Re: [Audyssey] question about video game developers

2009-01-15 Thread Jim Kitchen

Hi Thomas,

I never saw any of the black and white video games.  Most all video games that I ever 
played were on my Atari 2600 and Atari 800 XL.  And on those probably the best video 
was like Donkey Kong, Popeye and Star Wars.  Which were only a tiny bit better than 
the graphics in games like Space Invaders, Missile Command, Pacman, Pong, Pole 
Position, bowling, baseball, football etc.  I am sure that I would be totally blown 
away by the graphics in the games these days.  Especially the X rated ones. 
grin

BFN

Jim

PCs are OK except when you use them as bowling balls.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] question about video game developers

2009-01-14 Thread Lukás Hosnedl

Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit 
differently and louder, so that you could tell their position in the lava. 
Well, after you realized what that sound represented. And either a sound 
that increased in pitch as you prepared yourself for the jump or there would 
be no such feature, that depends on whether there was a jump meter of any 
sort in Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be 
centered and quite loud, would start to decrease in pitch, meaning that it 
has been sinking.
This would involve some trial and error, finding out and mistakes while the 
challenge could still be preserved, I think. Of course you would need a key, 
for example x for examine, that would describe the layout of the room or 
place to you aloud like in Terraformers, etc, while the game was paused at 
that time. This would not leave you absolutely stuck and clueless in an 
unknown environment. Do you get my point? I think this is a possibility for 
your future Tomb Hunter games. *smiles*

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 2:44 AM
Subject: Re: [Audyssey] question about video game developers


The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of 
course there'd be problems there, but it seems to me to be the most 
practical solution 



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Re: [Audyssey] question about video game developers

2009-01-14 Thread shaun everiss
that would be cool
oh you also have to get success and falier sounds if a true vid game, you here 
a chime if you miss you hear a falling down sound then the classic death movie 
thing.
At 09:43 p.m. 14/01/2009, you wrote:
Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit 
differently and louder, so that you could tell their position in the lava. 
Well, after you realized what that sound represented. And either a sound that 
increased in pitch as you prepared yourself for the jump or there would be no 
such feature, that depends on whether there was a jump meter of any sort in 
Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be centered 
and quite loud, would start to decrease in pitch, meaning that it has been 
sinking.
This would involve some trial and error, finding out and mistakes while the 
challenge could still be preserved, I think. Of course you would need a key, 
for example x for examine, that would describe the layout of the room or place 
to you aloud like in Terraformers, etc, while the game was paused at that 
time. This would not leave you absolutely stuck and clueless in an unknown 
environment. Do you get my point? I think this is a possibility for your 
future Tomb Hunter games. *smiles*
Lukas
- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 2:44 AM
Subject: Re: [Audyssey] question about video game developers


The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of course 
there'd be problems there, but it seems to me to be the most practical 
solution 


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Re: [Audyssey] question about video game developers

2009-01-14 Thread Lukás Hosnedl

That's natural and not a problem, I think. :-)
Just a normal realistic landing sound on a stony type of surface, that would 
also have to be used at many other places in the game, would represent a 
successful landing, and as for failure and death, remember any of the old 
Monty or MOTA sounds when you jump across too wide gap when the vanishing 
platform you need to get to the other side is currently enjoying a vacation. 
*smiles*

Lukas
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 9:51 AM
Subject: Re: [Audyssey] question about video game developers



that would be cool
oh you also have to get success and falier sounds if a true vid game, you 
here a chime if you miss you hear a falling down sound then the classic 
death movie thing.

At 09:43 p.m. 14/01/2009, you wrote:

Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit 
differently and louder, so that you could tell their position in the lava. 
Well, after you realized what that sound represented. And either a sound 
that increased in pitch as you prepared yourself for the jump or there 
would be no such feature, that depends on whether there was a jump meter 
of any sort in Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be 
centered and quite loud, would start to decrease in pitch, meaning that it 
has been sinking.
This would involve some trial and error, finding out and mistakes while 
the challenge could still be preserved, I think. Of course you would need 
a key, for example x for examine, that would describe the layout of the 
room or place to you aloud like in Terraformers, etc, while the game was 
paused at that time. This would not leave you absolutely stuck and 
clueless in an unknown environment. Do you get my point? I think this is a 
possibility for your future Tomb Hunter games. *smiles*

Lukas
- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 2:44 AM
Subject: Re: [Audyssey] question about video game developers


The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of 
course there'd be problems there, but it seems to me to be the most 
practical solution



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Re: [Audyssey] question about video game developers

2009-01-14 Thread Jim Kitchen

Hi Thomas,

I didn't know that games now had revolving video views and different hit points 
for different parts of the body etc.  It has been a very long time since I 
could see a video game and I don't have anyone sighted around that plays them 
either.  Sounds pretty good and realistic like you said.

BFN

Jim

Some things have to be believed to be seen.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] question about video game developers

2009-01-14 Thread Thomas Ward

Hi,
Yeah. When I start into the full 3D Tomb Hunter games there is several 
traps or challenges I want to borrow from the Tomb Raider games and see 
if I can make them accessible. The room with the lava would be one of 
the more interesting traps to work on.


