Re: [Audyssey] game complexity was, General Gaming Info

2011-07-30 Thread dark

Hi haiden.

Yes, in the original packman you can see all the maze and get an overview of 
what the ghosts are doing.


This turns it much more into a game of reflex and avoidance, eg trying to 
stay away from the areas where ghosts are, or nipping in quickly to get dots 
from another direction.


This is totally different to packman talks, sinse in packman talks you must 
memorize the maze, and also physically run from ghosts while keeping that 
memory in mind.


dynaman is even worse sinse the mazes are not all the same, but randomized.

Beware the grue!

Dark. 



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Re: [Audyssey] game complexity was, General Gaming Info

2011-07-30 Thread Thomas Ward
Hi,

Right. Classic Packman and Packman Talks are different from a strategy
and reflex point of view.

As Dark has pointed out in the classic 1982 Packman game and modern
remakes you see the entire level as a whole. That gives you something
of an advantage being able to see where all the ghosts are at once and
you can skirt around one of the rings full of ghosts to gobble up some
dots somewhere else until the ghosts vacate that area. When the ghosts
move on, clear the area, you can choose the safest route in the maze
to sneek in and eat the dots in that area. You really have a
tactical/strategic advantage being able to see everything from a
top-down perspective like that.

With Packman Talks you only are aware of the objects in your immediate
area. Perhaps it is a tunnel on your left or several dots ahead, but
you usually have no clue what is around that corner until you turn. By
that time you might just run face first into Pinky and the gang, and
have to blow the area in a hurry, or as they say put an egg in your
shoe and beat it.

I have to agree with Dark the audio game version of Packman in some
ways is more fun and entertaining than the classic mainstream game I
grew up playing in the 80's. There is a sense of mystery and
unexpected challenge in sneeking around the maze hoping you won't just
run into the ghosts on accident. The dot detecter is another nifty
feature as it forces you to hunt for dots where a sighted player could
just see them.

Cheers!





On 7/30/11, dark d...@xgam.org wrote:
 Hi haiden.

 Yes, in the original packman you can see all the maze and get an overview of
 what the ghosts are doing.

 This turns it much more into a game of reflex and avoidance, eg trying to
 stay away from the areas where ghosts are, or nipping in quickly to get dots
 from another direction.

 This is totally different to packman talks, sinse in packman talks you must
 memorize the maze, and also physically run from ghosts while keeping that
 memory in mind.

 dynaman is even worse sinse the mazes are not all the same, but randomized.

 Beware the grue!

 Dark.


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Re: [Audyssey] game complexity was, General Gaming Info

2011-07-30 Thread dark

Hi Tom.

As an interesting fact, the later game packmania on the pc actually had some 
of the features of the audio version.


Everything was much larger and in isometric view, so you couldn't see the 
hole maze, in fact you only just saw packman and the tunnels around in four 
directions (you could see what was in the tunnel immediately north or south 
of the one you were in but that was it).


power pills lasted longer, and because you could come across ghosts at any 
time, you had the ability to jump over them,  though on higher levels 
the ghosts could also jump as well, which could be very annoying if one was 
across a wall and came to get you.


But in terms of reduced view and memorization Packmania actually did play a 
litle like packman talks, you even had a litle cumpas at one side of the 
screen showing the direction of the nearest dots.


Beware the grue!


dark. 



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[Audyssey] game complexity was, General Gaming Info

2011-07-29 Thread dark

Hi jeremy.

You are indeed correct in terms of games like castaways and time of 
conflict, however games where the player has a single viewpoint but where 
the environment  or mode of the game are themselves complex are quite 
another story.


lone wolf is probably the best example.

you control a submarine in full 3D, but have huge amounts of stuff to track, 
your dicrection, enemy movement, what your sonar is doing etc.


3D velocity is very much another game in a similar mould, sinse your 
aircraft is flying in real time, but it's control, weapons, and the position 
of the enemies are all complex things to monitor.


In Sarah, there are a lot of in game objects in the environment, and often 
you need to be very fast in reacting to things like ghosts chasing you or 
the nastiness of Mr. filch, all while dealing with full first person 
movement.
Even in the more complex brand of racing games like rail racer, there are 
various factors about your car and where it is going to be taken account of.


While I think you are certainly correct that the lack of ability to voerview 
a huge amount of information in audio does mean games must be played more 
slowly, this does not necessarily always translate into making games 
pausable, often, as in the case of tdv and lw, it usualy just involves the 
player work harder.


Btw, the extra effort and engagement with the environment involved to play 
something as simple as audio pinball, breakout or packman actually imho 
makes the games far more interesting to play than the standard graphical 
versions.


Beware the grue!

Dark. 



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Re: [Audyssey] game complexity was, General Gaming Info

2011-07-29 Thread Hayden Presley
Hi Dark,
Yeah,, Pac Man for sure. I haven't had too mch experience with the Atari or
any other version of that kind, but I got the idea you could pretty much see
the whole maze, where the dots were etc. The audio version makes things more
interesting for sure, considering you have to either have your dot decector
on or just search to find all the dots.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, July 29, 2011 7:34 PM
To: Gamers Discussion list
Subject: [Audyssey] game complexity was, General Gaming Info

Hi jeremy.

You are indeed correct in terms of games like castaways and time of 
conflict, however games where the player has a single viewpoint but where 
the environment  or mode of the game are themselves complex are quite 
another story.

lone wolf is probably the best example.

you control a submarine in full 3D, but have huge amounts of stuff to track,

your dicrection, enemy movement, what your sonar is doing etc.

3D velocity is very much another game in a similar mould, sinse your 
aircraft is flying in real time, but it's control, weapons, and the position

of the enemies are all complex things to monitor.

In Sarah, there are a lot of in game objects in the environment, and often 
you need to be very fast in reacting to things like ghosts chasing you or 
the nastiness of Mr. filch, all while dealing with full first person 
movement.
Even in the more complex brand of racing games like rail racer, there are 
various factors about your car and where it is going to be taken account of.

While I think you are certainly correct that the lack of ability to voerview

a huge amount of information in audio does mean games must be played more 
slowly, this does not necessarily always translate into making games 
pausable, often, as in the case of tdv and lw, it usualy just involves the 
player work harder.

Btw, the extra effort and engagement with the environment involved to play 
something as simple as audio pinball, breakout or packman actually imho 
makes the games far more interesting to play than the standard graphical 
versions.

Beware the grue!

Dark. 


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