps in such a short amount of time, remember 
they have to be well in advanced so we have enough time to press the button. 
the equivalent of scrolling notes for sighted users. it'll sound 
something like beep beepbeepbeep beep beep. you'll most likely toss the 
guitar through a windo haha. practice mode on 50% speed should make things 
somewhat easier though if this were to be implemented. oh and we've 
obviously forgotten drums! *groan*



- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 06, 2010 4:18 PM
Subject: Re: [Audyssey] Rhythm Game Accessibility



I think the idea here is to get across the most amount of info with
the least amount of noise over the top of a good song, right?

So, firstly there needs to be a clear distinction between the left and
right hand.
The right hand seems simple enough, as as far as I know we're only
dealing with a down or up strum.  Seeing as down tends to be used more
and traditionally marks accents they should probably stand out
slightly more than upstrokes.  Peccussive sounds make sense to me for
the right hand seeing as we're dealing with rhythm, so perhaps a high
short peccussive noise for an upstroke, and a lower one with a bit
more oomph could indicate a down.

The left hand being less peccussive and more note-based would make
sense seeing as there's a wider set of options to express.  I'd
suggest a short beep is bound to each button, with widely spread
intervals between the choice of note that expresses each button so
that those without good relative pitch still have a fair chance of
distinguishing a fast sequence.  That doesn't solve chords, because a
few short sounds playing at once would be hard to analyse.  Don't
really have a solution for that unless Harmonix's engine sees chords
as being different from just a set of simultaneous notes if that makes
sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.

All the above probably sounds super annoying on paper, but with a
volume option for it and the ability to switch it on and off with ease
(perhaps in the pause menu if there is one) most VI gamers could
probably find a level to suit them.  Remember that most people will
turn the thing off once they're comfortable with a song anyway.

It's not super eligant, but seems like it could be fairly easy to
integrate for them.  Any takers or better suggestions?

Scott

On 1/6/10, Yohandy yohand...@gmail.com wrote:
yup definitely appreciate that you're willing to speak to them. Now 
does

anyone have any idea of a good method harmonix could use for figuring out
the notes? I've been thinking hard but can't come up with an idea that 
would

actually work, and not annoy the blind gamer to the point that we simply
never enable the feature and play how we're used to doing it. I'm 
thinking
expert difficulty here which the average blind gamer will eventually 
tackle,
and it contains so many notes and chords and such that I'm at a loss 
as
to what could be done. There will need to be a way for us to know what 
the

notes are in advanced, the different fret combinations, and the strumming
patterns. I'll also send this to Brandon's list and see if anyone has any
ideas.


- Original Message -
From: Scott Chesworth scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 06, 2010 3:13 PM
Subject: Re: [Audyssey] Rhythm Game Accessibility



No probs Eleanor, thanks for letting us know.  It's actually a good
thing, gives us more time to get the perfect note to them together.

Cheers
Scott

On 1/6/10, Eleanor elea...@7128.com wrote:

Hi Yohandy  Scott - I just found out that the January meeting of the
IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not 
be

here on that date and so will have to wait till February to get that
message to the Harmonix developer.  Sorry about that - they usually 
have

their meetings a little later in the month than that.
Eleanor Robinson
7-128 Software

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Re: [Audyssey] Rhythm Game Accessibility

2010-01-06 Thread Scott Chesworth
Hi Yohandy,

Aha, well that simplifies the right hand, only one noise necessary.

Hmmm, for scrolling notes to be useful I'd assume that they must
scroll a consistent amount of time ahead of the song?  At a guess,
sighted people must see more detailed buttons and have less time to
react to the display as the game difficulty level is increased right?
So assuming that's all true and the Harmonix engine is sensitive to
tempo or has the tempo mapped out for each song, we should in theory
be able to run a bar or a beat ahead for each difficulty just like the
sighted user.  Might need to have someone sighted varify this, we need
to find out the point in a bar that a button is displayed and then the
point in the bar where the note that button is bound too falls, if
that makes sense?  For it to be instinctive in anyone's head I'd
assume there would be a consistent scroll for each difficulty level.
As for the shredders, with a combo of practice mode at 50% and very
widely spaced intervals for our beeps, I reckon we could get it.  As
an experiment I just put some very short beeps roughly in line with
the notes of a John Petrucci solo, and the sequence wasn't too hard to
pick out, especially when I played it back at half the speed.  Wide
intervals are the key here.  Remember that most sighted users probably
memorise or develop muscle memory to a point for their favourite
shreds and tricky licks, so once we know a song well and are just
showing off we can turn the beeps and boops off.