Lukás Hosnedl wrote:

Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit 
differently and louder, so that you could tell their position in the 
lava. Well, after you realized what that sound represented. And either a 
sound that increased in pitch as you prepared yourself for the jump or 
there would be no such feature, that depends on whether there was a jump 
meter of any sort in Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be 
centered and quite loud, would start to decrease in pitch, meaning that 
it has been sinking.
This would involve some trial and error, finding out and mistakes while 
the challenge could still be preserved, I think. Of course you would 
need a key, for example x for examine, that would describe the layout of 
the room or place to you aloud like in Terraformers, etc, while the game 
was paused at that time. This would not leave you absolutely stuck and 
clueless in an unknown environment. Do you get my point? I think this is 
a possibility for your future Tomb Hunter games. *smiles*

Lukas



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Re: [Audyssey] question about video game developers

2009-01-14 Thread Phil Vlasak

Hi Thomas,
I see a problem in reproducing the rocks in lava room.
You could be in copyright infringement.
I suggest giant marshmallows in a gigantic cup of hot chocolate.
Or wood logs floating on a hot steaming Geyser.
Or how about large blocks of ice on red hot coals.
or, if you dare,
The dying dissolving carcasses of elephants in a lake full of acid.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 10:13 PM
Subject: Re: [Audyssey] question about video game developers


Hi,
Yeah. When I start into the full 3D Tomb Hunter games there is several
traps or challenges I want to borrow from the Tomb Raider games and see
if I can make them accessible. The room with the lava would be one of
the more interesting traps to work on.

Lukás Hosnedl wrote:

Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit
differently and louder, so that you could tell their position in the
lava. Well, after you realized what that sound represented. And either a
sound that increased in pitch as you prepared yourself for the jump or
there would be no such feature, that depends on whether there was a jump
meter of any sort in Angel of Darkness. There was not as far as I 
remember.

Once you landed on the stone, its bubbling sound, which would now be
centered and quite loud, would start to decrease in pitch, meaning that
it has been sinking.
This would involve some trial and error, finding out and mistakes while
the challenge could still be preserved, I think. Of course you would
need a key, for example x for examine, that would describe the layout of
the room or place to you aloud like in Terraformers, etc, while the game
was paused at that time. This would not leave you absolutely stuck and
clueless in an unknown environment. Do you get my point? I think this is
a possibility for your future Tomb Hunter games. *smiles*
Lukas



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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.7/1894 - Release Date: 1/14/2009 
7:27 PM



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Re: [Audyssey] question about video game developers

2009-01-14 Thread Jason Allen
And if you miss-jump, the elephants will gore you.

Jason

On Thu, Jan 15, 2009 at 2:31 PM, Phil Vlasak p...@pcsgames.net wrote:

 Hi Thomas,
 I see a problem in reproducing the rocks in lava room.
 You could be in copyright infringement.
 I suggest giant marshmallows in a gigantic cup of hot chocolate.
 Or wood logs floating on a hot steaming Geyser.
 Or how about large blocks of ice on red hot coals.
 or, if you dare,
 The dying dissolving carcasses of elephants in a lake full of acid.

 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 14, 2009 10:13 PM
 Subject: Re: [Audyssey] question about video game developers



 Hi,
 Yeah. When I start into the full 3D Tomb Hunter games there is several
 traps or challenges I want to borrow from the Tomb Raider games and see
 if I can make them accessible. The room with the lava would be one of
 the more interesting traps to work on.

 Lukás Hosnedl wrote:

 Hi,
 what I imagined was the lava bubbling and the stones bubbling just a bit
 differently and louder, so that you could tell their position in the
 lava. Well, after you realized what that sound represented. And either a
 sound that increased in pitch as you prepared yourself for the jump or
 there would be no such feature, that depends on whether there was a jump
 meter of any sort in Angel of Darkness. There was not as far as I
 remember.
 Once you landed on the stone, its bubbling sound, which would now be
 centered and quite loud, would start to decrease in pitch, meaning that
 it has been sinking.
 This would involve some trial and error, finding out and mistakes while
 the challenge could still be preserved, I think. Of course you would
 need a key, for example x for examine, that would describe the layout of
 the room or place to you aloud like in Terraformers, etc, while the game
 was paused at that time. This would not leave you absolutely stuck and
 clueless in an unknown environment. Do you get my point? I think this is
 a possibility for your future Tomb Hunter games. *smiles*
 Lukas



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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.176 / Virus Database: 270.10.7/1894 - Release Date: 1/14/2009
 7:27 PM



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Re: [Audyssey] question about video game developers

2009-01-14 Thread Thomas Ward

Hi Clement,
That probably would work as well. Though I think the most practical 
solution in a fully accessible game is have something similar to the GMA 
scan/look key. When you press a key such as x it will say something like 
sinking rock to the left in 5 feet. Sinking rock ahead in 2 feet. 
Sinking rock behind in 7 feet.
It would allow you to get a basic idea of how the rocks are laid out 
without compromising the difficulty or challenge of navigating the 
puzzle. You would still have to line them up and jump the correct 
distance before hopping onto the next rock in the room.


Clement Chou wrote:
The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of 
course there'd be problems there, but it seems to me to be the most 
practical solution.



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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark

Hi John.

I must admit, I'm incredibly doubtful about changing the minds of the 
mainstream game companies at all on this issue for the precise reasons you 
mention.


Access costs money, big companies do not like spending money.

while I fully support igda's efforts, and would be the first to jump in if 
something like world of warcraft became accessible, my expectations aren't 
high.


