Well we are in the age of the loyer these days and not in the age of common
sense. Which is why people simply don't have a clue as to what to do when
something goes wrong. That really is the long and the short of it. is it any
wonder games are 5 minute wonders with the sorts of mentality we see these
days.

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of shaun everiss
Sent: 30 October 2013 20:32
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey Magazine


well true.
Ofcause a lot of people that are sighted wouldn't think twice about 
how bad some blind software is because its not for sighted.
However I have used both sighted and blind enabled programs for admin 
and guess what the simpler programs without all the extra guff are 
more userfriendly  and use less time to run so go figure.
Sometimes I wander if those that don't have dissability just do 
things without thinking anymore.
If you are not normal you tend to think within your limits and thus 
are usually better for it.
For example if I am untidy I will trip and fall over.
I can't be bothered cleaning up, so I try to make as little mess as I 
can in the first place so I don't need to bother much.
I know I can't go off like that for no reason just because so I don't 
and take a more relaxed outlook.
Those that are not otherwise challenged take so much for granted it 
is sometimes hard to think outside the ssquare.
And if you are locked into your little pleasure box and have no need 
to leave then you don't.
I know people born today don't know what to do if something breaks.
replace it if it  breaks.
put in a disk and a reformat later its fixed.
In the old days pre the net it was different.

At 02:13 AM 10/31/2013, you wrote:
>I think that's a big part of the problem. Too much enphesis I think is put
>on the word blind. Which isn't all together a bad thing as with any game
>there needs to be elements of accessibility built in so blind people can
>play them. But I think the enphesis is way to big. I mean for example and
>this is just a generic statement, you got blindsoftware blindcooltech
>blindbargins blindmicemart the list goes on.
>
>-----Original Message-----
>From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
>Sent: 30 October 2013 12:30
>To: Gamers Discussion list
>Subject: Re: [Audyssey] Audyssey Magazine
>
>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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