Drums are actually the easiest one to tackle imho.  The obvious
solution in my mind is to have a snare representing a snare, a kick
representing a kick and so on.  To make sure the guide sounds and the
actual kit sound on the song stay very separate to the ear though,
they could use tacky retro almost toy-like drum sounds on purpose.  It
wouldn't sound pretty, but with the volume not too loud it'd be
functional and would always stay distinctive from the kit on the song.

I think if this solution were ever to be implimented, the whole
process of reacting to the scrolling system would be a learning curve
for all of us, because currently our learning method seems to be way
more musical.  Hearing something and delaying it in time is going to
mess with my tiny mind!

Do you have anyone sighted to varify the consistency of the scrolling
system?  The whole question hinges on you understanding a bit about
how to count time signitures too come to think of it, so let me know
if I'm not making sense with the varification question.

Cheers
Scott

On 1/6/10, Yohandy yohand...@gmail.com wrote:
 Hello Scott,
 Just so you know, in rhythm games you can strum whichever way you wish. Up
 and down, down only etc, so it should make things a bit easier to figure out
 in that regard. I was also considering beeps for the different buttons, but
 what if we play a song like Malmsteen's Capricy di diablo, which happens to
 be in the game? that guy's a shredding beast. I can't possibly imagine
 trying to figure out so many beeps in such a short amount of time, remember
 they have to be well in advanced so we have enough time to press the button.
 the equivalent of scrolling notes for sighted users. it'll sound
 something like beep beepbeepbeep beep beep. you'll most likely toss the
 guitar through a windo haha. practice mode on 50% speed should make things
 somewhat easier though if this were to be implemented. oh and we've
 obviously forgotten drums! *groan*


 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 06, 2010 4:18 PM
 Subject: Re: [Audyssey] Rhythm Game Accessibility


I think the idea here is to get across the most amount of info with
 the least amount of noise over the top of a good song, right?

 So, firstly there needs to be a clear distinction between the left and
 right hand.
 The right hand seems simple enough, as as far as I know we're only
 dealing with a down or up strum.  Seeing as down tends to be used more
 and traditionally marks accents they should probably stand out
 slightly more than upstrokes.  Peccussive sounds make sense to me for
 the right hand seeing as we're dealing with rhythm, so perhaps a high
 short peccussive noise for an upstroke, and a lower one with a bit
 more oomph could indicate a down.

 The left hand being less peccussive and more note-based would make
 sense seeing as there's a wider set of options to express.  I'd
 suggest a short beep is bound to each button, with widely spread
 intervals between the choice of note that expresses each button so
 that those without good relative pitch still have a fair chance of
 distinguishing a fast sequence.  That doesn't solve chords, because a
 few short sounds playing at once would be hard to analyse.  Don't
 really have a solution for that unless Harmonix's engine sees chords
 as being different from just a set of simultaneous notes if that makes
 sense.  If it does

Re: [Audyssey] Rhythm Game Accessibility

2010-01-06 Thread Orin
You also have to remember that the right hand is used for playing solos with 
the solo buttons as well.


On Jan 6, 2010, at 4:18 PM, Scott Chesworth wrote:

 I think the idea here is to get across the most amount of info with
 the least amount of noise over the top of a good song, right?
 