Especially given that the two occasions I approached large companies, ---  
capcom and nintendo over some low vision access issues, they were both in 
different ways unhelpful.


Capcom told me in no uncertain terms to get lost, and while nintendo were 
much more polite, unfortunatelly nintendo uk had absolutely no chance 
whatsoever of contacting the people in the company who made the 
decisions, --- which is mad! but believeable.


this is why I think independent games are the way forward for access, and 
why I've put so much effort into chatting with devs over both Vi and low 
vision access issues.


It does indeed drive me up the wall that I can't play games like Zelda, Ff 
or world of warcraft, but hopefully this way I can at least get something 
fun,  like fallthrough!


This didn't actually start out as a formal approach or idea, it was just me 
in 2002 trying out online games and politely asking devs if they could do x 
y and Z in order so that I could play them.


yes though, I suppose now it has turned into a bit of a thing with me.

Beware the Grue!

Dark. 



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Jason Allen
Capcom really? I thought Capcom was a fan driven company.

I entered accessible development for two main reasons. One, I have family
members who are vision impaired and two, precisely because the market was
small. The day Nintendo moves into accessible entertainment is the day me
and many others are driven from it. We don't have million dollar focus
groups and development teams.

Personally, I like it. Its community driven. I hope my game is just one of
many I develop. Dwarf Fortress proved that text games are still captivating
to many people and that's all I really want. To captivate, even without
text.

Jason
www.blind-games.com

On Tue, Jan 13, 2009 at 9:15 PM, dark d...@xgam.org wrote:

 Hi John.

 I must admit, I'm incredibly doubtful about changing the minds of the
 mainstream game companies at all on this issue for the precise reasons you
 mention.

 Access costs money, big companies do not like spending money.

 while I fully support igda's efforts, and would be the first to jump in if
 something like world of warcraft became accessible, my expectations aren't
 high.

 Especially given that the two occasions I approached large companies, ---
  capcom and nintendo over some low vision access issues, they were both in
 different ways unhelpful.

 Capcom told me in no uncertain terms to get lost, and while nintendo were
 much more polite, unfortunatelly nintendo uk had absolutely no chance
 whatsoever of contacting the people in the company who made the decisions,
 --- which is mad! but believeable.

 this is why I think independent games are the way forward for access, and
 why I've put so much effort into chatting with devs over both Vi and low
 vision access issues.

 It does indeed drive me up the wall that I can't play games like Zelda, Ff
 or world of warcraft, but hopefully this way I can at least get something
 fun,  like fallthrough!

 This didn't actually start out as a formal approach or idea, it was just me
 in 2002 trying out online games and politely asking devs if they could do x
 y and Z in order so that I could play them.

 yes though, I suppose now it has turned into a bit of a thing with me.

 Beware the Grue!

 Dark.

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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark

Hi Jason.

Yep, I phoned capcom Uk.

It was deffinately over a low vision access issue, --- principley the fact 
that they didn't bother releasing the Mega man aniversary collection in the 
Uk. I wanted to talk to them, sinse basically this meant complete lack of 2D 
platformers for me to play.


I was more hoping just to have a reasonable conversation than anything else, 
but was basically told that Capcom didn't care about Vi gaming, the markit 
wasn't right for the collection (completely balls as the entire staff of my 
local gamestation wanted copies), and had the phone slammed down on me.


So much for fan driven!

As it turned out there's a handy region hacking disk for the Gc which let me 
play the collection, but that's the last time i expect anything from Capcom.


Nintendo were much nicer when I wanted to talk about Wii menue access, and 
we had a reasonable conversation, however they couldn't actually contact 
anyone in the company to help which was rather sad.


As to text not being captivating, right now my brother is playing his way 
through the phenix right games on the Ds.


These involve playing as a lawyer phenix right, investigating cases, then 
going through the trial.


The trial involves selecting from a menue of questions and answers, and 
knowing when to object to what the opposition is saying, while the 
investigation involves talking to witnesses,  yes talking! everything 
works via menue driven conversation pluss use of the objection button.


You can use the Ds touch screen to examine objects, --- but mainly 
everything is text, yes, text!


why my brother who is a lawyer would want to play games about being a lawyer 
is beyond me, --- but hay!


So text is officially a captivating and used medium I think.

Btw, for me, I don't actually mind what medium the game uses, graphics, 
(those games I can play), audio or text, --- in fact sinse I'm synaesthesic 
you could say all games have graphics for me, lol!


Seriously, while I do occasionally play a quick action burst, what I mostly 
play for is exploration and the journey. This even counts arcade style games 
with new enemies or levels, or beat em ups with specific bosses.


Beware the Grue!

Dark. 



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Orin

Hm. I've tried DF and really couldn't get anyware with it unfortunately.
On Jan 13, 2009, at 5:31 AM, Jason Allen wrote:


Capcom really? I thought Capcom was a fan driven company.

I entered accessible development for two main reasons. One, I have  
family
members who are vision impaired and two, precisely because the  
market was
small. The day Nintendo moves into accessible entertainment is the  
day me

and many others are driven from it. We don't have million dollar focus
groups and development teams.

Personally, I like it. Its community driven. I hope my game is just  
one of
many I develop. Dwarf Fortress proved that text games are still  
captivating
to many people and that's all I really want. To captivate, even  
without

text.

