Hi Orin,

Yeah I thought some people would do that.  Not sure how much real
guitar you've played but it's not uncommon to see people using both
hands on the fretboard for lead work.  There's a few techniques like
tapping that are built entirely on that idea, very Final Countdown era
hehe.

Anyways, from an accessibility point of view, as far as i'm aware the
sighted player doesn't receive indication of which fingers on which
hand to use for which button, so we don't need too either.  Hope
that's true anyway, cos I'm clueless about how to express that lol.

Scott

On 1/7/10, Yohandy <yohand...@gmail.com> wrote:
>         You can, but it's not really necessary. with songs such as the final
> countdown though, it's probably a bad idea to try strumming the notes and
> pressing buttons simultaneously as you'll most likely miss most notes since
> they're so fast. It's a matter of preference whether we strum or not.
>
> ----- Original Message -----
> From: "Orin" <orin8...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, January 06, 2010 7:39 PM
> Subject: Re: [Audyssey] Rhythm Game Accessibility
>
>
>> You also have to remember that the right hand is used for playing solos
>> with the solo buttons as well.
>>
>>
>> On Jan 6, 2010, at 4:18 PM, Scott Chesworth wrote:
>>
>>> I think the idea here is to get across the most amount of info with
>>> the least amount of noise over the top of a good song, right?
>>>
>>> So, firstly there needs to be a clear distinction between the left and
>>> right hand.
>>> The right hand seems simple enough, as as far as I know we're only
>>> dealing with a down or up strum.  Seeing as down tends to be used more
>>> and traditionally marks accents they should probably stand out
>>> slightly more than upstrokes.  Peccussive sounds make sense to me for
>>> the right hand seeing as we're dealing with rhythm, so perhaps a high
>>> short peccussive noise for an upstroke, and a lower one with a bit
>>> more oomph could indicate a down.
>>>
>>> The left hand being less peccussive and more note-based would make
>>> sense seeing as there's a wider set of options to express.  I'd
>>> suggest a short beep is bound to each button, with widely spread
>>> intervals between the choice of note that expresses each button so
>>> that those without good relative pitch still have a fair chance of
>>> distinguishing a fast sequence.  That doesn't solve chords, because a
>>> few short sounds playing at once would be hard to analyse.  Don't
>>> really have a solution for that unless Harmonix's engine sees chords
>>> as being different from just a set of simultaneous notes if that makes
>>> sense.  If it does, it'd give us options.  If it doesn't, I'm stumpt.
>>>
>>> All the above probably sounds super annoying on paper, but with a
>>> volume option for it and the ability to switch it on and off with ease
>>> (perhaps in the pause menu if there is one) most VI gamers could
>>> probably find a level to suit them.  Remember that most people will
>>> turn the thing off once they're comfortable with a song anyway.
>>>
>>> It's not super eligant, but seems like it could be fairly easy to
>>> integrate for them.  Any takers or better suggestions?
>>>
>>> Scott
>>>
>>> On 1/6/10, Yohandy <yohand...@gmail.com> wrote:
>>>>    yup definitely appreciate that you're willing to speak to them. Now
>>>> does
>>>> anyone have any idea of a good method harmonix could use for figuring
>>>> out
>>>> the notes? I've been thinking hard but can't come up with an idea that
>>>> would
>>>> actually work, and not annoy the blind gamer to the point that we simply
>>>> never enable the feature and play how we're used to doing it. I'm
>>>> thinking
>>>> expert difficulty here which the average blind gamer will eventually
>>>> tackle,
>>>> and it contains     so many notes and chords and such that I'm at a loss
>>>>
>>>> as
>>>> to what could be done. There will need to be a way for us to know what
>>>> the
>>>> notes are in advanced, the different fret combinations, and the
>>>> strumming
>>>> patterns. I'll also send this to Brandon's list and see if anyone has
>>>> any
>>>> ideas.
>>>>
>>>>
>>>> ----- Original Message -----
>>>> From: "Scott Chesworth" <scottcheswo...@gmail.com>
>>>> To: "Gamers Discussion list" <gamers@audyssey.org>
>>>> Sent: Wednesday, January 06, 2010 3:13 PM
>>>> Subject: Re: [Audyssey] Rhythm Game Accessibility
>>>>
>>>>
>>>>> No probs Eleanor, thanks for letting us know.  It's actually a good
>>>>> thing, gives us more time to get the perfect note to them together.
>>>>>
>>>>> Cheers
>>>>> Scott
>>>>>
>>>>> On 1/6/10, Eleanor <elea...@7128.com> wrote:
>>>>>> Hi Yohandy & Scott - I just found out that the January meeting of the
>>>>>> IGDA - Boston chapter, is on January 13th.  Unfortunately, I will not
>>>>>> be
>>>>>> here on that date and so will have to wait till February to get that
>>>>>> message to the Harmonix developer.  Sorry about that - they usually
>>>>>> have
>>>>>> their meetings a little later in the month than that.
>>>>>> Eleanor Robinson
>>>>>> 7-128 Software
>>>>>>
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