 So, firstly there needs to be a clear distinction between the left and
 right hand.
 The right hand seems simple enough, as as far as I know we're only
 dealing with a down or up strum.  Seeing as down tends to be used more
 and traditionally marks accents they should probably stand out
 slightly more than upstrokes.  Peccussive sounds make sense to me for
 the right hand seeing as we're dealing with rhythm, so perhaps a high
 short peccussive noise for an upstroke, and a lower one with a bit
 more oomph could indicate a down.
 
 The left hand being less peccussive and more note-based would make
 sense seeing as there's a wider set of options to express.  I'd
 suggest a short beep is bound to each button, with widely spread
 intervals between the choice of note that expresses each button so
 that those without good relative pitch still have a fair chance of
 distinguishing a fast sequence.  That doesn't solve chords, because a
 few short sounds playing at once would be hard to analyse.  Don't
 really have a solution for that unless Harmonix's engine sees chords
 as being different from just a set of simultaneous notes if that makes
 sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.
 
 All the above probably sounds super annoying on paper, but with a
 volume option for it and the ability to switch it on and off with ease
 (perhaps in the pause menu if there is one) most VI gamers could
 probably find a level to suit them.  Remember that most people will
 turn the thing off once they're comfortable with a song anyway.
 
 It's not super eligant, but seems like it could be fairly easy to
 integrate for them.  Any takers or better suggestions?
 
 Scott
 
 On 1/6/10, Yohandy yohand...@gmail.com wrote:
yup definitely appreciate that you're willing to speak to them. Now does
 anyone have any idea of a good method harmonix could use for figuring out
 the notes? I've been thinking hard but can't come up with an idea that would
 actually work, and not annoy the blind gamer to the point that we simply
 never enable the feature and play how we're used to doing it. I'm thinking
 expert difficulty here which the average blind gamer will eventually tackle,
 and it contains so many notes and chords and such that I'm at a loss as
 to what could be done. There will need to be a way for us to know what the
 notes are in advanced, the different fret combinations, and the strumming
 patterns. I'll also send this to Brandon's list and see if anyone has any
 ideas.
 
 
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 06, 2010 3:13 PM
 Subject: Re: [Audyssey] Rhythm Game Accessibility
 
 
 No probs Eleanor, thanks for letting us know.  It's actually a good
 thing, gives us more time to get the perfect note to them together.
 
 Cheers
 Scott
 
 On 1/6/10, Eleanor elea...@7128.com wrote:
 Hi Yohandy  Scott - I just found out that the January meeting of the
 IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not be
 here on that date and so will have to wait till February to get that
 message to the Harmonix developer.  Sorry about that - they usually have
 their meetings a little later in the month than that.
 Eleanor Robinson
 7-128 Software
 
 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@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] Rhythm Game Accessibility

2010-01-06 Thread Yohandy
   You can, but it's not really necessary. with songs such as the final 
countdown though, it's probably a bad idea to try strumming the notes and 
pressing buttons simultaneously as you'll most likely miss most notes since 
they're so fast. It's a matter of preference whether we strum or not.


- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 06, 2010 7:39 PM
Subject: Re: [Audyssey] Rhythm Game Accessibility


You also have to remember that the right hand is used for playing solos 
with the solo buttons as well.



On Jan 6, 2010, at 4:18 PM, Scott Chesworth wrote:


I think the idea here is to get across the most amount of info with
the least amount of noise over the top of a good song, right?

So, firstly there needs to be a clear distinction between the left and
right hand.
The right hand seems simple enough, as as far as I know we're only
dealing with a down or up strum.  Seeing as down tends to be used more
and traditionally marks accents they should probably stand out
slightly more than upstrokes.  Peccussive sounds make sense to me for
the right hand seeing as we're dealing with rhythm, so perhaps a high
short peccussive noise for an upstroke, and a lower one with a bit
more oomph could indicate a down.

The left hand being less peccussive and more note-based would make
sense seeing as there's a wider set of options to express.  I'd
suggest a short beep is bound to each button, with widely spread
intervals between the choice of note that expresses each button so
that those without good relative pitch still have a fair chance of
distinguishing a fast sequence.  That doesn't solve chords, because a
few short sounds playing at once would be hard to analyse.  Don't
really have a solution for that unless Harmonix's engine sees chords
as being different from just a set of simultaneous notes if that makes
sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.

