Hi Dakotah:

I think you hit the proverbial nail on the head so to speak. The
primary reason I wanted to write a simple game like Hack is for
nostalgia purposes as much as the fact it is something simple and easy
to do. During the mid 90's when I really began to have serious
problems with my sight the first accessible games I could play were
often text based games for Dos with Jaws for Dos, or I could download
games for my Braille N' Speak. Neither type of game had much to offer
in terms of sounds, music, etc but were still often fun to play in
their own way.

To address your questions as I recall in Dan's original Hack game you
could upgrade to a new notetaker after you reached a certain point.
While I can understand you wanting me to keep that mechanic in place I
wasn't actually thinking of writing Hack per say. Just something
simple like that where you pressed f for fight and you would have to
battle it out with a robot, warrior, or whatever I based the game on
rather than smartphones, notetakers, or something else battling it
out. There is already a Windows port of Hack being developed so I see
no need to reproduce someone else's work in that regard.

Cheers!


On 11/25/13, Dakotah Rickard <[email protected]> wrote:
> There's something that I want to point out, and this seems like a good
> place to point it out.
> There's this movement in the sighted gaming community to move toward
> retro gaming. For them, that means eight-bit graphics, simulated
> eight-bit sounds, simple stories, and cheap prices. I suggest that our
> community isn't as used to the kind of glorious soundscapes that maybe
> we'd like, but retro is still neat.
> Sure, a game like this with sounds would be neat, but sounds aren't a
> deal breaker for me at least. A game like MOTA should, in my opinion,
> have great sounds, which it does, because it's an emersion experience.
> You might say that the goal of the game is to put you, the player,
> into the environment. A game like this, in this style, isn't an
> emersion experience. If the sounds are there, cool. If they aren't,
> sure.
>
> On another note, am I right in remembering that in Hack you could get
> another better unit if you leveled up, so you had to figure out
> whether it was better to upgrade your current unit or to wait for a
> better one? If so, I would really like to see that mechanic remain. if
> not, I'd like to ask that you consider implementing something like
> that.
> I really liked one thing about Hack, though. It was iconic to us, a
> sort of playful tour through history. It didn't neatly fall into the
> genre traps of fantasy, sci-fi, etc. It was purely fanciful. I'd like
> to see that again somehow. I don't know really how to explain it.
> I suppose the closest thing I can come up with are the silly games
> like Elf Bowling that sighted folks used to play, but even that
> doesn't really encompass it. Imagine a game where, say, Android
> products and iOS products got up and waged war on each other,
> something that silly and ridiculous and just plain fun.
> That was my favorite part of Hack.
>

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