Re: [Audyssey] drastic change for audio games

2010-05-29 Thread Hayden Presley
Hi,
The legendary katana, exaleber, in Medieval Japanese England.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, May 29, 2010 1:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] drastic change for audio games

It's not "everyone" literally, I was just remarking that the bloody things 
seem to get everywhere these days, which is slightly irritating for someone 
who wants something different.

Beware the Grue!

Dark.
- Original Message - 
From: "clement chou" 
To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 7:24 PM
Subject: Re: [Audyssey] drastic change for audio games


> Hahahaha. No... I don't think that's exactly true. Not everyone has a 
> katana, I was jus throwing out ideas.
> - Original Message - 
> From: "dark" 
> To: "Gamers Discussion list" 
> Sent: Friday, May 28, 2010 11:35 PM
> Subject: Re: [Audyssey] drastic change for audio games
>
>
>> It's actually quite odd, considdering that the very fact which makes the 
>> games playable from a low vision perspective,  the simpler, easier to

>> see graphics, also makes them less appealing to blind players because of 
>> the sound.
>>
>> Well, all the more reason for audio remakes.
>>
>> As far as weapons go, please! not a catana! does everyone! have to have a

>> catana these days? ;D.
>>
>> What's wrong with a Saxon Broardsword, or a greko/roman style 
>> gladius?   or how about a Germanic two handed bastard sword?   
>> really Catanas aren't the only interesting swords out there you know!
>>
>> I'm just waiting for someone to retell the legend of King arthur with him

>> having to pull a catana from the stone, then quest for the graille beside

>> sir lancelot wielding a nodachi, Sir pelinor with a bow staff and sir 
>> Galahad with two codachi!
>>
>> Beware the grue!
>>
>> Dark.
>>
>> ---
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>
>
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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread clement chou
I agree. Like I already said, I think the katana might be used a bit to 
much. There are other japanese weapons that are less commonly known... the 
kanabo, yumi, kusarigama, etc.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, May 29, 2010 10:56 AM
Subject: Re: [Audyssey] drastic change for audio games


It's not "everyone" literally, I was just remarking that the bloody things 
seem to get everywhere these days, which is slightly irritating for 
someone who wants something different.


Beware the Grue!

Dark.
- Original Message - 
From: "clement chou" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 7:24 PM
Subject: Re: [Audyssey] drastic change for audio games


Hahahaha. No... I don't think that's exactly true. Not everyone has a 
katana, I was jus throwing out ideas.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 11:35 PM
Subject: Re: [Audyssey] drastic change for audio games


It's actually quite odd, considdering that the very fact which makes the 
games playable from a low vision perspective,  the simpler, easier 
to see graphics, also makes them less appealing to blind players because 
of the sound.


Well, all the more reason for audio remakes.

As far as weapons go, please! not a catana! does everyone! have to have 
a catana these days? ;D.


What's wrong with a Saxon Broardsword, or a greko/roman style 
gladius?   or how about a Germanic two handed bastard sword?   
really Catanas aren't the only interesting swords out there you know!


I'm just waiting for someone to retell the legend of King arthur with 
him having to pull a catana from the stone, then quest for the graille 
beside sir lancelot wielding a nodachi, Sir pelinor with a bow staff and 
sir Galahad with two codachi!


Beware the grue!

Dark.

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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread dark
It's not "everyone" literally, I was just remarking that the bloody things 
seem to get everywhere these days, which is slightly irritating for someone 
who wants something different.


Beware the Grue!

Dark.
- Original Message - 
From: "clement chou" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 7:24 PM
Subject: Re: [Audyssey] drastic change for audio games


Hahahaha. No... I don't think that's exactly true. Not everyone has a 
katana, I was jus throwing out ideas.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 11:35 PM
Subject: Re: [Audyssey] drastic change for audio games


It's actually quite odd, considdering that the very fact which makes the 
games playable from a low vision perspective,  the simpler, easier to 
see graphics, also makes them less appealing to blind players because of 
the sound.


Well, all the more reason for audio remakes.

As far as weapons go, please! not a catana! does everyone! have to have a 
catana these days? ;D.


What's wrong with a Saxon Broardsword, or a greko/roman style 
gladius?   or how about a Germanic two handed bastard sword?   
really Catanas aren't the only interesting swords out there you know!


I'm just waiting for someone to retell the legend of King arthur with him 
having to pull a catana from the stone, then quest for the graille beside 
sir lancelot wielding a nodachi, Sir pelinor with a bow staff and sir 
Galahad with two codachi!


Beware the grue!

Dark.

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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread dark
Another point Tom, is that Swords have been considdered a great symbol of 
nobility in japanese culture for a long time,  indeed there are 
historical periods when the lower classes weren't permitted to carry swords, 
hence the developement of farming tools as weapons like the Tonfa.


An amusing take on this was a case my brother had when he was working for 
the police, in which someone attempted to claime that a Japanese rice flail 
was not an offensive weapon, --- neglecting to mention it's common name of 
nunchaku!


As an interesting point for games though, just as there has been a western 
interest in Japanese culture, there are now several signs that interests are 
going the other way, --- for instance the recent anime, shivalier deon, set 
in the France of Luis the 14th.


Btw, my brother is an animenut, so I tend to pick this sort of stuff up from 
him ;D.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, May 29, 2010 6:12 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi Dark,
Hahahahaha! Yeah, that would be pretty weird seeing King Arthor and
the rest all armed to the teeth with all these Japanese weapons.
However, fortunately I am enough of a historian and purest not to do
something quite that rediculous. Grin.
As far as why all these martial arts weapons are so popular consider
who is writing most of the vidio games these days. Most of the major
mainstream games are being put out by Japanese owned companies and
naturally their culture gets fused heavily into their game releases.
Martial arts is heavily important to the Japanese people, and instead
of swords and weapons from a number of cultures people are getting
exposed to one cultures concept of  weaponry.
I, on the other hand, have a rather indepth interest in ancient
history and mythology. Thus why games like Tomb Hunter. As a result of
that interest if I were to set a story in England during the early
middle ages Arthor and the rest would be equipped suitably with
weapons and armor present from that era not Japanese weapons. Lol!





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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread dark
1989 was the last release date and the point when i first played the game at 
the age of six;.


I know this both because it was the 20th aniversary last year, and because 
it was one of the last games I recall playing before I lost the vision in my 
right eye at the age of 7, which was in late 1989, thus I actually remember 
the Amstrad cpc version of the game with distinctly more detail than any 
other version I've played (my right eye was my best one).


I suppose this is why Golden axe is another of those games which is really 
quite special to me, and one I stil don't get tired of playing on my Mega 
drive.


Beware the Grue!

Dark.


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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread dark
Certainly not about music, sinse game music is memorable in and of 
itself,  in fact the award winning soundtracks to Turrican 1 and 2 were 
probably what got me really interested both in games, and in music with 
symphonic sounds and weerd miner chords even though they only used the 
amigars less than steller hardware.