All the above probably sounds super annoying on paper, but with a
volume option for it and the ability to switch it on and off with ease
(perhaps in the pause menu if there is one) most VI gamers could
probably find a level to suit them.  Remember that most people will
turn the thing off once they're comfortable with a song anyway.

It's not super eligant, but seems like it could be fairly easy to
integrate for them.  Any takers or better suggestions?

Scott

On 1/6/10, Yohandy yohand...@gmail.com wrote:
   yup definitely appreciate that you're willing to speak to them. Now 
does
anyone have any idea of a good method harmonix could use for figuring 
out
the notes? I've been thinking hard but can't come up with an idea that 
would

actually work, and not annoy the blind gamer to the point that we simply
never enable the feature and play how we're used to doing it. I'm 
thinking
expert difficulty here which the average blind gamer will eventually 
tackle,
and it contains so many notes and chords and such that I'm at a loss 
as
to what could be done. There will need to be a way for us to know what 
the
notes are in advanced, the different fret combinations, and the 
strumming
patterns. I'll also send this to Brandon's list and see if anyone has 
any

ideas.


- Original Message -
From: Scott Chesworth scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 06, 2010 3:13 PM
Subject: Re: [Audyssey] Rhythm Game Accessibility



No probs Eleanor, thanks for letting us know.  It's actually a good
thing, gives us more time to get the perfect note to them together.

Cheers
Scott

On 1/6/10, Eleanor elea...@7128.com wrote:

Hi Yohandy  Scott - I just found out that the January meeting of the
IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not 
be

here on that date and so will have to wait till February to get that
message to the Harmonix developer.  Sorry about that - they usually 
have

their meetings a little later in the month than that.
Eleanor Robinson
7-128 Software

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Re: [Audyssey] rhythm game accessibility was The future ofBlastbayStudios

2009-12-31 Thread clement chou

They used to produce it.

I love rhythm games, and I was one of the few people to post on the harmonix 
forums.


I agree with yohandy. Audio cues arent necessary.. especially if one knows 
music. Colors aren't randomly assigned... it does try and simulate guitar 
playing, so it isn't as hard as you would think. 



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Re: [Audyssey] rhythm game accessibility

2009-12-30 Thread Scott Chesworth
Eleanor,

Thanks so much for the offer, very cool idea!

Give us a few days to stew on it and put something informative and not
too long together between us.  We'll drop you a line with something to
pass along soon though.

Cheers
Scott

On 12/30/09, Eleanor elea...@7128.com wrote:
 Hey Yohandy and Scott - you were asking how to get the attention of
 folks from Harmonix.  If you will write me an Email outlining the
 problems there are in accessing their games, and what you would like to
 see added to the games to make them more accessible, I will personally
 hand it to one of the developers from the company.  I go to the monthly
 Boston Chapter IGDA meeting.  There are one or more developers from
 Harmonix that attend regularly.  I will talk to them and hand them the
 Email at the January meeting.  You can send it to me off-line or as an
 Audyssey post - but if it is an Audyssey post, please indicate that this
 is the message you would like to have go to the Harmonix developers.
 Off-line I am elea...@7128.com.

 I don't know if it will help or not, but they know that I am a regular
 at the meeting and can follow up on it in the future.  This might help
 some. At least they can't say they never had it brought to their attention.

 Eleanor Robinson
 7-128 Software

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Re: [Audyssey] rhythm game accessibility was The future of BlastbayStudios

2009-12-30 Thread Sharon Hooley

Is this the company that produces Guitar Hero?
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 2:35 PM
Subject: Re: [Audyssey] rhythm game accessibility was The future of 
BlastbayStudios




Yohandy, I'm impressed!  Not attempted that song myself, but if the
game is even halfway like the coordination I needed to nail the solo
on a real guitar it'd be fun.

