true tom and also blind games were vastly different from the sighted.
That gap is largly no more.
Yes there is still a difference but we are finally after quite a few
years are close enough that we have the same level of tech the
sighted has with maybe a few less things with graphics and3d fx even
so we are close enough to be within the range of the sighted world
now if not in some cases over it.
At 01:29 AM 10/31/2013, you wrote:
Hi Dark,
I see your point. That is in fact why as I am working on the
descriptions for the Audyssey Magazine, list, etc I am strongly
considering removing the word blind from the website, and am going to
focus more on what types of games etc are discussed here. I think as
long as we act as though we are a separate group of gamers with our
own interests and unique style of gaming we will not be able to
interest mainstream gamers who have similar interests. Gamebooks and
interactive fiction, for example, are not exclusive to blind gamers
yet we don't see anyone from the mainstream public discussing them
here. That's because up until now we have always declared Audyssey to
be for blind gamers rather than for certain games such as audio games,
interactive fiction, muds, and so on.
Cheers!
On 10/30/13, dark <d...@xgam.org> wrote:
> 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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