Now however, it's quite possible to have side scrollers like Q9 and Mota, 
which are much like Nes or Snes games such as castlevania etc,  but have 
modern, engaging sound effects to make the gameplay fun, which is 
deffinately a worthy thing for audio games to do I think.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, May 29, 2010 5:54 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi,
Right. It has nothing to do with memrability of the sounds/music of
those classic games. Sheesh, I know of some games where the sounds and
music are completely memrable. Super Mario, for example, is a game
where the music and sounds brings back many happy memories of my
childhood playing classic NES games.
No, what this has to do with is that for a totally blind gamer there
really isn't meaningful context in hearing boing, boing, boing or
boop, boop, boop when the player jumps, walks, or does something else.
the Sounds are pretty primative compared to the ultra realistic
soundscapes of today, but certainly are memrable.  There are all kinds
of fan sites out there for the classic arcade music and sounds.

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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread clement chou
Hahahaha. No... I don't think that's exactly true. Not everyone has a 
katana, I was jus throwing out ideas.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 11:35 PM
Subject: Re: [Audyssey] drastic change for audio games


It's actually quite odd, considdering that the very fact which makes the 
games playable from a low vision perspective,  the simpler, easier to 
see graphics, also makes them less appealing to blind players because of 
the sound.


Well, all the more reason for audio remakes.

As far as weapons go, please! not a catana! does everyone! have to have a 
catana these days? ;D.


What's wrong with a Saxon Broardsword, or a greko/roman style 
gladius?   or how about a Germanic two handed bastard sword?   
really Catanas aren't the only interesting swords out there you know!


I'm just waiting for someone to retell the legend of King arthur with him 
having to pull a catana from the stone, then quest for the graille beside 
sir lancelot wielding a nodachi, Sir pelinor with a bow staff and sir 
Galahad with two codachi!


Beware the grue!

Dark.

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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread Thomas Ward
Hi Dark,
Hahahahaha! Yeah, that would be pretty weird seeing King Arthor and
the rest all armed to the teeth with all these Japanese weapons.
However, fortunately I am enough of a historian and purest not to do
something quite that rediculous. Grin.
As far as why all these martial arts weapons are so popular consider
who is writing most of the vidio games these days. Most of the major
mainstream games are being put out by Japanese owned companies and
naturally their culture gets fused heavily into their game releases.
Martial arts is heavily important to the Japanese people, and instead
of swords and weapons from a number of cultures people are getting
exposed to one cultures concept of  weaponry.
I, on the other hand, have a rather indepth interest in ancient
history and mythology. Thus why games like Tomb Hunter. As a result of
that interest if I were to set a story in England during the early
middle ages Arthor and the rest would be equipped suitably with
weapons and armor present from that era not Japanese weapons. Lol!


On 5/29/10, dark  wrote:
> It's actually quite odd, considdering that the very fact which makes the
> games playable from a low vision perspective,  the simpler, easier to
> see graphics, also makes them less appealing to blind players because of the
> sound.
>
> Well, all the more reason for audio remakes.
>
> As far as weapons go, please! not a catana! does everyone! have to have a
> catana these days? ;D.
>
> What's wrong with a Saxon Broardsword, or a greko/roman style gladius? 
> or how about a Germanic two handed bastard sword?  really Catanas aren't
> the only interesting swords out there you know!
>
> I'm just waiting for someone to retell the legend of King arthur with him
> having to pull a catana from the stone, then quest for the graille beside
> sir lancelot wielding a nodachi, Sir pelinor with a bow staff and sir
> Galahad with two codachi!
>
> Beware the grue!
>
> Dark.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> 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] drastic change for audio games

2010-05-29 Thread Thomas Ward
Hi Dark,
Ah, yes. Yeah, you are right.  All I remembered for sure is seeing a
rerelease of the game recently for the Wii or something, and
remembered the many hours playing the original game around 1989 or
1990 there abouts and wishing there was an accessible version.

On 5/29/10, dark  wrote:
> Actually Tom, the Mega drive (genesis), version of Golden axe was released
> in 1990 I believe.
>
> It had a huge amount of add ons, such as a completely different extra last
> level and last boss, and a duel mode where you fought enemies in a closed
> arena.
>
> For these reasons, it's generally thought of as the ultimate version of the
> game, even though some aspects,  such as the sequence showing a wounded
> soldier telling the heros about the capture of the king, were missed out.
>
> It's now been re-released both on Wii virtual console, and on the Gba as
> part of one of Sega's game collections.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread Thomas Ward
Hi,
Right. It has nothing to do with memrability of the sounds/music of
those classic games. Sheesh, I know of some games where the sounds and
music are completely memrable. Super Mario, for example, is a game
where the music and sounds brings back many happy memories of my
childhood playing classic NES games.
No, what this has to do with is that for a totally blind gamer there
really isn't meaningful context in hearing boing, boing, boing or
boop, boop, boop when the player jumps, walks, or does something else.
the Sounds are pretty primative compared to the ultra realistic
soundscapes of today, but certainly are memrable.  There are all kinds
of fan sites out there for the classic arcade music and sounds.

---
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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread dark
Actually Tom, the Mega drive (genesis), version of Golden axe was released 
in 1990 I believe.


It had a huge amount of add ons, such as a completely different extra last 
level and last boss, and a duel mode where you fought enemies in a closed 
arena.


For these reasons, it's generally thought of as the ultimate version of the 
game, even though some aspects,  such as the sequence showing a wounded 
soldier telling the heros about the capture of the king, were missed out.


It's now been re-released both on Wii virtual console, and on the Gba as 
part of one of Sega's game collections.


Beware the grue!

Dark. 



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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread dark
It's actually quite odd, considdering that the very fact which makes the 
games playable from a low vision perspective,  the simpler, easier to 
see graphics, also makes them less appealing to blind players because of the 
sound.


Well, all the more reason for audio remakes.

As far as weapons go, please! not a catana! does everyone! have to have a 
catana these days? ;D.


What's wrong with a Saxon Broardsword, or a greko/roman style gladius?   
or how about a Germanic two handed bastard sword?  really Catanas aren't 
the only interesting swords out there you know!


I'm just waiting for someone to retell the legend of King arthur with him 
having to pull a catana from the stone, then quest for the graille beside 
sir lancelot wielding a nodachi, Sir pelinor with a bow staff and sir 
Galahad with two codachi!


Beware the grue!

Dark. 



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Re: [Audyssey] drastic change for audio games

2010-05-29 Thread dark

I agree Tom.

While I've never owned a Nes I've been playing my Snes for years and 
certainly wouldn't be without it, and I do think it is a shame that people 
who've been blind from birth have never had chance to experience Turrican, 
Mega man, Metroid, Kirby, castlevania, pitfall, final fight or golden axe.


speaking of Golden axe, it's actually funny you mention that game, sinse 
it's one I've been playing literally for years.


I began at the age of about 6 before I even lost the site of my right eye on 
our amstrad cpc, and then got the amigar version at 10. I now have the Mega 
Drive (genesis), version (which had various gameplay additions), though have 
also played the arcade version on mame.


If you want to find out about the game, there's a really rather good faq 
found at http://www.gamefaqs.com/genesis/563326-golden-axe/faqs/46983 which 
has full descriptions of all in game enemies complete with descriptions of 
their armour and weapons (great for me sinse those are details I can't see), 
their stats, strengths and weaknesses and character moves.


Oh, and some nutter called dark also contributed various pieces of 
information as well.


Something like this in audio would be fantastic,  especially sinse we 
don't have any accessible side scrolling beat em ups at the moment (not with 
danger city's cancelation).


Beware the Grue!

Dark. 



