Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-25 Thread Devin Prater
Hmm, maybe have the more distant ships quieter or echo as if from a long 
distance. 

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 On May 20, 2014, at 18:18, Cara Quinn caraqu...@caraquinn.com wrote:
 
 HI Thomas,
 
 Very much agree here. :)
 
 this is really a close topic to my heart in that adapting some earlier arcade 
 games into audio is something I am really thinking about of late.
 
 Even adapting some of these simple games proves to be a serious task.
 
 As an example, how would we here, consider adapting a game like Tempest?
 
 for those not familiar with this title, you start the game with your view 
 facing down the length of what is essentially a tube. You are looking down 
 the inside of this tube. Your ship is also facing down the tube but is 
 located on the top edge of it, which is the edge nearest to your point of 
 view.
 
 So when you move left or right, your ship actually moves counterclockwise or 
 clockwise respectively, so it travels around the top edge of the tube.
 
 When you fire, you are firing away from you down the length of the tube.
 
 the enemies which are attempting to dispatch you are traveling up the inside 
 of the tube toward you. So you need to move clockwise or counterclockwise to 
 maneuver your ship in front of them, and fire on them.
 
 While you do this, you can see in the distance, at the opposite end of the 
 tube, several very small dots which are flying around. These dots are 
 actually the enemies very far away which move to the areas on the tube where 
 they will then travel up toward you. So it is possible to see and avoid these 
 enemies before they even begin their ascent.
 
 While it is technically not necessary to see these enemies at that stage to 
 play the game successfully, I describe all this to present this as an audio 
 question.
 
 I am trying to think how I would possibly adapt any of this scenario to 
 preserve any part of this style of gameplay without dumbing it down to the 
 point of inanity. ;)
 
 I do have some ideas and am very interested in hearing what you all think…
 
 I thought there was a project in the works from a developer on this list over 
 the years, emulating this type of gameplay, but have heard nothing about this 
 of late so thought this would be an interesting thought experiment…
 
 For those of us really seeking a particular type of gaming experience, it can 
 be very important to preserve a proper type of game mechanics. -Or at least 
 be able to bring something special of that experience over into audio.
 
 Thanks,
 
 Cara :) 
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On May 20, 2014, at 2:42 PM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Dark,
 
 Well, the problem I  see with that is simply this. While not precisely
 replicating mainstream mechanics might be helpful from an
 accessibility point of view it still does not give us a comparable
 experience. What we end up with is a different experience or challenge
 entirely which may or may not be favorable depending on the game.
 
 Take Montezuma's Revenge for example. That's a game based on a
 mainstream video game. I'd assume for authenticity sake a developer
 would keep the traps and challenges as much the same as possible.
 Changing the behavior of the gems to fall from the ceiling like the
 falling items in Q9 is interesting but not necessarily favorable in
 that particular game because the original mainstream game had its own
 unique and interesting challenges which I for one would like to see
 replicated in audio not changed.
 
 I certainly agree with you to a point sometimes if something can't be
 done in audio then changing the mechanics to suit an audio game should
 be done rather than replicating mainstream mechanics, but I also see
 reasons why that should not be done. Its okay if the game is an
 original idea written for an audio game market to use new and
 interesting mechanics, but if it is a retro remake of a classic game I
 think it should attempt to imitate the game it was based upon as much
 as possible.
 
 Cheers!
 
 
 On 5/20/14, dark d...@xgam.org wrote:
 Hi Tom.
 
 Interesting thoughts and I will agree problems with depicting hight have
 provided major issues for 2d games in audio.
 
 That being said, maybe this is a case where adapting some of the mechanics
 to be more challenging in audio rather than explicitly trying to replicate
 the mainstream ones would be helpful.
 
 For example, instead of trying to make the sound of fireballs which hit the
 
 player out of pits, have the fireballs loop out of pits and land on the
 ground creating temporary burning flames that damaged or killed the player.
 
 Effectively this would mean instead of ducking or jumping fireballs, the
 player would have a floor hazard 

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-25 Thread Thomas Ward
Hi Dark,

Yeah, I am not really sure how to handle the mushrooms in an audio
rendition of Centipede. to be honest I didn't get that far through the
thought process. However, as they say if there is a will there is a
way I suppose.'

Cheers!


On 5/23/14, dark d...@xgam.org wrote:
 Hi Tom.

