Yes, I see your points, Tom, and I've already given my own personal 
definitions of accessible and playable as well as examples. My definitions 
are different than yours, but I think several would have different opinions 
on this subject. I would like to bring up fighting games, as they are 
probably the games with the easiest menus except of course for games meant 
for the younger generation, some of which have no menus at all. Anyway, most 
fighting games follow a patern with their menus. The first option is almost 
guaranteed to bring you into the game's arcade mode, the second into the 
versus mode, and so on. While I can accept your memory wipe situation, I 
would say that as long as the portion of my memory existed that told me what 
type of game I was dealing with, I could jump into something like a fighting 
game fairly quickly. I mean to play MK Armageddon, for instance, all one 
needs to do is press X twice. The music changes, and you're in the character 
selection screen. TO me, that'd be enough. To me, that makes Mortal Kombat 
an accessible game, rather than just a playable one. But as I have already 
stated, this is simply my own opinion and set of standards. I see where 
you're coming from as well.
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, October 19, 2006 3:21 PM
Subject: Re: [Audyssey] playability of Playstation 2 games?


> Hi Brandon,
> I think to constructively discuss this matter we need to come up with a
> common definition for accessible and playable. One does not necessarily
> mean the other is true.
> To me personally accessible means that I can grab that PS2 game pop it
> in the machine, I can play it without having someone tell me what sound
> x means, use the menus without having to memorise them, or have to have
> someone teach me the menus. In other words the day I buy the game I can
> blay it without 0 sighted help.
> To me playable means it might be accessible but even if it is not 100%
> accessible I can memorise the menus, sounds, and so forth and one day be
> able to play it on my own after I memorise the game.
> Let's play the game of assume for a second. Let's assume we whiped out
> your memory of how the menus are laid out and what all the sounds mean
> for a given game. Ok, how are you going to access those menus. Will you
> fumble around relearning those menus on your own, ask a sighted person
> to tell you the layout, because at that very second they are usable, but
> not accessible since you don't have those menus memorised.
> In fact, one wonders how you learned them in the first place. You can't
> tell me you baught your PS2 and the first day automaticly without
> training knew every single menu by memory. You had to have some trial
> and error, and perhaps some outside help to learn them.
>
> Brandon Cole wrote:
>> I don't mean this as an argument, but I consider the games in which the
>> menus can be memorized to be just as accessible as the ones with spoken
>> menus. Sure it takes a bit longer for that accessibility to happen, but 
>> that
>> doesn't change the fact that we can pretty much play these games 
>> completely.
>> Just my thoughts.
>>
>
>
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