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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread clement chou
I think there's a difference, Brian. What Tom and I meant wasn't precisely 
the memrability of the sounds, rather the lack of quality which bugged 
gamers.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 8:38 PM
Subject: Re: [Audyssey] drastic change for audio games


I'm one of the opposite camp. For me the sounds of the NES and even the 
Atari (yes, the Atari), are some of the most memorable in history. Indeed 
some of my fondest memories come from hearing the classic introductory doo 
doo doo doo of the Atari 2600 version of Pacman. Strangely enough I always 
thought that it was saying gar, gar, gar, gar every time Pacman would eat 
a dot. In fact I still do that to this day sometimes. For instance the 
Final Jeopardy sound, the one that plays when the clue and category are 
revealed always makes me think, "Glar." But seeing as I was born in 1980 
and these types of games are what I grew up with, I have more of a soft 
spot for their sound, even if it does suck by today's standards.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 10:18 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi,
Sure. I could do something like that. Besides gold wouldn't be a very
good weapon anyway since gold is a soft metal. I'm sure I could think
of something like it though.
Anyway, back to your point I'm sure the sounds is one reason far too
many blind gamers ignore games of the NES and Super NES era. I agree
the sounds weren't all that great, but when I could see those games
were darn good. Of course, I didn't have to depend on sounds to get
around and play it either so could enjoy it more.
However, the technology exists to create games like those games only
with better quality sounds, musics, and were I so inclined, better
graphics as well.  Golden Ax is an example of a game that was very
good for the times, and still is good. I believe Sega has recently
released Golden Ax for their mega drive. So somebody out there still
thinks it is worth playing all these years later.

On 5/28/10, clement chou  wrote:

Hi Tom.

I agree, although I have to say I've been spoiled. I am 18 now, but the
first console I remember is a super nintendo. I had all sorts of games 
for
it, Street Fighter 2 being one of my favorites. Reecently I got back 
into

arcade emulation and have picked up tons of games from the 80s and 90s.
Although, I think one reason people don't pay so mch atention to the 
more

possible games is because the audio is bad. You'll notice that so many
people complain about a certain game having crappy sound effects. 
However,
it's for that same reason people avoid games like final fight, 
Castlevania,
Golden Axe, etc, because of the fact that in those times, of course, 
sounds

weren't possible to make too good.

I would personally approve of any side-scrolling slasher, like Golden 
axe.
Just for a start, could you make the weapon a bit exotic... I don't 
know,

like a katana, any kind of exotic blade or melee weapon. And to come as
close to Golden axe as possible you could put a color on it... Silver 
Sword,
Crimson Katana.. that sort of thing? I'm not that creative, just 
throwing

out thoughts.

Cheers


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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread clement chou
I feel the same way. Some of the best games were older ones, in my own 
opinion. Unlike a lot of teenagers, I like a lot more older games. I haven't 
had as much experience as you, never having been sighted I was limitted to 
begin with. However, I've gotten into retro games lately, and I believe Sega 
also released golden axe for the xbox360 as a downloadable game. And other 
games like bionic commando have also been remade. Capcom particularly is 
particularly notorious for this. lol.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 8:18 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi,
Sure. I could do something like that. Besides gold wouldn't be a very
good weapon anyway since gold is a soft metal. I'm sure I could think
of something like it though.
Anyway, back to your point I'm sure the sounds is one reason far too
many blind gamers ignore games of the NES and Super NES era. I agree
the sounds weren't all that great, but when I could see those games
were darn good. Of course, I didn't have to depend on sounds to get
around and play it either so could enjoy it more.
However, the technology exists to create games like those games only
with better quality sounds, musics, and were I so inclined, better
graphics as well.  Golden Ax is an example of a game that was very
good for the times, and still is good. I believe Sega has recently
released Golden Ax for their mega drive. So somebody out there still
thinks it is worth playing all these years later.

On 5/28/10, clement chou  wrote:

Hi Tom.

I agree, although I have to say I've been spoiled. I am 18 now, but the
first console I remember is a super nintendo. I had all sorts of games 
for

it, Street Fighter 2 being one of my favorites. Reecently I got back into
arcade emulation and have picked up tons of games from the 80s and 90s.
Although, I think one reason people don't pay so mch atention to the more
possible games is because the audio is bad. You'll notice that so many
people complain about a certain game having crappy sound effects. 
However,
it's for that same reason people avoid games like final fight, 
Castlevania,
Golden Axe, etc, because of the fact that in those times, of course, 
sounds

weren't possible to make too good.

I would personally approve of any side-scrolling slasher, like Golden 
axe.

Just for a start, could you make the weapon a bit exotic... I don't know,
like a katana, any kind of exotic blade or melee weapon. And to come as
close to Golden axe as possible you could put a color on it... Silver 
Sword,

Crimson Katana.. that sort of thing? I'm not that creative, just throwing
out thoughts.

Cheers


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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Bryan Peterson
I'm one of the opposite camp. For me the sounds of the NES and even the 
Atari (yes, the Atari), are some of the most memorable in history. Indeed 
some of my fondest memories come from hearing the classic introductory doo 
doo doo doo of the Atari 2600 version of Pacman. Strangely enough I always 
thought that it was saying gar, gar, gar, gar every time Pacman would eat a 
dot. In fact I still do that to this day sometimes. For instance the Final 
Jeopardy sound, the one that plays when the clue and category are revealed 
always makes me think, "Glar." But seeing as I was born in 1980 and these 
types of games are what I grew up with, I have more of a soft spot for their 
sound, even if it does suck by today's standards.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 10:18 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi,
Sure. I could do something like that. Besides gold wouldn't be a very
good weapon anyway since gold is a soft metal. I'm sure I could think
of something like it though.
Anyway, back to your point I'm sure the sounds is one reason far too
many blind gamers ignore games of the NES and Super NES era. I agree
the sounds weren't all that great, but when I could see those games
were darn good. Of course, I didn't have to depend on sounds to get
around and play it either so could enjoy it more.
However, the technology exists to create games like those games only
with better quality sounds, musics, and were I so inclined, better
graphics as well.  Golden Ax is an example of a game that was very
good for the times, and still is good. I believe Sega has recently
released Golden Ax for their mega drive. So somebody out there still
thinks it is worth playing all these years later.

On 5/28/10, clement chou  wrote:

Hi Tom.

I agree, although I have to say I've been spoiled. I am 18 now, but the
first console I remember is a super nintendo. I had all sorts of games 
for

it, Street Fighter 2 being one of my favorites. Reecently I got back into
arcade emulation and have picked up tons of games from the 80s and 90s.
Although, I think one reason people don't pay so mch atention to the more
possible games is because the audio is bad. You'll notice that so many
people complain about a certain game having crappy sound effects. 
However,
it's for that same reason people avoid games like final fight, 
Castlevania,
Golden Axe, etc, because of the fact that in those times, of course, 
sounds

weren't possible to make too good.

I would personally approve of any side-scrolling slasher, like Golden 
axe.

Just for a start, could you make the weapon a bit exotic... I don't know,
like a katana, any kind of exotic blade or melee weapon. And to come as
close to Golden axe as possible you could put a color on it... Silver 
Sword,

Crimson Katana.. that sort of thing? I'm not that creative, just throwing
out thoughts.