 I like the idea of centipeeds having unique sounds, and I can imagine how
 you could equally represent the bouncing spiders and the snales that run
 down the screen. Indeed sinse most enemies in the game other than the snails

 tended to move side to side it'd be very easy to represent them in audio.

 My only concern is how you represent the mushrooms, sinse a major part of
 the stratogy in centipeed was the fact that if a centipeed (or a part
 centipeed), hit a mushroom, it'd immediately drop further down the screen
 and run the other direction, thus part of the game's stratogy involved
 taking out the shrooms so that you didn't end up with centipeeds coming
 streight for you really quickly.

 Given the shear amount of shrooms there could be on screen, representing
 their location logically could be interesting, sinse even if you included
 sounds for shrooms, or sounds when the player passed under a shroom that
 might not be enough positional information to help you to know wwhich
 shrooms were closest to the descending centipeeds and which to take out.

 Beware the grue!

 Dark.


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Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-23 Thread dark

Hi Tom.

I like the idea of centipeeds having unique sounds, and I can imagine how 
you could equally represent the bouncing spiders and the snales that run 
down the screen. Indeed sinse most enemies in the game other than the snails 
tended to move side to side it'd be very easy to represent them in audio.


My only concern is how you represent the mushrooms, sinse a major part of 
the stratogy in centipeed was the fact that if a centipeed (or a part 
centipeed), hit a mushroom, it'd immediately drop further down the screen 
and run the other direction, thus part of the game's stratogy involved 
taking out the shrooms so that you didn't end up with centipeeds coming 
streight for you really quickly.


Given the shear amount of shrooms there could be on screen, representing 
their location logically could be interesting, sinse even if you included 
sounds for shrooms, or sounds when the player passed under a shroom that 
might not be enough positional information to help you to know wwhich 
shrooms were closest to the descending centipeeds and which to take out.


Beware the grue!

Dark. 



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Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-22 Thread Thomas Ward
Hi Kate,
Well, there is probably a way to make those games accessible. Just
requires a bit of thought. In fact, I have been thinking of ways to
make Centipede accessible, and I think it can be done. The key to it
is making each part of the centipede have a unique sound so you can
focus in and shoot them when they break apart and start coming after
you.

Cheers!


On 5/21/14, Caitlyn and Maggie caitlyn.furn...@gmail.com wrote:
 I used to play centipede and cuebert for hours.  Not sure how these games
 would be made accessable.

 Probably good that I am not sighted anymore, I'd be gaming in all my free
 time!
 Cait


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Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Caitlyn and Maggie
I used to play centipede and cuebert for hours.  Not sure how these games would 
be made accessable.

Probably good that I am not sighted anymore, I’d be gaming in all my free time!
Cait

On May 21, 2014, at 12:53 AM, Ian McNamara ianmcnamar...@gmail.com wrote:

 I use to love the game asteroids that was fantastic. Even without sight it 
 was playable to a degree and I could get quite far without sighted 
 assistance. packman was also playable to a degree as was space invaders. I 
 use to get another blind person to do the firing while I directed the ship 
 and we got past the first level a couple of times. Also my dad use to play an 
 arcade game called rigar which was also fun. DOn’t really remember anything 
 about it although I do remember liking the sound affects and music. Also a 
 game like schooldays for the spectrum would be good on audio. It is basically 
 where your a student at school and the object is to get threw the school day. 
 However you can have other students attack you in lessons and you get in 
 trouble for things you’ve not done. You get lines every time your in trouble 
 and if you get over a certain number of lines you lose the game and have to 
 start again. I never saw anybody get past the first day so I don’t know what 
 happens after that. I also think the old game Grannies garden would be great 
 if an audio equivalent could be produced. Paper boy and alex the kid were 
 also fun. I have never seen so could only get a certain amount of enjoyment 
 from them particular games but I still enjoyed listening to family members 
 play them. I also had a little go with assistance. There are some great old 
 games out there that would be nice to play again in an audio format. Even as 
 a person who has been totally blind from birth some of the old to d games 
 like sonic were brilliant as I got use to what sounds meant what so I could 
 get really far.
 