Audio cues as an optional thing wouldn't ruin the track imho, because
surely most of us would run through training with them on, it'd make
the figuring out process infinitely less painless, then we'd turn them
off to have a shot at a song in career mode once we were confident.
Of course, this all hinges on Harmonix either implimenting talking
menues or some way of enabling/disabling accessibility features in an
accessible fashion.  Yup, badly explained, but hopefully you get my
point.

I've not been to the Harmonix forums or whatever.  Would a
well-written thread starter perhaps with a link to a youtube vid of
you or someone similarly decent at the game demoing what's possible be
the type of thing that would get the right sort of attention?

On 12/29/09, Yohandy yohand...@gmail.com wrote:
I really enjoy these music games actually. Even the hardest guitar 
parts

can be figured out. as an example there's a trophy on lego rock band that
you need to get 100% on Europe's the final countdown solo on expert
guitar. my highest is 97% at full speed. I figured the solo out by
myself with absolutely no sighted help. If I can play these games anyone 
on
this list should be able to as well. If they were to add some sort of 
queues
to the track it would just ruin the song with unnecessary beeps or 
whatever.

the talking menus would rock though. why don't you all email harmonix and
let them know? that's the only way they'll find out, and they do want to
help the blind according to a forum post I read a while back, they just
don't know what to do. this is a great opportunity guys and everyone 
should

let them know. it isn't every day a mainstream company does this and we
could finally be recognized if everyone says something.


- Original Message -
From: Orin orin8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 2:06 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


I think the easiest thing for me when it comes to these music games is 
the

vocals. If companies like Harminix could add talking menus to the game,
especially for the career mode, that'd be helpful. At least we'd have a
chance of getting through the career mode. Right now I'm stuck somewhere 
in


career mode, where no matter what I play this next venue that I need to 
go

to simply will not unlock. Think I've unlocked a few, but I haven't even
got all the vehicles yet, the Bus and Jet something of which I thought I
already had. So even if they can't think anything for audio cues for 
drums
and guitar/bass, vocals would be fine though honestly I'd prefer 
something
where I don't have to use my voice. Also, on vocals, some songs are 
pretty

hard, and we don't know how high or low the game would allow us to go. On
expert painkiller, for example, the singer goes very high, not as high as 
I


could go certainly. I think what a blind person might do is be like Oh,
crap, I have to sing like that? The answer is no, we don't, but I don't
know how high I could go to get the max stars/score possible. Also, 
playing


around on expert bass is certainly fun, not as frustrating as learning
guitar cords. Not in career mode though, since if you fail you'll loose
fans, probably stars to the next advancement, etc.




On Dec 26, 2009, at 11:23 AM, Scott Chesworth wrote:


Another thought that just occurred is that, although some of the
mainstream titles are pretty playable, a fully accessible game in the
music genre would be an amazing timewaster for someone like me, and
perhaps not too tough for the developer.  My thinking being that one
of the open source efforts such as frets on fire already has so many
songs mapped out by users, if someone could come up with a way of
putting those cues across in audio to relieve at least partly the need
to memorise songs hit for hit, that'd be sweet.  I realise that
people, me included when I dabble from time to time at friend's
places, have had pretty good success with the mainstream titles, but
the ability to have a fully accessible career mode and/or compete
online accessibly would be awesome.

Just food for thought, I haven't thought about it enough to know
whether it'd really be doable.

On 12/26/09, dark d...@xgam.org wrote:

An rpg would be lovely, and sinse we only have entombed thus far as a
real
audio rpg 9last crusade was more of a test product than a real game I
thought), there's a huge tdemand for such a game,  especially as
you've
said Scot, with Philip's sound production

Re: [Audyssey] rhythm game accessibility was The future of Blastbay Studios

2009-12-29 Thread Yohandy
   I really enjoy these music games actually. Even the hardest guitar parts 
can be figured out. as an example there's a trophy on lego rock band that 
you need to get 100% on Europe's the final countdown solo on expert 
guitar. my highest is 97% at full speed. I figured the solo out by 
myself with absolutely no sighted help. If I can play these games anyone on 
this list should be able to as well. If they were to add some sort of queues 
to the track it would just ruin the song with unnecessary beeps or whatever. 
the talking menus would rock though. why don't you all email harmonix and 
let them know? that's the only way they'll find out, and they do want to 
help the blind according to a forum post I read a while back, they just 
don't know what to do. this is a great opportunity guys and everyone should 
let them know. it isn't every day a mainstream company does this and we 
could finally be recognized if everyone says something.



- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 2:06 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


I think the easiest thing for me when it comes to these music games is the 
vocals. If companies like Harminix could add talking menus to the game, 
especially for the career mode, that'd be helpful. At least we'd have a 
chance of getting through the career mode. Right now I'm stuck somewhere in 
career mode, where no matter what I play this next venue that I need to go 
to simply will not unlock. Think I've unlocked a few, but I haven't even 
got all the vehicles yet, the Bus and Jet something of which I thought I 
already had. So even if they can't think anything for audio cues for drums 
and guitar/bass, vocals would be fine though honestly I'd prefer something 
where I don't have to use my voice. Also, on vocals, some songs are pretty 
hard, and we don't know how high or low the game would allow us to go. On 
expert painkiller, for example, the singer goes very high, not as high as I 
could go certainly. I think what a blind person might do is be like Oh, 
crap, I have to sing like that? The answer is no, we don't, but I don't 
know how high I could go to get the max stars/score possible. Also, playing 
around on expert bass is certainly fun, not as frustrating as learning 
guitar cords. Not in career mode though, since if you fail you'll loose 
fans, probably stars to the next advancement, etc.





On Dec 26, 2009, at 11:23 AM, Scott Chesworth wrote:


Another thought that just occurred is that, although some of the
mainstream titles are pretty playable, a fully accessible game in the
music genre would be an amazing timewaster for someone like me, and
perhaps not too tough for the developer.  My thinking being that one
of the open source efforts such as frets on fire already has so many
songs mapped out by users, if someone could come up with a way of
putting those cues across in audio to relieve at least partly the need
to memorise songs hit for hit, that'd be sweet.  I realise that
people, me included when I dabble from time to time at friend's
places, have had pretty good success with the mainstream titles, but
the ability to have a fully accessible career mode and/or compete
online accessibly would be awesome.

Just food for thought, I haven't thought about it enough to know
whether it'd really be doable.

On 12/26/09, dark d...@xgam.org wrote:
An rpg would be lovely, and sinse we only have entombed thus far as a 
real

audio rpg 9last crusade was more of a test product than a real game I
thought), there's a huge tdemand for such a game,  especially as 
you've

said Scot, with Philip's sound production capabilities.

That being said, sinse Philip himself was fairly clear on wanting to 
produce

something action orientated, the most i could see him doing would be an
action rpg like zelda,  perhaps even a side scrolling one like some 
of

the later castlevania or recent tomb rader or mega man titles.

multiple wepons, hp and magic points, freely explorable areas, 
interesting

story with npcs to interact with, maybe one use magics or elemental
weaknesses,  but combat which is essentially fast action based,   
hit

it before it hits you, rather than turn based.

If philip's interest is in more action games, I can't really see him 
doing

something turn based myself.

This being said, remember that entombed has been in developement sinse 
march

of 2007, --- that's almost two years,   which is quite some time for
work on a single game.

i'm perfectly certain it'll pay off especially when the new version is
released (which won't I believe be long), but for a developer to commit 
to

that sort of project is quite something.

Beware the grue!

Dark.


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Re: [Audyssey] rhythm game accessibility was The future of Blastbay Studios

2009-12-29 Thread Scott Chesworth
Yohandy, I'm impressed!  Not attempted that song myself, but if the
game is even halfway like the coordination I needed to nail the solo
on a real guitar it'd be fun.

