Hi Charles, Well, this isn't necessarily about game complexity or challenge, but how we, as game developers, can convey the same sort of information to a blind gamer through audio as a sighted gamer would get by looking at the screen. Having a more or less advanced 2d layout happens to be one of those things lacking in audio games, and hasn't really been tried before in an audio only format. Since I have already mentioned Tomb Raider Prophecy as an example in an earlier message I'll continue to use it here as an example of what we are talking about. When you play a game like Tomb Raider Prophecy you are shown a 2d vista of various cliffs, ledges, pitfalls, etc. That is having items above and below your current position. You might have to take a rather long running jump to get up onto a low hanging ledge, catch it, and then use control+up arrow to pull yourself onto it. You then might take a few steps left and use up arrow to skale the cliffside to get up to a higher level to grab a med kit sitting up there. Once you get it you can get off the cliff by running right, take a long leep from the top of that ledge, down to a lower ledge to the right and below your position, and jump from there back down to the ground level. This type of layout isn't unusual for mainstream games, but hasn't even been seriously attempted by any audio game developer So bottom line Dark was wondering how we could indicate this type of game layout with ledges or cliffs above and possably below your current location. Especially, if you have to take a long running jump to jump up and catch it, or take a running jump to clear a very large gap between two different levels and ledges. After all we don't have the advantage of sight and can't see that ledge b is very far away from ledge a. The game that really comes to mind here is Monkey Business. In level 4 you have to cross a series of ledges to get to the teleporter. So far I know of know one who has mastered that level, and one reason is James North didn't give us enough verbal or sound feedback to quite see the level as a whole, or figure out how things relate to each other in the game world. I for one think it could have been done differently and made things less complicated. Were it a mainstream video game there would be more information given just by looking at it visually. Somehow a game developer needs to convey the exact same visual information via audio or verbal directions.
Cheers! On 3/17/10, Charles Rivard <[email protected]> wrote: > As MOTA might get more difficult and complex as we progress through it, > maybe this idea could be incorporated somewhere near the end of the game, > unless other challenges are in the evil mind of Thomas Ward that would be > harder. > --- > In God we trust. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