 Ian McNamara
 ---
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Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Valiant Galaxy Associates
Cara, This is Aaron Spears or rather, valiant8086. I forgot to say as 
much in my last message on the thread. Actually, I intended to send that 
message from my personal account. Anyway, Only thing I can think of is 
an entirely different sound for the little dots off in the distance, and 
they would be quiet of course. As for the being able to tell when you or 
they are at the top or bottom of the tube rotationally, I'm thinking 
pitch. Stereo panning would be used also to figure out whether they are 
toward the left or right edge of this tube. So if it's higher pitched, 
your own ship this is, and that sound is a tad to the right, you would 
have the idea that your own ship is a tad to the right of top dead 
center. Maybe this sound would only be heard as you move your ship, and 
when you stop, some sort of beep that only was heard occasionally would 
replace it, because otherwise, you would have a hard time hearing the 
enemies coming along over your own noise. Some sort of other beep sound 
would be heard when the ships are about to run into you etc.



On 5/20/2014 7:18 PM, Cara Quinn wrote:

HI Thomas,

Very much agree here. :)

this is really a close topic to my heart in that adapting some earlier arcade 
games into audio is something I am really thinking about of late.

Even adapting some of these simple games proves to be a serious task.

As an example, how would we here, consider adapting a game like Tempest?

for those not familiar with this title, you start the game with your view 
facing down the length of what is essentially a tube. You are looking down the 
inside of this tube. Your ship is also facing down the tube but is located on 
the top edge of it, which is the edge nearest to your point of view.

So when you move left or right, your ship actually moves counterclockwise or 
clockwise respectively, so it travels around the top edge of the tube.

When you fire, you are firing away from you down the length of the tube.

the enemies which are attempting to dispatch you are traveling up the inside of 
the tube toward you. So you need to move clockwise or counterclockwise to 
maneuver your ship in front of them, and fire on them.

While you do this, you can see in the distance, at the opposite end of the 
tube, several very small dots which are flying around. These dots are actually 
the enemies very far away which move to the areas on the tube where they will 
then travel up toward you. So it is possible to see and avoid these enemies 
before they even begin their ascent.

While it is technically not necessary to see these enemies at that stage to 
play the game successfully, I describe all this to present this as an audio 
question.

I am trying to think how I would possibly adapt any of this scenario to 
preserve any part of this style of gameplay without dumbing it down to the 
point of inanity. ;)

I do have some ideas and am very interested in hearing what you all think…

I thought there was a project in the works from a developer on this list over 
the years, emulating this type of gameplay, but have heard nothing about this 
of late so thought this would be an interesting thought experiment…

For those of us really seeking a particular type of gaming experience, it can 
be very important to preserve a proper type of game mechanics. -Or at least be 
able to bring something special of that experience over into audio.

Thanks,

Cara :)
---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 20, 2014, at 2:42 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

Well, the problem I  see with that is simply this. While not precisely
replicating mainstream mechanics might be helpful from an
accessibility point of view it still does not give us a comparable
experience. What we end up with is a different experience or challenge
entirely which may or may not be favorable depending on the game.

Take Montezuma's Revenge for example. That's a game based on a
mainstream video game. I'd assume for authenticity sake a developer
would keep the traps and challenges as much the same as possible.
Changing the behavior of the gems to fall from the ceiling like the
falling items in Q9 is interesting but not necessarily favorable in
that particular game because the original mainstream game had its own
unique and interesting challenges which I for one would like to see
replicated in audio not changed.

I certainly agree with you to a point sometimes if something can't be
done in audio then changing the mechanics to suit an audio game should
be done rather than replicating mainstream mechanics, but I also see
reasons why that should not be done. Its okay if the game is an
original idea written for an audio game market to use new and
interesting mechanics, but if it is a retro remake of a classic game I
think it should attempt to imitate the game it was based upon as much
as 

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Thomas Ward
Hi Cara,

Same here. I have been really interested in recreating some classic
arcade games for the Atari 2600 etc myself and adapting certain game
mechanics and visual aspects of the game to audio does seem to be
quite challenging. Especially, when certain things would not
necessarily have an audio equivalent thus requiring some creativity to
make it accessible.

It seems to me your discussion of Tempest is just precisely the sort
of problem where audio doesn't have exactly a 1 to 1 comparison. The
problem is one of perspective. In Tempest a sighted person can just
glance down at the bottom of the tube to see x number of dots to gauge
how many enemies will be coming at him/her in a few seconds. However,
they are not constantly looking at them or have to focus on them
making it easier for them to effectively concentrate upon the enemies
at hand.