Jason
www.blind-games.com

On Tue, Jan 13, 2009 at 9:15 PM, dark d...@xgam.org wrote:


Hi John.

I must admit, I'm incredibly doubtful about changing the minds of the
mainstream game companies at all on this issue for the precise  
reasons you

mention.

Access costs money, big companies do not like spending money.

while I fully support igda's efforts, and would be the first to  
jump in if
something like world of warcraft became accessible, my expectations  
aren't

high.

Especially given that the two occasions I approached large  
companies, ---
capcom and nintendo over some low vision access issues, they were  
both in

different ways unhelpful.

Capcom told me in no uncertain terms to get lost, and while  
nintendo were

much more polite, unfortunatelly nintendo uk had absolutely no chance
whatsoever of contacting the people in the company who made the  
decisions,

--- which is mad! but believeable.

this is why I think independent games are the way forward for  
access, and
why I've put so much effort into chatting with devs over both Vi  
and low

vision access issues.

It does indeed drive me up the wall that I can't play games like  
Zelda, Ff
or world of warcraft, but hopefully this way I can at least get  
something

fun,  like fallthrough!

This didn't actually start out as a formal approach or idea, it was  
just me
in 2002 trying out online games and politely asking devs if they  
could do x

y and Z in order so that I could play them.

yes though, I suppose now it has turned into a bit of a thing with  
me.


Beware the Grue!

Dark.

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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark
I sort of thought Df was an aski game,  which personally I've never 
worked out an efficient way of playing, owing to the lack of a braille 
display.


On the other hand, I've not tried any aski games sinse Hal V9 introduced the 
repeat punctuation and find in Vf functions, both of which I think would 
help in an aski game.


I found Adom the least irritating to play, so I might try it again.

Beware the Grue!

Dark. 



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Jason Allen
I absolutely love Phoenix Wright. They're my favorite DS games of all time
and I've played every one all the way through. Finishing the last Pheonix
Wright was a sad, sad day. This list keeps bringing up absolute gems. What
makes Pheonix Wright so great is the story. It's more like a modern text
adventure. Pheonix Wright isn't accesible because the text isn't spoken
though. There is so much text that the voice files wouldn't likely fit on a
cartridge. Not to mention the cost involved.

Story driven accessible games are hard to make because SAPI kills any
emotion. It was pointed out not long ago that accesible games voice acting
can kill a great story too. It's tough. I think the only way to do it would
to get a professional voice actor (or a few) to donate their voices to a
game.

What I meant by text games in regards to Dwarf Fortress was ascii. Like
nearly all roguelikes, it's ascii based. But the point was that even in an
industry dominated by intense 3D graphics, DF was adored by the gaming
community even though the graphics technology was as old as the home
computer itself.

I don't believe sound games have to play second fiddle to mainstream games.
I think they're a great way to innovate.

Jason
www.blind-games.com


On Tue, Jan 13, 2009 at 9:56 PM, dark d...@xgam.org wrote:

 I sort of thought Df was an aski game,  which personally I've never
 worked out an efficient way of playing, owing to the lack of a braille
 display.

 On the other hand, I've not tried any aski games sinse Hal V9 introduced
 the repeat punctuation and find in Vf functions, both of which I think would
 help in an aski game.

 I found Adom the least irritating to play, so I might try it again.


 Beware the Grue!

 Dark.

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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark

Hi Jason.

I've heard a lot about pheonix right from my brother, (he's also got the 
other series about appolo justice and miles edgeworth), Apparently their are 
on utube somewhere some actual voice acted plays of some of the phenix right 
cases,  which I'd love to see just for the story.


I'll have to check utube myself.

I did once have a conversation with a friend of mine who did a degree in 
computer science about creating markers for emphasis in text files so as to 
produce more emotion in the voice.


I must admit I'd always prefer actual voice acting myself, though sinse i've 
acquired scansoft daniel the sapi front is much more barable.


It's probably just because I've got used to orphius, but I do find some of 
the tts voices do detract from things.


In the matter of voice acting though, having done fairly serious ameter 
light opera for a number of years, I'm amazed at the amount of very good 
ameter actors who are around.


I'd of course be very happy to voice act myself,  I have a digital 
recorder, but given the fact I've seen some exceptional quality ameter 
acting (and some awful stuff too but that's not the point), you probably 
could find some voice actors who could do the job if you asked and 
auditioned.


Beware the Grue!

Dark.


- Original Message - 
From: Jason Allen evildi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:18 AM
Subject: Re: [Audyssey] question about video game developers



I absolutely love Phoenix Wright. They're my favorite DS games of all time
and I've played every one all the way through. Finishing the last Pheonix
Wright was a sad, sad day. This list keeps bringing up absolute gems. What
makes Pheonix Wright so great is the story. It's more like a modern text
adventure. Pheonix Wright isn't accesible because the text isn't spoken
though. There is so much text that the voice files wouldn't likely fit on 
a

cartridge. Not to mention the cost involved.

Story driven accessible games are hard to make because SAPI kills any
emotion. It was pointed out not long ago that accesible games voice acting
can kill a great story too. It's tough. I think the only way to do it 
would

to get a professional voice actor (or a few) to donate their voices to a
game.