Audio cues as an optional thing wouldn't ruin the track imho, because
surely most of us would run through training with them on, it'd make
the figuring out process infinitely less painless, then we'd turn them
off to have a shot at a song in career mode once we were confident.
Of course, this all hinges on Harmonix either implimenting talking
menues or some way of enabling/disabling accessibility features in an
accessible fashion.  Yup, badly explained, but hopefully you get my
point.

I've not been to the Harmonix forums or whatever.  Would a
well-written thread starter perhaps with a link to a youtube vid of
you or someone similarly decent at the game demoing what's possible be
the type of thing that would get the right sort of attention?

On 12/29/09, Yohandy yohand...@gmail.com wrote:
 I really enjoy these music games actually. Even the hardest guitar parts
 can be figured out. as an example there's a trophy on lego rock band that
 you need to get 100% on Europe's the final countdown solo on expert
 guitar. my highest is 97% at full speed. I figured the solo out by
 myself with absolutely no sighted help. If I can play these games anyone on
 this list should be able to as well. If they were to add some sort of queues
 to the track it would just ruin the song with unnecessary beeps or whatever.
 the talking menus would rock though. why don't you all email harmonix and
 let them know? that's the only way they'll find out, and they do want to
 help the blind according to a forum post I read a while back, they just
 don't know what to do. this is a great opportunity guys and everyone should
 let them know. it isn't every day a mainstream company does this and we
 could finally be recognized if everyone says something.


 - Original Message -
 From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 26, 2009 2:06 PM
 Subject: Re: [Audyssey] The future of Blastbay Studios


I think the easiest thing for me when it comes to these music games is the
vocals. If companies like Harminix could add talking menus to the game,
especially for the career mode, that'd be helpful. At least we'd have a
chance of getting through the career mode. Right now I'm stuck somewhere in

career mode, where no matter what I play this next venue that I need to go
to simply will not unlock. Think I've unlocked a few, but I haven't even
got all the vehicles yet, the Bus and Jet something of which I thought I
already had. So even if they can't think anything for audio cues for drums
and guitar/bass, vocals would be fine though honestly I'd prefer something
where I don't have to use my voice. Also, on vocals, some songs are pretty
hard, and we don't know how high or low the game would allow us to go. On
expert painkiller, for example, the singer goes very high, not as high as I

could go certainly. I think what a blind person might do is be like Oh,
crap, I have to sing like that? The answer is no, we don't, but I don't
know how high I could go to get the max stars/score possible. Also, playing

around on expert bass is certainly fun, not as frustrating as learning
guitar cords. Not in career mode though, since if you fail you'll loose
fans, probably stars to the next advancement, etc.




 On Dec 26, 2009, at 11:23 AM, Scott Chesworth wrote:

 Another thought that just occurred is that, although some of the
 mainstream titles are pretty playable, a fully accessible game in the
 music genre would be an amazing timewaster for someone like me, and
 perhaps not too tough for the developer.  My thinking being that one
 of the open source efforts such as frets on fire already has so many
 songs mapped out by users, if someone could come up with a way of
 putting those cues across in audio to relieve at least partly the need
 to memorise songs hit for hit, that'd be sweet.  I realise that
 people, me included when I dabble from time to time at friend's
 places, have had pretty good success with the mainstream titles, but
 the ability to have a fully accessible career mode and/or compete
 online accessibly would be awesome.

 Just food for thought, I haven't thought about it enough to know
 whether it'd really be doable.

 On 12/26/09, dark d...@xgam.org wrote:
 An rpg would be lovely, and sinse we only have entombed thus far as a
 real
 audio rpg 9last crusade was more of a test product than a real game I
 thought), there's a huge tdemand for such a game,  especially as
 you've
 said Scot, with Philip's sound production capabilities.