The problem here is in audio the only way to convey distance is by
lowering the volume of sounds and possibly using pitch to denote
speed. If they are very far away chances are they won't be heard at
all or be so slight that they can't be heard over the enemies closer
to hand as well as the battle noise. there is no way to just glance
over outside the current battle area to see or hear where they are in
relation to everything else. Plus there is no way to just turn on
sound when a gamer wants to hear them or turn off the sounds of the
enemy ships out of combat range when they want to focus all of their
attention on the enemies in firing range.

It seems to me the only practical solution is having to fall back upon
speech to gather the relevant information. A long range scan of some
kind that can announce x number of ships at x distance away would be
more precise than trying to get that info out of audio alone. Perhaps
not as nice as being able to see or hear all the enemies far away, but
the problem is that we just can't accurately represent the same
perspective in audio as in video without resorting to some spoken
feedback to fill in the gaps where audio fails.

A classic case in point is various status information. In a lot of
games they have little color bars running along the bottom of the
screen showing the amount of power, health, etc the player has
remaining. Obviously, the only way we can really get access to that
information is to have the game speak it aloud. However, my issue is
not having to speak that information aloud, but with how much
information is spoken.

What I am getting at is that some developers give a bit too much
information. In Shades of Doom, for example, when a gamer presses the
h key it says something like 95 percent. Well, that is useful, is a
way of handling the problem, but most ,mainstream games are not that
precise. The health meters etc are only an approximation, a visual
representation, of the health remaining so it might be better if the
health status were a bit vague such as saying good, fair, poor, or
critical rather than just spitting out the exact percentage.

Something else is the fact while we can speak the color of the health
and other status bars that in of itself would have no meaning for a
fully blind gamer. Particularly one who has been blind all his/her
life. In a typical mainstream game a sighted player would immediately
understand if their health bar is blue that means excellent health, if
green that means good, yellow for fair, and red for critical. that's
so common that it really doesn't have to be explained, but would
probably need to be explained to a blind gamer just because it makes
no difference to them what color the health bar is.

So in the end when I was experimenting with this I found the only way
to get the information across without giving away too much information
is to come up with key words that gives an approximate status like
excellent, good, fair, poor, and critical rather than an exact
percentage. That is the closest I have come to making the health
meters etc accessible and as accurate to the mainstream games as
possible.

Cheers!


On 5/20/14, Cara Quinn caraqu...@caraquinn.com wrote:
 HI Thomas,

 Very much agree here. :)

 this is really a close topic to my heart in that adapting some earlier
 arcade games into audio is something I am really thinking about of late.

 Even adapting some of these simple games proves to be a serious task.

 As an example, how would we here, consider adapting a game like Tempest?

 for those not familiar with this title, you start the game with your view
 facing down the length of what is essentially a tube. You are looking down
 the inside of this tube. Your ship is also facing down the tube but is
 located on the top edge of it, which is the edge nearest to your point of
 view.

 So when you move left or right, your ship actually moves counterclockwise or
 clockwise respectively, so it travels around the top edge of the tube.

 When you fire, you are firing away from you down the length of the tube.

 the enemies which are attempting to dispatch you are 

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-20 Thread Ian McNamara
I use to love the game asteroids that was fantastic. Even without sight it was 
playable to a degree and I could get quite far without sighted assistance. 
packman was also playable to a degree as was space invaders. I use to get 
another blind person to do the firing while I directed the ship and we got past 
the first level a couple of times. Also my dad use to play an arcade game 
called rigar which was also fun. DOn’t really remember anything about it 
although I do remember liking the sound affects and music. Also a game like 
schooldays for the spectrum would be good on audio. It is basically where your 
a student at school and the object is to get threw the school day. However you 
can have other students attack you in lessons and you get in trouble for things 
you’ve not done. You get lines every time your in trouble and if you get over a 
certain number of lines you lose the game and have to start again. I never saw 
anybody get past the first day so I don’t know what happens after that. I also 
think the old game Grannies garden would be great if an audio equivalent could 
be produced. Paper boy and alex the kid were also fun. I have never seen so 
could only get a certain amount of enjoyment from them particular games but I 
still enjoyed listening to family members play them. I also had a little go 
with assistance. There are some great old games out there that would be nice to 
play again in an audio format. Even as a person who has been totally blind from 
birth some of the old to d games like sonic were brilliant as I got use to what 
sounds meant what so I could get really far.

Ian McNamara
---
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