What I meant by text games in regards to Dwarf Fortress was ascii. Like
nearly all roguelikes, it's ascii based. But the point was that even in an
industry dominated by intense 3D graphics, DF was adored by the gaming
community even though the graphics technology was as old as the home
computer itself.

I don't believe sound games have to play second fiddle to mainstream 
games.

I think they're a great way to innovate.

Jason
www.blind-games.com


On Tue, Jan 13, 2009 at 9:56 PM, dark d...@xgam.org wrote:


I sort of thought Df was an aski game,  which personally I've never
worked out an efficient way of playing, owing to the lack of a braille
display.

On the other hand, I've not tried any aski games sinse Hal V9 introduced
the repeat punctuation and find in Vf functions, both of which I think 
would

help in an aski game.

I found Adom the least irritating to play, so I might try it again.


Beware the Grue!

Dark.

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Re: [Audyssey] question about video game developers

2009-01-13 Thread Phil Vlasak

Hi Thomas,
I could imagine the the lava rocks in your example could make a sound or 
more importantly say how far away they are from you.
Thus by their distance you could center one in the middle before jumping to 
it.

Of course you would need some kind of jump meter to gage how far you jump.
For example, the lava stone off to your right is saying 5 feet, so you hit 
the 5 foot jumping key or hit the get ready to jump key and it counts up 1, 
2, 3, 4, and when it hits 5 you press the jump button.
The game calculates how far you are on the 5 foot mark by tenths of a 
second, then places you at that spot and determines if you have landed on 
the stone.
Of course the sinking of the stones would have to be slower, allowing you to 
aim at the next stone and jump.

All this would not be necessary in a sighted only game.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 12, 2009 5:58 PM
Subject: Re: [Audyssey] question about video game developers



Hi Dakotah,
Well said. My thoughts exactly. As a game developer myself i certainly
know many games can be made accessible. on the other hand there are
limits to how far I can go with accessibility. Obviously anything
specifically requiring vision won't work at all. Often times there is
simply no sound for a certain item, object, etc. Sometimes the design of
the level is such that it is hard if not impossible to navigate while
being blind. A case in point.
In Tomb Raider Angel of Darkness there is a room in the Hall of Seasons
filled with lava. There are little stones jutting up out of the lava you
can use to jump onto to get across the lava. however, they are at such
odd angles I have never managed to get lined up correctly to jump on to
them. Plus when you land on one it starts to sink meaning once you get
over the lava, get the crystals, you can not use the same stones coming
back across. There are sighted gamers that have troubles playing that
level, and it is impossible for a blind person to play it without some
serious sighted help. I've tried coming up with my own accessible
version of that level and it isn't easy. If a company was really going
to make the game accessible it would be better to just scrub the entire
level or line all the stones up in a row or something. That would in
turn defeat the challenge for sighted players. There is only so much we
can ask for before companies tell us point blank accessibility can't be
done without sacrificing large portions of the games replay value.



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Dakotah Rickard
Couple of things.
First of all, I would absolutely love to see a Pheonix Wright type
game. Some good friends of mine decided to create some cases similar
to those in the game and we took turns playing them out. This is an
old standby that is really fun, if you've got good buddies like that.
Another things is this. Voice acting has seen serious controversy
on-list because people record different things at different times in
different ways. I can understand how this might work, but it isn't as
big a deal as all that, if a developer gets together what they need
all at once and leaves it at that. I know that this can be sort of
hard, what with the changing nature of games in development, but I
would rather do too much than too little. The trick would be getting
everyone's audio files to come out the same quality, but making simple
prerequisites an order would solve most of this.

I myself would love to do some voice acting for anyone who asked. I
have what some have described as a talent for different accents and
voice qualities, much of this praise coming from people whose
differing vocal qualities I was immitating. If people need voice
actors, we could either audition on-list for talent or maybe even ask
some of the guys from places like Darker Projects for some voice
acting. Not everyone there is excellent, but many are.

Signed:
Dakotah Rickard

On 1/13/09, dark d...@xgam.org wrote:
 Hi Jason.

 I've heard a lot about pheonix right from my brother, (he's also got the
 other series about appolo justice and miles edgeworth), Apparently their are
 on utube somewhere some actual voice acted plays of some of the phenix right
 cases,  which I'd love to see just for the story.

 I'll have to check utube myself.

 I did once have a conversation with a friend of mine who did a degree in
 computer science about creating markers for emphasis in text files so as to
 produce more emotion in the voice.

 I must admit I'd always prefer actual voice acting myself, though sinse i've
 acquired scansoft daniel the sapi front is much more barable.

 It's probably just because I've got used to orphius, but I do find some of
 the tts voices do detract from things.

 In the matter of voice acting though, having done fairly serious ameter
 light opera for a number of years, I'm amazed at the amount of very good
 ameter actors who are around.

 I'd of course be very happy to voice act myself,  I have a digital
 recorder, but given the fact I've seen some exceptional quality ameter
 acting (and some awful stuff too but that's not the point), you probably
 could find some voice actors who could do the job if you asked and
 auditioned.

 Beware the Grue!

 Dark.