Cheers


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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Thomas Ward
Hi,
Sure. I could do something like that. Besides gold wouldn't be a very
good weapon anyway since gold is a soft metal. I'm sure I could think
of something like it though.
Anyway, back to your point I'm sure the sounds is one reason far too
many blind gamers ignore games of the NES and Super NES era. I agree
the sounds weren't all that great, but when I could see those games
were darn good. Of course, I didn't have to depend on sounds to get
around and play it either so could enjoy it more.
However, the technology exists to create games like those games only
with better quality sounds, musics, and were I so inclined, better
graphics as well.  Golden Ax is an example of a game that was very
good for the times, and still is good. I believe Sega has recently
released Golden Ax for their mega drive. So somebody out there still
thinks it is worth playing all these years later.

On 5/28/10, clement chou  wrote:
> Hi Tom.
>
> I agree, although I have to say I've been spoiled. I am 18 now, but the
> first console I remember is a super nintendo. I had all sorts of games for
> it, Street Fighter 2 being one of my favorites. Reecently I got back into
> arcade emulation and have picked up tons of games from the 80s and 90s.
> Although, I think one reason people don't pay so mch atention to the more
> possible games is because the audio is bad. You'll notice that so many
> people complain about a certain game having crappy sound effects. However,
> it's for that same reason people avoid games like final fight, Castlevania,
> Golden Axe, etc, because of the fact that in those times, of course, sounds
> weren't possible to make too good.
>
> I would personally approve of any side-scrolling slasher, like Golden axe.
> Just for a start, could you make the weapon a bit exotic... I don't know,
> like a katana, any kind of exotic blade or melee weapon. And to come as
> close to Golden axe as possible you could put a color on it... Silver Sword,
> Crimson Katana.. that sort of thing? I'm not that creative, just throwing
> out thoughts.
>
> Cheers

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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Bryan Peterson
Well apparently the major idea I'm looking at with BGT is, at least in 
Dark's description, sounding a lot like Golden Axe in that it's more or less 
a side scroller in a purely fantasy setting, though with Q9-style humor 
added to the mix. Philip and I apparently have a similarly morbid and whacky 
sense of humor. LOL.

We are the Knights who say...Ni!
- Original Message - 
From: "clement chou" 

To: "Gamers Discussion list" 
Sent: Thursday, May 27, 2010 11:16 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi Tom.

I agree, although I have to say I've been spoiled. I am 18 now, but the 
first console I remember is a super nintendo. I had all sorts of games for 
it, Street Fighter 2 being one of my favorites. Reecently I got back into 
arcade emulation and have picked up tons of games from the 80s and 90s. 
Although, I think one reason people don't pay so mch atention to the more 
possible games is because the audio is bad. You'll notice that so many 
people complain about a certain game having crappy sound effects. However, 
it's for that same reason people avoid games like final fight, 
Castlevania, Golden Axe, etc, because of the fact that in those times, of 
course, sounds weren't possible to make too good.


I would personally approve of any side-scrolling slasher, like Golden axe. 
Just for a start, could you make the weapon a bit exotic... I don't know, 
like a katana, any kind of exotic blade or melee weapon. And to come as 
close to Golden axe as possible you could put a color on it... Silver 
Sword, Crimson Katana.. that sort of thing? I'm not that creative, just 
throwing out thoughts.


Cheers
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 7:56 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi Dark,
Well, you know what they say great minds think alike. Lol!
Seriously though, I'm becoming a fan of the Super NES now that I've
got one to play around with.  It has the classic NES feel to it, but
the games are superior to the classic NES versions.  Also as I said
earlier from an accessible game perspective games like those for the
Super NES are realistically possible from a single developer/low
budget perspective.
Plus I'm guessing many gamers blind from birth haven't had exactly a
chance to enjoy games like that to begin with so in a way all this
discussion of mainstream verses accessible games is a bit slanted in
favor of the person who has played all that stuff when it was new and
now is looking for accessible games on par with games of today instead
of yesterday. Only problem is as a market we haven't even remotely
began to explore the huge catalog of games from the 1980's and 1990's
let alone games of today.
Just in the side-scroller style alone there are games like Batman,
Ninja Turtles, Legend of Kage, Golden Ax, Megaman, Castlevania, Donkey
Kong, Pitfall, Super Contra, you name it. All of which are good games
in there own right and haven't been explored in audio format yet.
Speaking of Golden Ax that is in fact one of the classic games I've
been seriously considering doing a remake of. Obviously, do to
copyrights I can't make Golden Ax per say, but as with Tomb Hunter I
can borrow the basic concept behind the game. There is nothing
especially unique about a ddwarf,barbarion, and an amazon as player
characters. The enemy knights, skeletons, etc are similarly generic
enough to fit into any game. Instead of a magic golden ax we could use
some other weapon. Whatever the case I think that is a game I could
pretty much copy without getting into too much hot water with as long
as I stuck to generic game content.

Cheers!


On 5/28/10, dark  wrote:
Well Tom, it's odd sinse because of my lack of site it's really the 
Super

nes era of games that I'm stuck in graphically myself,  in fact I'm
replaying through Super Castlevania Iv on the Snes at the moment myself 
so

that was some impressive mind reading.


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If 

Re: [Audyssey] drastic change for audio games

2010-05-28 Thread clement chou

Hi Tom.

I agree, although I have to say I've been spoiled. I am 18 now, but the 
first console I remember is a super nintendo. I had all sorts of games for 
it, Street Fighter 2 being one of my favorites. Reecently I got back into 
arcade emulation and have picked up tons of games from the 80s and 90s. 
Although, I think one reason people don't pay so mch atention to the more 
possible games is because the audio is bad. You'll notice that so many 
people complain about a certain game having crappy sound effects. However, 
it's for that same reason people avoid games like final fight, Castlevania, 
Golden Axe, etc, because of the fact that in those times, of course, sounds 
weren't possible to make too good.


I would personally approve of any side-scrolling slasher, like Golden axe. 
Just for a start, could you make the weapon a bit exotic... I don't know, 
like a katana, any kind of exotic blade or melee weapon. And to come as 
close to Golden axe as possible you could put a color on it... Silver Sword, 
Crimson Katana.. that sort of thing? I'm not that creative, just throwing 
out thoughts.


Cheers
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 28, 2010 7:56 PM
Subject: Re: [Audyssey] drastic change for audio games



Hi Dark,
Well, you know what they say great minds think alike. Lol!
Seriously though, I'm becoming a fan of the Super NES now that I've
got one to play around with.  It has the classic NES feel to it, but
the games are superior to the classic NES versions.  Also as I said
earlier from an accessible game perspective games like those for the
Super NES are realistically possible from a single developer/low
budget perspective.
Plus I'm guessing many gamers blind from birth haven't had exactly a
chance to enjoy games like that to begin with so in a way all this
discussion of mainstream verses accessible games is a bit slanted in
favor of the person who has played all that stuff when it was new and
now is looking for accessible games on par with games of today instead
of yesterday. Only problem is as a market we haven't even remotely
began to explore the huge catalog of games from the 1980's and 1990's
let alone games of today.
Just in the side-scroller style alone there are games like Batman,
Ninja Turtles, Legend of Kage, Golden Ax, Megaman, Castlevania, Donkey
Kong, Pitfall, Super Contra, you name it. All of which are good games
in there own right and haven't been explored in audio format yet.
Speaking of Golden Ax that is in fact one of the classic games I've
been seriously considering doing a remake of. Obviously, do to
copyrights I can't make Golden Ax per say, but as with Tomb Hunter I
can borrow the basic concept behind the game. There is nothing
especially unique about a ddwarf,barbarion, and an amazon as player
characters. The enemy knights, skeletons, etc are similarly generic
enough to fit into any game. Instead of a magic golden ax we could use
some other weapon. Whatever the case I think that is a game I could
pretty much copy without getting into too much hot water with as long
as I stuck to generic game content.

