Dark wrote:

  Again both fatigue in movement and uncertainty in amount moved are mechanics
  that would work extremely well in some games, indeed I can see how in
  interceptor that will make for an interesting battle element, but not really
  for action games to replicate mainstream mechanics, because the point of the
  analogue movement in a game like Mario is that the player Could! move as
  he/she wants if his/her grasp of the mechanics was up to the task.
 (end of quote)

 I agree with you here.  Uncertainty mechanics of this sort, as well as
 analog movement uncertainties, take some time to analyze and evaluate.
  I think that doing it the way I suggested, while not the same, might
 provide a possibility, but I see your point viz a viz versus the style
 of an analog controller.

 Dark wrote:

  Actually the reason I mention this movement mechanic in so much detail is
  that there is absolutely no earthly reason why it could not be replicated in
  audio. Even if you couldn't show as much detail with respect to ledge
  configurations and vertical movements, there is no reason why the horizontal
  movement of the characterand indeed what jumps you do need to make could not
  have this analogue quality. A game like Q9 or superliam would be much harder
  and much more addictive, sinse you could not just instantly stop and line
  yourself up with an oncoming enemy, or jump precisely over one pit, indeed
  many simple atari 2600 or Nes games like pit fall had such rock hard
  difficulty precisely for this reason, sinse the player needed to master and
  become experienced in the use of the game mechanics much as you'd need to
  learn to play a musical instrument or a sport before they could be any good
  at the game.
 (end of quote)

 Agreed.  I think we're touching on the same issue here.  I wonder if
 the problem with this isn't more a problem of underestimating the
 capabilities of audio to demonstrate this kind of movement, and the
 ability of audio gamers to make these kinds of analyses and act
 accordingly.  No offense to our developers.  Most of the games I have
 played have been very well constructed, but movement, targeting, and
 other aspects have been very smooth and easy to predict for the most
 part.  At least, in my experience and as I have noted elsewhere, that
 is probably much more limited than some members of the list.

 Dark wrote:
  Thinking about this I do wonder if part of the issue is the audio
  representation itself. After all in a graphical game it is necessary to have
  an actual, measurable distance between the player and a given object and
  thus need to calculate how long it takes the player to get there and what
  scrolling the screen needs to do, where as in audio sinse most audio games
  always show things from the player's perspective exclusively the way the
  game shows the distance to the player and the actual speed of distance
  traveled are the same thing.
 (end of quote)

 I wonder about that.  I remember in the demo of the Tarzan Junior game
 that the pits were telegraphed a little before them.  If that
 telegraph was not always a uniform distance ahead, and if there were a
 way to also telegraph the width of the pits and vary both games with
 pits to jump would become much more interesting.  I haven't played Q9
 but I'd be interested in how it handles some of these issues as it
 seems like Shades of Doom to be a touch stone for some of the design
 decisions in play here.

 Dark Wrote (in reference to how Jim Kitchens' monopoly game works with squares)
 That difference in information is the type of difference in the view between
  audio and graphical games, indeed Packman vs packman talks is very much this
  way.

  Now if you imagine instead of having predefined squares you just have a
  smooth board to slide your peace around, where as in the audio game you
  press the arrows and get a movement sound. Well on the physical board the
  speed of your hand moving the peace relative to the overview will give you a
  clear impression of the movement speed involved and at any give time you
  know say how far the distance between your peace and the corner of the board
  is, where as in the audio game, sinse you don't get a complete view of the
  hole board you can't relate your speed to object movement.
 (end of quote)

 True. However, I think it's possible to give some of this information.
  reverb, sound shadow, wind noises as in Entombed, and the like can
 give directional and distance information.  Couple with other audio
 cues it might be possible to give a player an idea of distance
 traversed and speed.  However, I think I should probably retire from
 the field.  I am not a technical person.  My position is merely as an
 eager player and creative designer.

 Take care,
 Jeremy




-- 
In the fight between you and the world--back the world! Frank Zapa

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