 - Original Message -
 From: Jason Allen evildi...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 13, 2009 11:18 AM
 Subject: Re: [Audyssey] question about video game developers


I absolutely love Phoenix Wright. They're my favorite DS games of all time
 and I've played every one all the way through. Finishing the last Pheonix
 Wright was a sad, sad day. This list keeps bringing up absolute gems. What
 makes Pheonix Wright so great is the story. It's more like a modern text
 adventure. Pheonix Wright isn't accesible because the text isn't spoken
 though. There is so much text that the voice files wouldn't likely fit on
 a
 cartridge. Not to mention the cost involved.

 Story driven accessible games are hard to make because SAPI kills any
 emotion. It was pointed out not long ago that accesible games voice acting
 can kill a great story too. It's tough. I think the only way to do it
 would
 to get a professional voice actor (or a few) to donate their voices to a
 game.

 What I meant by text games in regards to Dwarf Fortress was ascii. Like
 nearly all roguelikes, it's ascii based. But the point was that even in an
 industry dominated by intense 3D graphics, DF was adored by the gaming
 community even though the graphics technology was as old as the home
 computer itself.

 I don't believe sound games have to play second fiddle to mainstream
 games.
 I think they're a great way to innovate.

 Jason
 www.blind-games.com


 On Tue, Jan 13, 2009 at 9:56 PM, dark d...@xgam.org wrote:

 I sort of thought Df was an aski game,  which personally I've never
 worked out an efficient way of playing, owing to the lack of a braille
 display.

 On the other hand, I've not tried any aski games sinse Hal V9 introduced
 the repeat punctuation and find in Vf functions, both of which I think
 would
 help in an aski game.

 I found Adom the least irritating to play, so I might try it again.


 Beware the Grue!

 Dark.

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 http

Re: [Audyssey] question about video game developers

2009-01-13 Thread Thomas Ward

Hi,
That is all too true. What most people fail to realise is there is a lot 
of indifference to accessibility, because most people simply aren't 
aware  that we can even use a computer let alone play games etc. Here is 
a case in point.
How many of you have gone to a job fair, showed up for an interview, etc 
and the person interviewing you  doesn't have a clue how you use the 
computer? If you depend on a state agency like devision of blind 
services to setup the interview they will lay the ground work letting 
them know what technology you require as a blind user to conduct your 
job. However, if you setup the interview, meeting, yourself in my 
experience the majority of people have never heard of Jaws for Windows, 
Window Eyes, Openbook, and several other programs we take for granted. I 
think many of us are so familiar with programs like Jaws, and assume 
everyone knows about them too. That isn't true.
I remember a case in point where I showed up for an interview. It was a 
short contract job where I would do some programming for a company on a 
short term basis. The interviewer asked me straight out how i would 
conduct my job if I couldn't see the screen, and  by asking implied I 
couldn't use a computer as a result. Fortunately I came prepared for the 
question and took out my laptop and gave a live demonstration on the 
spot of Jaws and Window Eyes. He was suprised and amazed he had never 
heard of it before. That's what I mean by people, highly educated, etc 
just are simply unaware of us and really don't know how we use a 
computer let alone how they could make something like an accessible 
vidio game.


John Bannick wrote:

Jason,

Developers don't make their games blind-accessible because:

1. They don't think about it.
2. They work for business people who want to maximize (or even achieve)
profit.

I've been coding user interfaces, including games, professionally for 30
years. It's rare to get any direction at all from management. Usually they
just want to tweak button colors or locations at the end of a project.

And I know lots of programmers. Absolutely zero of whom, with the
exception of this and a couple of other related forums, are even aware of
accessibility issues.

Also. Making a program accessible adds roughly 20% to its time and cost.
Since most projects are late, and most game companies are not even
profitable, ... well, you get my drift.

That being said, some good folks over at the IGDA Game Accessibilty SIG
are trying to address at least problem 1. Mark Barlet at ablegamers.com is
also doing some good industry-bugging.

And there are some good folks on this forum: Thomas, Jim, Liam, Che, etc.
come to mind, who are building good stuff.

BTW. Some current research we're doing suggests that there are probably more
blind-accessible games than motion-impaired accessible, or deaf
accessible, or cognitively-impaired accessible games.

I like Dark's approach. If a game could be made blind-accessible, and the
developer company is small enough to give a hoot, ask them for changes.

Which is not to say you don't have a legitimate beef. It truly sucks to be
locked out of some otherwise good stuff.

John Bannick
Chief Technology Officer
7-128 Software



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Thomas Ward

Hi Jim and all,
It is not just that there are a lot of graphics to deal with, but modern 
games often allow you to change the camera angle to see the same screen 
from a different angle or point of view. The full 3D games especially do 
this as it is easier to see the same thing from multiple points of view 
depending on your position and relationship to the items on the screen.
There are also other factors to consider in modern games like where 
exactly to shoot an enemy. Many games  allow you to do more or less 
damage to an enemy depending on where you shoot them. This is, I am 
afraid to say, very very visual in nature and difficult to translate 
into an accessible format. The day where you just fire your weapon and 
the little alien, spaceship, etc blows up is over. Games today are much 
more complicated and more advanced. Specific hitpoints based on a 
bodypart or area is alot more difficult, but it is also more realistic.


Jim Kitchen wrote:

Hi Matt and Ron,

One of the problems is, video games are by design visual.  When I could 
still see to play them, they were fairly simple.  These days there is so 
much going on on the screen visually that even if you could label the 
graphics, there are so many of them and they are moving around 
constantly, there would be no way you could keep up with it all.  I 
don't like to say this, but with sight one can get so so much more input 
in a glance then one can by sound alone.