Cheers!


On 5/28/10, dark  wrote:

Well Tom, it's odd sinse because of my lack of site it's really the Super
nes era of games that I'm stuck in graphically myself,  in fact I'm
replaying through Super Castlevania Iv on the Snes at the moment myself 
so

that was some impressive mind reading.


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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Thomas Ward
Hi Dark,
Well, you know what they say great minds think alike. Lol!
Seriously though, I'm becoming a fan of the Super NES now that I've
got one to play around with.  It has the classic NES feel to it, but
the games are superior to the classic NES versions.  Also as I said
earlier from an accessible game perspective games like those for the
Super NES are realistically possible from a single developer/low
budget perspective.
Plus I'm guessing many gamers blind from birth haven't had exactly a
chance to enjoy games like that to begin with so in a way all this
discussion of mainstream verses accessible games is a bit slanted in
favor of the person who has played all that stuff when it was new and
now is looking for accessible games on par with games of today instead
of yesterday. Only problem is as a market we haven't even remotely
began to explore the huge catalog of games from the 1980's and 1990's
let alone games of today.
Just in the side-scroller style alone there are games like Batman,
Ninja Turtles, Legend of Kage, Golden Ax, Megaman, Castlevania, Donkey
Kong, Pitfall, Super Contra, you name it. All of which are good games
in there own right and haven't been explored in audio format yet.
Speaking of Golden Ax that is in fact one of the classic games I've
been seriously considering doing a remake of. Obviously, do to
copyrights I can't make Golden Ax per say, but as with Tomb Hunter I
can borrow the basic concept behind the game. There is nothing
especially unique about a ddwarf,barbarion, and an amazon as player
characters. The enemy knights, skeletons, etc are similarly generic
enough to fit into any game. Instead of a magic golden ax we could use
some other weapon. Whatever the case I think that is a game I could
pretty much copy without getting into too much hot water with as long
as I stuck to generic game content.

Cheers!


On 5/28/10, dark  wrote:
> Well Tom, it's odd sinse because of my lack of site it's really the Super
> nes era of games that I'm stuck in graphically myself,  in fact I'm
> replaying through Super Castlevania Iv on the Snes at the moment myself so
> that was some impressive mind reading.

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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread dark

Hi Dave,

Just on the text books front, to be honest as someone writing a phd thesis, 
unless you actually made it illegal to publish any material in a 
inaccessible form, there really  isn't much you can do about keeping up with 
academic writing.


This is partly because most academic research goes on through jernals,   
of which there are literally hundreds, and partly because some subjects 
actually change so rapidly that old books are useless.


Some of the books my brother bought for his degree in law were rapidly 
obsolete in five years, --- because quite simply laws had changed, new cases 
and pressidents had occurred sinse they were first written!


Then, in terms of research, it's actually necessary to flick through a vast 
amount of material, use key word searches, and be able to skim read a 
chapter of a book.


This is why, academic research is one of the few things I do where I 
actually employ another person, not merely to read material on to my digital 
recorder, but also to go into the library, and be able to skim read books 
quickly for me,  it's also of course necessary that said person knows 
what they are doing and are intelligent enough for me to explain the point 
of my work to them so that they can help determine what material is 
relivant.


Getting back to games though, I actually suspect the issue of game access 
will eventually become a civil and legal matter, but only in about 2030 or 
so, when all of the serious gamers who grew up in the 1970's and 80's start 
becoming old enough to lose their vision.


Until then though, it's sadly a minority interest of a mintority group,   
sinse the majority of blind people are over 60, and don't tend to have an 
interest in gaming.


This is also, interestingly enough, I believe, why there is far more 
adaptation and perceived need for adaptation to gamers who are def or motion 
impared than the visually impared or blind, for example, take the doom 3 
close captioning project, which provided sub titles for deaf players of doom 
3.


Beware the grue!

Dark. 



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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Thomas Ward
Hi Dark,
Oh, definitely. I'll check those titles out. Perhaps they will give me
a few extra ideas to toss in to the engine. Wink.
However, as far as tools goes there have been a number of engines
developed over the years that a sighted developer can use.  The Quake
1 and Doom 1 engines are now open source affares and can be used for
creating games or building the classic games they were designed for.
Although, they are quite old perhaps 95/96 technology so wouldn't be
of any use to modern developers. Still, the fact remains a new
programmer could pick something like that up and use it as Agrip
proved by creating Audio Quake. Cara Quinn successfully modded the
engine to come up with Jedi Quake. So there is a president for that
kind of thing  in the sighted market those engines had been around
long before blind developers got into the act and started using them
too.


On 5/28/10, dark  wrote:
> Well Tom, it's odd sinse because of my lack of site it's really the Super
> nes era of games that I'm stuck in graphically myself,  in fact I'm
> replaying through Super Castlevania Iv on the Snes at the moment myself so
> that was some impressive mind reading.
>
> I stil do happen to think that what is produced accessible games wise is
> slightly behind the independent games generally.
>
> I can for instance think of three game examples off the top of my head which
> involve not just a litle but a huge amount of user created content,
> quite literally thousands of levels some in completely different style to
> the original with extra graphics and sounds.
>
> See for instance http://en.wikipedia.org/wiki/Rocks%27n%27Diamonds  or
> http://en.wikipedia.org/wiki/Turrican#Hurrican
>
> As people have pointed out though, this is something of late which games
> like Railracer, entombed sound rts etc are very much trying to remedy.
>
> It's also worth remembering that a lot of tools are available for those who
> program independent graphical games, everything from the open gl libraries
> to create graphcics etc, to specific game engines (like the rocks n diamonds
> engine), which may be used to create not only extra content, but actual
> games as well.
>
> This is another reason why bgt is such a helpful thing, and such a good step
> in the right direction, considdering similar products have been available to
> producers of graphical independent games, - well right back to the
> 1980's!
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread dark
Well Tom, it's odd sinse because of my lack of site it's really the Super 
nes era of games that I'm stuck in graphically myself,  in fact I'm 
replaying through Super Castlevania Iv on the Snes at the moment myself so 
that was some impressive mind reading.


I stil do happen to think that what is produced accessible games wise is 
slightly behind the independent games generally.


I can for instance think of three game examples off the top of my head which 
involve not just a litle but a huge amount of user created content, 
quite literally thousands of levels some in completely different style to 
the original with extra graphics and sounds.


See for instance http://en.wikipedia.org/wiki/Rocks%27n%27Diamonds  or 
http://en.wikipedia.org/wiki/Turrican#Hurrican


As people have pointed out though, this is something of late which games 
like Railracer, entombed sound rts etc are very much trying to remedy.


It's also worth remembering that a lot of tools are available for those who 
program independent graphical games, everything from the open gl libraries 
to create graphcics etc, to specific game engines (like the rocks n diamonds 
engine), which may be used to create not only extra content, but actual 
games as well.


This is another reason why bgt is such a helpful thing, and such a good step 
in the right direction, considdering similar products have been available to 
producers of graphical independent games, - well right back to the 
1980's!


Beware the grue!

Dark. 



