maybe when audio game maker comes out you can take advantage of it and make 
such detailed trek games then?

Josh

----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, January 15, 2007 8:24 PM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


> Hi Michael,
> That was an excelant post.
> I do agree that when a game imitates another game the dev should take
> care as to make it as well as they can to do many of the things the
> sighted games do. There are differences though like in Montezuma's
> Revenge I can not totally clearly remember the exact layouts of all the
> temples. That doesn't mean though that the game play will be much
> different in and that in other regards it is the same game.
> As for Star Trek games I played Final Unity, Borg, and others and those
> were really cool Star Trek games. I'd love to create one of that quality
> someday. STFC was just a trial run, an experimental game, nothing more,
> nothing less.
>
>
> michael feir wrote:
>> That would depend on whether the game you're playing is anything like the
>> ones they are. If a game is merely a Star Wars game due to using sounds 
>> from
>> that franchise but is totally different from anything sighted people are
>> playing, then you don't really have anything substantial to work with. If
>> serious effort is made to make storm troopers behave like those in the
>> movies, or to take into account the physics of ships as described by
>> whatever central technical information exists to determine all that, then
>> you have more to talk about meaningfully. Sighted people could play
>> something like Pong or Topspeed2 or Sonic Invaders and compare it
>> meaningfully to the games they've played. I don't get a sense of playing 
>> an
>> actual Star Trek game when I play Tom's Final Conflict game. The sounds 
>> and
>> such just aren't enough for me to set aside what I regard as true Star 
>> Trek
>> gamedom. The combat is just too capricious with ships being destroyed
>> instantaneously. Listening to the shows, combat seems a lot more serebral
>> than that. There's at least time to take evasive action, try to reinforce
>> threatened assets, etc. I can wipe out a starbase with one ship's fire 
>> power
>> and that just doesn't strike me as very correct. If you play something 
>> like
>> Star Trek, A Final Unity as I was able to with my father's help way back 
>> in
>> my high school days, that game could honestly be called a Star Trek game.
>> They had the actual actors from TNG doing the voices. The story and 
>> dialogue
>> were excellent and so were the sound effects. The game play truly put you 
>> in
>> mind of the shows and did honour to the concept of Star Trek. Even the
>> strictly combat games like Star Fleet Command were done in such a way 
>> that
>> you felt that the gameplay better reflected the kind of thoughts captains
>> had to make while fighting battles. That kind of consideration is one 
>> reason
>> why people can be so protective of their franchises. They honestly don't
>> want their vision to be degraded by people who don't have a proper sense 
>> of
>> what it is and a proper respect for it. Nintendo did a masterful job of
>> quality control using such protective measures and did a lot to revive 
>> the
>> video game industry after the crash in the mid eighties. One of the 
>> problems
>> back then were that everybody was trying to get money from video games 
>> and
>> were making poor immitations of original games. The market was flooded 
>> with
>> inferrior quality games and people were turned off. We're certainly in no
>> danger of a crash now. If anything, we face the reverse problem where 
>> there
>> aren't enough different titles and genres covered well to pull in more
>> gamers. I think time and effort from developers will eventually fix that 
>> and
>> is doing that already slowly.
>> Michael Feir
>> Creator and former Editor of Audyssey Magazine
>> 1996-2004
>>
>
>
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