Hi,

Well, for what it is worth you certainly are on the right track. For
example, the "examine" command could include so much more than a
visual description. As you pointed out an author could include weight,
texture, sound, smell, etc to give it more meaning to someone who is
blind. For example, let's assume we want to examine a Christmas tree.

"examine tree"


"Before you stands a 12 foot tall dark green Christmas tree decorated
in red, blue, and yellow lights with silver, gold, and red balls. As
you happily examine the Christmas tree you smell the wonderful sent of
pine that reminds you of the forest near your home. As you lay a hand
on the tree you feel the sharp prickle of pine needles against your
skin."

This is a simple example of how the examine command can be improved.
It gives a visual description of the Christmas tree, but adds in some
extra sensory descriptions like smell and the feel of the pine needles
against your skin. We could, of course, go into even more detail, but
this is probably enough to set the mood.



On 11/14/10, neoph...@inthecompanyofgrues.com
<neoph...@inthecompanyofgrues.com> wrote:
>
> A few quick questions and answers.
>
> Am I going to show this little test to anyone outside of this list?
> Really short answer: heck, no. The game was only written to test out the
> prompt and status line features. As I mentioned in my previous comment,
> this is not intended to be a game in its own right, or become one. It's
> just my little test bed. The only aspects I want to share with other
> sighted authors is the benefit of changing the prompt, removing the status
> line and considering adding more sensory descriptions. For example,
> hearing a clock, rather than just seeing it. I do like the idea of setting
> up additional sensory commands, though. Even being sighted, I feel like a
> lot of interactive fiction just focuses on what can be seen. Why can't the
> command "examine", for example, also include holding an object and getting
> a feel for its weight, or texture?
>
> What's with all the references to distances and so on?
> Yeah, sorry. It's all ignorance on my behalf and unfortunately part of the
> learning process. I think sighted people try so hard to do the right
> thing, or show that we're wanting to understand, that we end up doing the
> wrong thing anyway! It's quite interesting the way you talk about fitting
> into mainstream society. For me, it's exactly the same, trying to fit in
> here at Audyssey. So, thank you so much, I really do appreciate the
> clarification and education. Not to mention the cool ideas you guys come
> up with. It really does help.
>
> What's the plan?
> Well, to be honest, I'm not sure right now. Yes, I'm committed to creating
> a document that looks at practical ways interactive fiction can be made
> more accessible. When that's written I'll be letting some key people read
> it and respond, so that I don't make any big mistakes or phrase something
> poorly.
>
> In addition I'm currently learning to code in Inform 7. What I'd love to
> do is write an extension that defines a really easy way to make Choose
> Your Own Adventure style games in Inform 7, complete with a few options
> that I'm playing around with to reduce the babble.
>
> After that, I'm thinking of starting up a short form multiple choice story
> competition (with some reasonable cash prizes) to encourage people to get
> their creative juices flowing. It's particularly for those who aren't
> coding minded, but there will be an innovation prize.
>
> Well, I hope that clarifies a few things.
>
> Cheers,
>
> Neophyte.
>
>
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