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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread David Mehler
Hello,
I'd like to chime in my two cents on this issue. This is just my
opinion take it for what it's worth.
First of all, i agree with everything regarding the difficulty of
changing a law. If your an individual, frankly forget it. NFB, ACB,
and AFB, they won't take on a single person's task, casen point I had
$5000+ worth of assistive technology in a bag illegally seized and
destroyed, the perpetrators just lied to an official investigation and
i'm still out. I took the situation to both the state and national NFB
and ACB, neither would assist me. My point is unless it's an issue
effecting the as Thomas put it 80%+ of blind individuals it's not
financially feasible for them to do so. Frankly, it's rubbish, but
it's also reality.
As far as the issue of games vs. books I really don't see where we're
doing so great in the books category either. Please don't take this
next comment as a slight on bookshare, for it certainly is not and is
not intended to be, I am a bookshare member myself and enjoy the
service having also recommended it to several friends. I'm going to
speak of college textbooks, and while it's true bookshare does have
some, they don't have all, and they don't have the fifth edition of x
book but only the third, whereas the profesor wants edition five and
won't consent to you having an older edition of the book, forget the
fact that 90% of the text probably hasn't changed. To get it in an
accessible format, last time I went through college, I had to pay the
full price for a print book just to take that to disability services,
said sarcastically, just so they not me could contact the publisher
and get that book on disk, the publisher won't talk to me directly.
And does it come in that day, oh no, six weeks. I hope this has
changed.
Sorry, i didn't mean to get on a soap box with that  last one, but it
iritates me when people say things are easy to do and they are not.
Collaboration, as Thomas mentioned there are Linux utilities out there
that can do source code control but there are also windows
equivalents. I would recommend a source code control system such as
cvs or subversion for any project whether it's a single individual, or
two or more in a collaborative effort. As for setting up a web site
that's easy enough to do, paypal donations are no problem, i'm doing
both of those at the moment, the point is there are ways to make it
all come together. Skype for example can be used for computer to
computer calls if there's a time zone difference between developers or
long distance charges are a concern. It is possible in my opinion for
two or more individuals to work on games, as for standardized language
I don't think there is one, but if both developers are confident and
competent with C++ for example, use that as your standardized
language.
Just my two cents.
Dave.


On 5/28/10, Thomas Ward  wrote:
> Hi Dark,
> Agreed. If we have to compare audio games to something let us try and
> compare them to the small independant mainstream game market for the
> PC. Although, it might be challenging it is at least something a one
> to three man operation can achieve realistically. Those small
> companies aren't trying to beat out Capcom or Nintendo, and neither
> should we.
> If we have to use Nintendo or somebody as a standard then let's aim
> for the quality and standards of say the Super NES era. While old by
> mainstream standards it would be extremely high considering the
> majority of accessible games. there is nothing wrong with games like
> Super Donkey Kong, Super Castlevania, Megaman, and other games of that
> era. Even now I find games like that enjoyable, and my wife and son
> enjoy them too.  Just because something is old and isn't the latest
> and greatest doesn't make it necessarily bad.
> As you mentioned yourself Chess is very old, but is still one of the
> most enjoyable board games around. The rules haven't changed in 800
> years or something like that. Should we now decide that it is old and
> add new pieces, create a larger board, change the rules, etc just
> because it hasn't been updated in so long? Of course not.
> Same holds true for vidio games. Just because Super Castlevania is old
> doesn't mean it is necessarily bad. It is true that it can't quite
> compare to newer encarnations like the later roll playing Castlevania
> games, but it still deserves to be considered a good game in its own
> right. Judge it for the quality it is rather than trying to judge it
> soully on what it lacks compared to modern games.
>
> Smile.
>
>
> On 5/28/10, dark  wrote:
>> Again Josh, who! is going to do all this?
>>
>> Changing the law is a long and complex pprocess, and as I said, is dmnably
>> difficult when someone with big big money has a vested interest in the law
>> being otherwise.
>>
>> Then, "just get" ppeople toc ollaborate in that way on a game is, as Tom
>> ward said, far easier said than done.
>>
>> if you have the odd 500 k dollars floating around you might employ a bunch
>> of dev

Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Thomas Ward
Hi Dark,
Agreed. If we have to compare audio games to something let us try and
compare them to the small independant mainstream game market for the
PC. Although, it might be challenging it is at least something a one
to three man operation can achieve realistically. Those small
companies aren't trying to beat out Capcom or Nintendo, and neither
should we.
If we have to use Nintendo or somebody as a standard then let's aim
for the quality and standards of say the Super NES era. While old by
mainstream standards it would be extremely high considering the
majority of accessible games. there is nothing wrong with games like
Super Donkey Kong, Super Castlevania, Megaman, and other games of that
era. Even now I find games like that enjoyable, and my wife and son
enjoy them too.  Just because something is old and isn't the latest
and greatest doesn't make it necessarily bad.
As you mentioned yourself Chess is very old, but is still one of the
most enjoyable board games around. The rules haven't changed in 800
years or something like that. Should we now decide that it is old and
add new pieces, create a larger board, change the rules, etc just
because it hasn't been updated in so long? Of course not.
Same holds true for vidio games. Just because Super Castlevania is old
doesn't mean it is necessarily bad. It is true that it can't quite
compare to newer encarnations like the later roll playing Castlevania
games, but it still deserves to be considered a good game in its own
right. Judge it for the quality it is rather than trying to judge it
soully on what it lacks compared to modern games.

Smile.


On 5/28/10, dark  wrote:
> Again Josh, who! is going to do all this?
>
> Changing the law is a long and complex pprocess, and as I said, is dmnably
> difficult when someone with big big money has a vested interest in the law
> being otherwise.
>
> Then, "just get" ppeople toc ollaborate in that way on a game is, as Tom
> ward said, far easier said than done.
>
> if you have the odd 500 k dollars floating around you might employ a bunch
> of developers for a couple of years who will work full time, get enough
> resources in terms of sound libraries, necessary third party developement
> components etc, and perhaps come up with a game of similar quality to sf 4
> etc.
>
> As for the modification of a console,  see the above mentioning of law,
> then apply the word license, ditto with publicity,  heck, i can't even
> raise the thousand pounds or so it'd take for me to go to the site village
> exhibition as a representative of audiogames.net
>
> This is why I strongly suggest that people, instead of considdering audio
> games comapred to the mainstream console markit, considder the independently
> produced pc games which have been built with similar amounts of resources,
> time and man power.
>
> yes, audio games are stil behind in this respect, but the gap is
> changing,  especially with games like time of conflict, rail racer and
> entombed, and establishing a core of highly playable pc games with replay,
> expantion and variety is I think a far more realistic aime than trying to
> beat sony or nintendo.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Thomas Ward
Hi,
Exactly. There also is no such thing as a standard programming
language. A lot of it comes down to what you need the language to do
as much as personal preference. If there was such a thing as a
standard programming language, one that could do everything wee need,
there wouldn't be so many of them to choose from.
Case in point. Most professional game studios write their games in
C++. Through a lot of personal research I've found C++ is in deed the
best language of choice for designing vidio games, but however it does
come at the price of added time and complexity. Newer rapid
development languages like Microsoft's C# .NET are so much easier to
use, handles things like strings better, etc but at the price of a
bunch of extra dependencies like the .NET Framework, XNA Framework,
and other .NET components that may or may not be present on your
Windows operating system. There are good solid arguments to go either
way.



