Re: a question about some audiogame mechanics

Part of this lies in the medium itself, and the differences between them. Graphical games evolved with a focuson geometry and form, which can easily translate spacial data to sighted users, so things like head shots and other interactions are easier to convey. Over time, interface styles and points of view started to become a kind of "standard", otherwise known as design conventions, that formed into their own loose form of genre's. There's the typical top down RTS with mouse control and group selection, First Person Shooters with W A S D controls, Side Scrollers, Isometric Views, etc. There are other genre's with different input schemes or abstract graphics, but generally games adhere to a particular type.

Now the problem with audio games is that not many games have been developed, nor are there many developers that work with it, so its more of a niche. As such, these kinds of commonly used conventions haven't quite evolved yet, there are certainly games that are similar, but the subtle diversity in design may be seen as lacking. Translating the same concepts nd mechanics found in graphical games, especially spacial information, can be challenging. Its easy to say there should be head shots, or hit markers, but then you have to ask how would you convey that you hit a specific body part? How do you intuitively target that body part? Whats the control scheme? Its not that these problems can't necessarily be solved, but working through the design can be time consuming and challenging, many are the dev's who have pounded their heads on the brick wall of design, which at times can flow effortlessly over mere days, or drag out ceaselessly over months, or years, testing their resolve and motivation.

For more reading on the subject and challenges of design, I suggest reading [The Door Problem], which not only describes the various jobs a development team may have, but the kinds of things any developer needs to figure out when working out a design.

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