BFN

Jim

Cranial Input Error: Line Status Register 02

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] question about video game developers

2009-01-13 Thread Thomas Ward

Hi Phil,
Yeah, that might work for making that level accessible, but it also is a 
case in point where that accessibility comes at a cost to the sighted 
gamer. While your method might make that level easy enough for us to 
play it would dramatically reduce the skill level required to play that 
level for sighted players too. i'm afraid many die-hard gamers would 
find it way too easy and boring. mainstream game companies would likely 
have to remove some of the difficulties in a level like that to make it 
accessible. A jump meter is way too easy for a sighted gamer.
In general in games like Angel of Darkness most of the challenge is 
being able to jump correctly from ledge to ledge, over lava pits, etc. 
Even for sighted gamers it is tricky, difficult, and requires not just a 
little skill. Perfect timing and good handling is everything. Your jump 
meter is a good solution for a blind gamer, but isn't a desirable 
feature for a sighted gamer. It would negate the hours of practice 
required to get through level x because all one would need to do is wait 
until the jump meter reached the correct distance and go for it. It also 
might negate the fact that most of these traps are puzzles that need 
solving. One little mistake can screw the entire puzzle up and you have 
to start over from scratch. So a gamer has to be able to make mistakes 
when doing the jumps or it defeats the puzzle.



Phil Vlasak wrote:

Hi Thomas,
I could imagine the the lava rocks in your example could make a sound or 
more importantly say how far away they are from you.
Thus by their distance you could center one in the middle before jumping 
to it.

Of course you would need some kind of jump meter to gage how far you jump.
For example, the lava stone off to your right is saying 5 feet, so you 
hit the 5 foot jumping key or hit the get ready to jump key and it 
counts up 1, 2, 3, 4, and when it hits 5 you press the jump button.
The game calculates how far you are on the 5 foot mark by tenths of a 
second, then places you at that spot and determines if you have landed 
on the stone.
Of course the sinking of the stones would have to be slower, allowing 
you to aim at the next stone and jump.

All this would not be necessary in a sighted only game.
Phil



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Clement Chou
The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of 
course there'd be problems there, but it seems to me to be the most 
practical solution.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 4:45 PM
Subject: Re: [Audyssey] question about video game developers



Hi Phil,
Yeah, that might work for making that level accessible, but it also is a 
case in point where that accessibility comes at a cost to the sighted 
gamer. While your method might make that level easy enough for us to play 
it would dramatically reduce the skill level required to play that level 
for sighted players too. i'm afraid many die-hard gamers would find it way 
too easy and boring. mainstream game companies would likely have to remove 
some of the difficulties in a level like that to make it accessible. A 
jump meter is way too easy for a sighted gamer.
In general in games like Angel of Darkness most of the challenge is being 
able to jump correctly from ledge to ledge, over lava pits, etc. Even for 
sighted gamers it is tricky, difficult, and requires not just a little 
skill. Perfect timing and good handling is everything. Your jump meter is 
a good solution for a blind gamer, but isn't a desirable feature for a 
sighted gamer. It would negate the hours of practice required to get 
through level x because all one would need to do is wait until the jump 
meter reached the correct distance and go for it. It also might negate the 
fact that most of these traps are puzzles that need solving. One little 
mistake can screw the entire puzzle up and you have to start over from 
scratch. So a gamer has to be able to make mistakes when doing the jumps 
or it defeats the puzzle.



Phil Vlasak wrote:

Hi Thomas,
I could imagine the the lava rocks in your example could make a sound or 
more importantly say how far away they are from you.
Thus by their distance you could center one in the middle before jumping 
to it.
Of course you would need some kind of jump meter to gage how far you 
jump.
For example, the lava stone off to your right is saying 5 feet, so you 
hit the 5 foot jumping key or hit the get ready to jump key and it counts 
up 1, 2, 3, 4, and when it hits 5 you press the jump button.
The game calculates how far you are on the 5 foot mark by tenths of a 
second, then places you at that spot and determines if you have landed on 
the stone.
Of course the sinking of the stones would have to be slower, allowing you 
to aim at the next stone and jump.

All this would not be necessary in a sighted only game.
Phil



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Re: [Audyssey] question about video game developers