On 5/28/10, Bryan Peterson  wrote:
> That's the point Josh. Mainstream game designers have enough clout to see
> that, barring more or less divine intervention, the law won't be changing
> anytime soon, and certainly not without more money than we can afford to
> fork over. As for the standard programming language, that's also not going
> to happen since each developer has the language that he or she is most
> familiar and comfortable with. So as much as I hate to say it, this probably
> isn't going to happen.
> We are the Knights who say...Ni!

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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Thomas Ward
Hi,
Thanks Charles. I'm glad to see a little common sense on this list
besides myself. I'm really growing a bit sick of the people who want
to complain about the way things are, make it sound so easy to fix,
but when it comes down to doing something about it they are just hot
air.
If Josh really wants to see the laws changed why doesn't he go to
court and file a suit against any game company he chooses to take to
court. Why doesn't he fly to Washington, higher a lawyer, and go to
Congress with his ideas.   If it is so easy to do I want to see him do
it. Show us how he plans to over come all the usual problems of money,
influence, and on what legal grounds can he make his case.
Same goes for the gamers on this list who want games equal to Street
Fighter 4 or anything like that. I've got a very good suggestion for
them. Please, take a few programming courses, spend a couple thousand
for a high quality sound library, pay money for any tools/libraries
they need, and come back in five years or so and let us know how well
work on Accessible Street Fighter is coming along. I bet it will be a
much bigger task than they could ever have imagined possible. Still
according to them it is easy right? So show me how easy it is.

On 5/28/10, Charles Rivard  wrote:
> How do you plan to change laws that big business game corporations do not
> want changed?  They have the clout and man power to keep things just as they
> want them.  They also have the money to apply influence.  And that's just
> one of the many hurdles to jump, and it's a huge one!  Saying what you think
> has to be done is very easy.  Getting those things done is quite another.
> Go ahead and pick any of your suggestions as to what needs to be done, work
> on it, and let us know how you're progressing.  Thanks.
> ---
> In God we trust.

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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Thomas Ward
Hi Josh,
To begin with I really don't see NFB, ACB, or AFB trying to help us
get the laws changed as far as mainstream game accessibility goes. Not
even for getting the laws changed to have current games or copyright
game materials converted to an accessible only format. Main reason is
that the people who go to those conventions have bigger and more
important issues on their minds. With around 80% of the blind
population in the united States unemployed that is a far more serious
issue than weather or not some blind gamers have access to accessible
games or not.
I hate to be something of a wet blanket here, but as far as getting
the laws changed in favor of us is a time consuming, very expensive,
uphill battle all the way. There is no way Sony, Microsoft Game
Studios, Activision, Nintendo, and all the rest are going to stand by
while we go to Washington and bring our case before Congress. They'll
higher the best lawyers they can find to fight it and make their case.
While the United States disibility policies are better than most
countries I'm not sure that it will ever extend to vidio games and
other forms of entertainment like that. It just isn't that much in
demand, and we don't have the power and money to get a bill like that
passed realistically.
However, as for your idea of getting a bunch of developers together to
jointly work on the project it could work if you could find enough
skilled developers, and have the right tools/services to pull it off.
There are a number of open source tools out there for this very
purpose such as subversion for source control/management and bug buddy
for tracking bugs/issues witht the current development release. There
is something like gnome-meetting which is used for internet
conferencing. Yeah, these tools are all GNU Linux based, but i just
wanted to point out that there are already tools for this kind of
project where developers may be all over the world and can't work
together in a physical location. I've used cvs and subversion control
myself and you'll need it for a project of any size. Something like
Dropbox or Sendspace wouldn't cover it.
Finally, as for flashing and modifying a game console for
accessibility that isn't going to happen in this life time. Sony,
Microsoft, and Nintendo have very strict licensing terms regarding
their game consoles and it costs thousands of dollars just to purchase
the libraries and tools to create software for those consoles. Under
no way shape or form are you alloud to modify, change, or mess with
the software existing on those consoles. Yeah, I know some people have
flashed their consoles and messed around with them, but that is not
strictly speaking legal.
Not only that there is a royalty license involved in creating software
for game consoles. For every title you create you have to pay out
royalties to the console manufacturer for the right to support their
platform. It isn't free bro. So when you consider the price of the
development tools, the royalty fees involved, you are going to have a
good 50 grand rapped up in making a single game for their console and
I've haven't heard of a single accessible game that has earned that
much ever. So again pretty unrealistic.
And by the way, since you mentioned books that isn't exactly a bed of
roses either.  If a new book comes out in hard cover it usually sells
for $15 to $20 as a new release. The same book recorded by the
publisher costs around $40 for a new release. That is pretty much
double just for them to convert it to audio so you can listen to it.
Yeah, if you get books through NLS that is free, but rarely have i
seen a brand new best seller show up in the NLS library until it is at
least a year old or so. So again equal access doesn't mean equal
fairness or cost.

Cheers!



On 5/28/10, Josh  wrote:
> Hi,
>
> As I said before, first we gotta change the law. second, decide on a
> standard for audio game programming. third, make a good solid game
> company, made of multiple people, assigned their own task or tasks to
> make game creation more effective. perhaps collaborate through skype and
> dropbox. next change the law so games in a specialised format for people
> with disabilities may include sounds story lines plots music and
> characters from video games as longg as the game is in a specialised
> format for people who are blind visually impaired or similar disability
> that prevents them from playing that brand new accessible video game
> console.
> now, when the company has enough money, the company should save some.
> now use that money to develop your own game console, or take a standard
> console, re-flash and modify it for accessibility by disabled people.
> now go to game conventions and show off your new game console.
> eventually my brother and sister's generation, and even my generation
> will get old, lose eye-sight, and won't be able to play their favorite
> video games. so lets make a kind of national library or international
> library service nls for video g

Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Charles Rivard
How do you plan to change laws that big business game corporations do not 
want changed?  They have the clout and man power to keep things just as they 
want them.  They also have the money to apply influence.  And that's just 
one of the many hurdles to jump, and it's a huge one!  Saying what you think 
has to be done is very easy.  Getting those things done is quite another. 
Go ahead and pick any of your suggestions as to what needs to be done, work 
on it, and let us know how you're progressing.  Thanks.

---
In God we trust.
- Original Message - 
From: "Josh" 

To: "gamers list" 
Sent: Friday, May 28, 2010 8:44 AM
Subject: [Audyssey] drastic change for audio games



Hi,

As I said before, first we gotta change the law. second, decide on a 
standard for audio game programming. third, make a good solid game 
company, made of multiple people, assigned their own task or tasks to make 
game creation more effective. perhaps collaborate through skype and 
dropbox. next change the law so games in a specialised format for people 
with disabilities may include sounds story lines plots music and 
characters from video games as longg as the game is in a specialised 
format for people who are blind visually impaired or similar disability 
that prevents them from playing that brand new accessible video game 
console.
now, when the company has enough money, the company should save some. now 
use that money to develop your own game console, or take a standard 
console, re-flash and modify it for accessibility by disabled people. now 
go to game conventions and show off your new game console. eventually my 
brother and sister's generation, and even my generation will get old, lose 
eye-sight, and won't be able to play their favorite video games. so lets 
make a kind of national library or international library service nls for 
video games in specialised format. Sorry guys I'm not a programmer, just 
putting out ideas. now to make a great game, lets compare it to a book. a 
sighted person can go out and read a harry potter book, get it in print, I 
can sit down beside that person with my audio book or braille book from 
nls and read it, talk about and enjoy it along with my sighted friend. so 
lets incorporate that into games. first, lets put games on instead lets 
put them on blueray disks, lots of space, or maybe 32gig flash drives, 
read only flash memory. lots of room there to store data. when a blind 
person wants to play a game with his or her sighted friend, the person 
plugs headphones in, the game turns on accessibility mode when the console 
detects headphones plugged in. Point is we can't have one guy here and 
another there trying to do it on their own. a company, an organised 
company has to be started with both short and longterm goals. laws gotta 
be changed so we can make and sell good high quality games, we gotta take 
our games to the conventions and really mount a presence there. weneed the 
nfb and ACB both involved in this. who cares if you like them or hate them 
point is they're a big big organizations and they can help!

but will they?

