Hi Tom.

While I do see your point and generally speaking would agree, at the same time the Iphone has seen more than a few interactive audio dramas which directly buck this trend.

Codename Signus, the Freq, Blindside and quite a few others, even to a large extent games like papasangre which present themselves more as interactive audio drama and work on their atmosphere rather than their gameplay.

I know in the past few years radio drama has seen something of a renaesance in popular culture, and you can clearly see it with how major companies like big finish and Graphic audio have heavily expanded their operations, (and certainly they! don't just sell to blind people).

It'd be rather interesting if games like swamp or shades of doom could tap into this, since clearly there is now a cross section of sighted gamers who are interested in audio atmosphere.

Take Shades of doom as an example, the game who's atmosphere actually encouraged me to play audio games in the first place. If David greenwood entirely removed the word "blind" from his website, (albeit not from the documentation), and described shades of doom as "an interactive survival horror trapped in pitch darkness" you'd probably get a lot more sighted gamers playing it.

Or to take another example, suppose you redesigned a casino game with full voice acting, lots of audio ambience and drama like bits of description. So instead of being told "you draw a ten of spades" you get "the dealer's thin fingered hand flips a card kneetly out of the shoe and slips it across the green base to you, ---- it is the ten of spadess"

Such a game could be billed as an audio ambience experience of a casino, as much as a numerical game of blackjack, and again, would have appeal to at least a certain cross section of the sighted gaming public, just as textual games and gamebooks do to another.

Beware the Grue!

Dark.
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