 That being said, sinse Philip himself was fairly clear on wanting to
 produce
 something action orientated, the most i could see him doing would be an
 action rpg like zelda,  perhaps even a side scrolling one like some
 of
 the later castlevania or recent tomb rader or mega 

Re: [Audyssey] rhythm game accessibility was The future of BlastbayStudios

2009-12-29 Thread Yohandy

Hello Scott.
Yup the solo's real fun and the notes aren't actually difficult. what's 
really hard is maintaining the speed and not missing any notes. Those 
triplets are a killer. After a dozen or so tries with the solo your hand 
starts feeling that pain lol. I definitely get your point on audio. I 
honestly don't know what the best way of catching harmonix's attention would 
be to be honest. I'd record videos of me playing, but I don't own capture 
cards or anything to make it look and sound decent. I think some people on 
this list do and will probably be able to do it though. if not I guess I 
could always use a normal camera and record it the old-fashioned way. better 
than nothing I suppose.




- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 4:35 PM
Subject: Re: [Audyssey] rhythm game accessibility was The future of 
BlastbayStudios




Yohandy, I'm impressed!  Not attempted that song myself, but if the
game is even halfway like the coordination I needed to nail the solo
on a real guitar it'd be fun.

Audio cues as an optional thing wouldn't ruin the track imho, because
surely most of us would run through training with them on, it'd make
the figuring out process infinitely less painless, then we'd turn them
off to have a shot at a song in career mode once we were confident.
Of course, this all hinges on Harmonix either implimenting talking
menues or some way of enabling/disabling accessibility features in an
accessible fashion.  Yup, badly explained, but hopefully you get my
point.

I've not been to the Harmonix forums or whatever.  Would a
well-written thread starter perhaps with a link to a youtube vid of
you or someone similarly decent at the game demoing what's possible be
the type of thing that would get the right sort of attention?

On 12/29/09, Yohandy yohand...@gmail.com wrote:
I really enjoy these music games actually. Even the hardest guitar 
parts

can be figured out. as an example there's a trophy on lego rock band that
you need to get 100% on Europe's the final countdown solo on expert
guitar. my highest is 97% at full speed. I figured the solo out by
myself with absolutely no sighted help. If I can play these games anyone 
on
this list should be able to as well. If they were to add some sort of 
queues
to the track it would just ruin the song with unnecessary beeps or 
whatever.

the talking menus would rock though. why don't you all email harmonix and
let them know? that's the only way they'll find out, and they do want to
help the blind according to a forum post I read a while back, they just
don't know what to do. this is a great opportunity guys and everyone 
should

let them know. it isn't every day a mainstream company does this and we
could finally be recognized if everyone says something.


- Original Message -
From: Orin orin8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 2:06 PM
Subject: Re: [Audyssey] The future of Blastbay Studios


I think the easiest thing for me when it comes to these music games is 
the

vocals. If companies like Harminix could add talking menus to the game,
especially for the career mode, that'd be helpful. At least we'd have a
chance of getting through the career mode. Right now I'm stuck somewhere 
in


career mode, where no matter what I play this next venue that I need to 
go

to simply will not unlock. Think I've unlocked a few, but I haven't even
got all the vehicles yet, the Bus and Jet something of which I thought I
already had. So even if they can't think anything for audio cues for 
drums
and guitar/bass, vocals would be fine though honestly I'd prefer 
something
where I don't have to use my voice. Also, on vocals, some songs are 
pretty

hard, and we don't know how high or low the game would allow us to go. On
expert painkiller, for example, the singer goes very high, not as high as 
I


could go certainly. I think what a blind person might do is be like Oh,
crap, I have to sing like that? The answer is no, we don't, but I don't
know how high I could go to get the max stars/score possible. Also, 
playing


around on expert bass is certainly fun, not as frustrating as learning
guitar cords. Not in career mode though, since if you fail you'll loose
fans, probably stars to the next advancement, etc.




On Dec 26, 2009, at 11:23 AM, Scott Chesworth wrote:


Another thought that just occurred is that, although some of the
mainstream titles are pretty playable, a fully accessible game in the
music genre would be an amazing timewaster for someone like me, and
perhaps not too tough for the developer.  My thinking being that one
of the open source efforts such as frets on fire already has so many
songs mapped out by users, if someone could come up with a way of
putting those cues across in audio to relieve at least partly the need
to memorise songs hit for hit, that'd be sweet