2009-01-12 Thread Thomas Ward

Hi Jason,
It is a lot more complicated than you perhaps realize. There is a lot 
more involved than a choice to have or not have accessibility. You and 
others might find this difficult to except, but there are some things 
that can never be and never will be accessible to us for a number of 
reasons.
First, there is a lot that goes on in mainstream games that can't be 
described or made accessible because it requires sight to play. In the 
Tomb Raider games there are a variety of puzzles that you absolutely 
have to have sight for in order to solve them. It is not a matter that 
adding sounds could fix, and we can't expect a developer to take the 
puzzle out of the game just because a blind person can' not see to solve 
the puzzle.
Second, it is a fact that blind gamers, on average, play slower than our 
sighted counterparts. We depend so much on audio that we have to listen 
to our health, location, direction, etc to get anything meaningful out 
of the game. Often times the game is paused while we do this. Most 
sighted gamers would hate it,  and it would lead to complaints about 
game x unless said feature could be turned off. In an online game 
setting sighted gamers would always have an advantage over us.
Third we haven't even talked about cost. If we wanted accessib ility 
features such as a built in TTS Engine every Play Station, Wii, XBox 
would have to be completely redesigned to offer a variety of 
accesssibility features in their development kits. Then, game companies 
would have to update x number of games, game engines, etc to meett the 
new accessibility standards. We are talking about millions of dollars 
spent in research and development to meet accessibility standards. 
Frankly financially it probably isn't worth it to big companies. it 
would cost them more to create the technology then they are likely to 
get back in sales.
Fourth, it would matter very little if a developers family member went 
blind. Most of the programmers work for a company and it is their bosses 
that make the decisions. They often have very little choice about things 
like accessibility features unless the heads of the company make it a 
polacy to do so.
Besides I think you and I both know in general people have negative 
stereotypes about blindness anyway. Blindness is seen as some horrable 
disability where the person is either a superman or totally helpless. If 
you do something they think is amazing you are Superman. If you are 
unable to do something simple they might view you as helpless.
Even in college I was around college educated people who were 
absolutely, totally, unbelievably ignorant of what I could and could not 
do as a blind person. It is a variety of stereotypes, myths, etc that 
hold us back because the general public is just ignorant  about our 
needs and wants. Even if they become aware of it we are too small a 
minority to be financially worth their while.


jason wrote:
I have a question why is it so hard for a developer to make their games accessible for disabilities.   it's just to hard to go out of their way to do this. , or we just  a minority?  I mean video games have been out for years now, and you would think they would get the hint?  wow it's amazing what people think sometimes.  I guess it has to happen to them, meaning to have one of their family members have a disability  in order to get something accomplished for us. 



Sincerely,
Jason known as Blind Fury
windowslive contact kb3...@msn.com
skype contact kb3icc
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Re: [Audyssey] question about video game developers

2009-01-12 Thread Thomas Ward

Hi,
The don't call us we will call you mentality is the usual responce 
from major corperations. Let's face the truth. They don't want to hear 
from us. We are simply an annoying minority to them.


The Kolesar Brothers wrote:
Now this is true. Why must everything have to be special? Now let's blind 
fold the 99 percent who don't have a blind family member, a blind friend or 
doesn't work with a blind person. With phisical force feedback, I wished 
that the wei system was blind friendly. I even offered to beta test their 
system for them and give feedback from a blind consumer. But their responce 
was don't call us we'll call you. So that's my two cents on this thread.

Matt  Ron Kolesar  there great Dogs!

kolesar16...@roadrunner.com



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Re: [Audyssey] question about video game developers

2009-01-12 Thread Thomas Ward

Hi Dakotah,
Well said. My thoughts exactly. As a game developer myself i certainly 
know many games can be made accessible. on the other hand there are 
limits to how far I can go with accessibility. Obviously anything 
specifically requiring vision won't work at all. Often times there is 
simply no sound for a certain item, object, etc. Sometimes the design of 
the level is such that it is hard if not impossible to navigate while 
being blind. A case in point.
In Tomb Raider Angel of Darkness there is a room in the Hall of Seasons 
filled with lava. There are little stones jutting up out of the lava you 
can use to jump onto to get across the lava. however, they are at such 
odd angles I have never managed to get lined up correctly to jump on to 
them. Plus when you land on one it starts to sink meaning once you get 
over the lava, get the crystals, you can not use the same stones coming 
back across. There are sighted gamers that have troubles playing that 
level, and it is impossible for a blind person to play it without some 
serious sighted help. I've tried coming up with my own accessible 
version of that level and it isn't easy. If a company was really going 
to make the game accessible it would be better to just scrub the entire 
level or line all the stones up in a row or something. That would in 
turn defeat the challenge for sighted players. There is only so much we 
can ask for before companies tell us point blank accessibility can't be 
done without sacrificing large portions of the games replay value.


 Dakotah Rickard wrote:
 I agree that there are many games which would only require

slight tweeking to make them accessible, there are many more which
would require an overhaul of the entire game structure. Consider the
popular game, The Sims. If one wanted to make that accessible, first
of all, they would have to find a way to label anything and everything
in the game somehow. There would have to be an enormous amount of
keystrokes, which I've found most people don't like, and you'd have to
slow down the game clock to get everyone to be able to do what they
need to do.
Many of the developers of the world aren't big developers,
percentage-wise, but almost every game you see on store shelves was
released by a company. If you're part of a company, it doesn't matter
whether you have no blind family members or come home to a completely
blind wife, kids, dog, and toaster oven. You do what the companyies'
higher-ups say. If the higher-ups have blind family members, they know
that it sucks that there aren't many games for the blind, but they
have a company to run. Let's face it. We are a minority. Not only are
we a minority, we're a hard minority to grasp, because it's not based
on ethnicity or creed or anything like that. Some people, from every
population, are simply blind.
So, if you take the fact that making some mainstream games accessible
is a project that would either be impossible or would take the fun out
of the games, combined with the industrially required indifference of
big companies, we either need to get all the developers of accessible
games together into one company that has loads of talent working for
it, or we need to rely on individual developers to do the best they
can. I'm not saying that it's impossible for big companies to
eventually consider us when making games, but it's going to be a
while, and there are some games that, I believe, we are going to have
to accept that we just can't play. It kind of sucks, but there it is.

Signed:
Dakotah Rickard



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