Josh

--
Josh Kennedy jkenn...@gmail.com

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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread clement chou
Yeah... good dream, but that's not going to happen. Changing the law is hard 
enough. And let me just ask this question. Why have stories, sounds and 
music from mainstream games? If we had that much money we could have 
originalgames to that standard and wouldn't have to rip off others.


There's no need for an accessible game console. Again, if we had that much 
finance under our belts, the devs could fork out games like that on modern 
consoles such as the ps3, xbox360... etc. And everyone else has already made 
good points, so I'l just shut up there.
- Original Message - 
From: "Josh" 

To: "gamers list" 
Sent: Friday, May 28, 2010 5:44 AM
Subject: [Audyssey] drastic change for audio games



Hi,

As I said before, first we gotta change the law. second, decide on a 
standard for audio game programming. third, make a good solid game 
company, made of multiple people, assigned their own task or tasks to make 
game creation more effective. perhaps collaborate through skype and 
dropbox. next change the law so games in a specialised format for people 
with disabilities may include sounds story lines plots music and 
characters from video games as longg as the game is in a specialised 
format for people who are blind visually impaired or similar disability 
that prevents them from playing that brand new accessible video game 
console.
now, when the company has enough money, the company should save some. now 
use that money to develop your own game console, or take a standard 
console, re-flash and modify it for accessibility by disabled people. now 
go to game conventions and show off your new game console. eventually my 
brother and sister's generation, and even my generation will get old, lose 
eye-sight, and won't be able to play their favorite video games. so lets 
make a kind of national library or international library service nls for 
video games in specialised format. Sorry guys I'm not a programmer, just 
putting out ideas. now to make a great game, lets compare it to a book. a 
sighted person can go out and read a harry potter book, get it in print, I 
can sit down beside that person with my audio book or braille book from 
nls and read it, talk about and enjoy it along with my sighted friend. so 
lets incorporate that into games. first, lets put games on instead lets 
put them on blueray disks, lots of space, or maybe 32gig flash drives, 
read only flash memory. lots of room there to store data. when a blind 
person wants to play a game with his or her sighted friend, the person 
plugs headphones in, the game turns on accessibility mode when the console 
detects headphones plugged in. Point is we can't have one guy here and 
another there trying to do it on their own. a company, an organised 
company has to be started with both short and longterm goals. laws gotta 
be changed so we can make and sell good high quality games, we gotta take 
our games to the conventions and really mount a presence there. weneed the 
nfb and ACB both involved in this. who cares if you like them or hate them 
point is they're a big big organizations and they can help!

but will they?

Josh

--
Josh Kennedy jkenn...@gmail.com

---
Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread Bryan Peterson
That's the point Josh. Mainstream game designers have enough clout to see 
that, barring more or less divine intervention, the law won't be changing 
anytime soon, and certainly not without more money than we can afford to 
fork over. As for the standard programming language, that's also not going 
to happen since each developer has the language that he or she is most 
familiar and comfortable with. So as much as I hate to say it, this probably 
isn't going to happen.

We are the Knights who say...Ni!
- Original Message - 
From: "Josh" 

To: "gamers list" 
Sent: Friday, May 28, 2010 7:44 AM
Subject: [Audyssey] drastic change for audio games



Hi,

As I said before, first we gotta change the law. second, decide on a 
standard for audio game programming. third, make a good solid game 
company, made of multiple people, assigned their own task or tasks to make 
game creation more effective. perhaps collaborate through skype and 
dropbox. next change the law so games in a specialised format for people 
with disabilities may include sounds story lines plots music and 
characters from video games as longg as the game is in a specialised 
format for people who are blind visually impaired or similar disability 
that prevents them from playing that brand new accessible video game 
console.
now, when the company has enough money, the company should save some. now 
use that money to develop your own game console, or take a standard 
console, re-flash and modify it for accessibility by disabled people. now 
go to game conventions and show off your new game console. eventually my 
brother and sister's generation, and even my generation will get old, lose 
eye-sight, and won't be able to play their favorite video games. so lets 
make a kind of national library or international library service nls for 
video games in specialised format. Sorry guys I'm not a programmer, just 
putting out ideas. now to make a great game, lets compare it to a book. a 
sighted person can go out and read a harry potter book, get it in print, I 
can sit down beside that person with my audio book or braille book from 
nls and read it, talk about and enjoy it along with my sighted friend. so 
lets incorporate that into games. first, lets put games on instead lets 
put them on blueray disks, lots of space, or maybe 32gig flash drives, 
read only flash memory. lots of room there to store data. when a blind 
person wants to play a game with his or her sighted friend, the person 
plugs headphones in, the game turns on accessibility mode when the console 
detects headphones plugged in. Point is we can't have one guy here and 
another there trying to do it on their own. a company, an organised 
company has to be started with both short and longterm goals. laws gotta 
be changed so we can make and sell good high quality games, we gotta take 
our games to the conventions and really mount a presence there. weneed the 
nfb and ACB both involved in this. who cares if you like them or hate them 
point is they're a big big organizations and they can help!

but will they?

Josh

--
Josh Kennedy jkenn...@gmail.com

---
Gamers mailing list __ Gamers@audyssey.org
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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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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You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] drastic change for audio games

2010-05-28 Thread dark

Again Josh, who! is going to do all this?

Changing the law is a long and complex pprocess, and as I said, is dmnably 
difficult when someone with big big money has a vested interest in the law 
being otherwise.


Then, "just get" ppeople toc ollaborate in that way on a game is, as Tom 
ward said, far easier said than done.


if you have the odd 500 k dollars floating around you might employ a bunch 
of developers for a couple of years who will work full time, get enough 
resources in terms of sound libraries, necessary third party developement 
components etc, and perhaps come up with a game of similar quality to sf 4 
etc.


As for the modification of a console,  see the above mentioning of law, 
then apply the word license, ditto with publicity,  heck, i can't even 
raise the thousand pounds or so it'd take for me to go to the site village 
exhibition as a representative of audiogames.net


This is why I strongly suggest that people, instead of considdering audio 
games comapred to the mainstream console markit, considder the independently 
produced pc games which have been built with similar amounts of resources, 
time and man power.


yes, audio games are stil behind in this respect, but the gap is 
changing,  especially with games like time of conflict, rail racer and 
entombed, and establishing a core of highly playable pc games with replay, 
expantion and variety is I think a far more realistic aime than trying to 
beat sony or nintendo.


Beware the grue!

Dark. 



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