Hi,
Blankblock is more complicated than Tank Commander. There are no puzzles in Tank Commander. No mazes, no real traps if you have enough sense to scan the area to avoid them, and all your missions and exits explained at the beginning of the level. Blankblock is all about jigsaw working, which I just cannot do for some reason. It's like SoundPuzzle, 15 numbers, Sudoku, Chess and the like. I have never got to grips with how it works. Even after I read and had sessions with a friend with a physical puzzle board and chess board I still didn't understand the logic and sense behind it.
Regards,
Damien.



----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Tuesday, January 25, 2011 11:02 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments


Hi,
Blankblock? If you can play Tank Commander you can play that one. If you
have to make a physical board out of it.

Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, January 25, 2011 12:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

well I don't mind if centors exist in one room, sod has been a
replayed over and over.
While its true some monsters are not random, items still are and I
still come back again and again.
same with gtc.
these are really old games now and I still play em.
At 02:30 a.m. 26/01/2011, you wrote:
Hi,
To be honest though, it all depends on just how complex something
is. There are some games that I just cannot play because of the
complexity of it. For example, I can't do some of the games where
you can turn at angles etc, like Shades of Doom, Monkey Business
etc. I purchased some of the titles so that I could really sit down
and study them, but I feel it's just been a waste of my money. Same
with the puzzles. True, once I beat Chillingham I was happy, but
while I couldn't do those puzzles I was constantly frustrated as to
which way I should go and what I should do. Games like Change
Reaction, Monkey Business, 15 Numbers, Sudoku, Blankblock etc are
just so complicated for me. Even my partner struggles with these
sorts of games. Whether it's the blindness, the way we've been
taught, or other conditions we have, I don't know. But the only
games that we did on our own that has some degree of what we call
complexity are tank commander, the last crusade and descent into madness.
If you couldn't see the picture, or in the case of an audiogame hear
the object, then how are we supposed to know exactly how to do
something? If there is no logic behind it, like for example the
puzzle in Chillingham used to open the back door in the church...
I'm pretty much flustered over it all.
Regards,
Damien.



----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, January 25, 2011 11:07 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments


Hi Ryan,

Ryan wrote:

As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.

My reply:

That's quite true, but my concern is actually translating some of
these complex puzzles into audio. Some of the things in Tomb Raider
are extremely visual, challenging, and not the easiest thing to pull
off even if you can see. That's what makes people keep buying those
games.

For example, recently my wife purchased a copy of the latest
installment of the Tomb Raider saga for me, Guardian of Light, which
is arguably the best Tomb Raider title in years. It is challenging,
very fast paced, has great replay value, and well is a real treat for
TR fans.

Anyway, On level one there is this large spike pit Lara Croft has to
cross. She can't jump over it, can't swing over it, can't walk over
it, and can't run over it. It is one of those cases that will have you
scratching your head wondering how to get passed that trap. As it
turns out on the other side of the trap there is this picture on the
wall which is in fact a pressure switch. If you throw a spear at it or
shoot it with Lara's magnum it will cause the spikes to lower, and
Lara can cross safely to the other side.

In a visual game they can hide a solution like that in plane view and
it still requires a bit of guess work and trial and error. In an audio
game how do you clue someone in that there is a certain place on the
wall they must shoot?

If you make some sort of audio indication this is were you must shoot
then you give the solution to the puzzle away. If you use the view
command to tell them that the picture is there it isn't as much of a
dead give away, but could cause trouble aiming at the picture.  Either
way, converting puzzles like that to audio are difficult, and I'm not
quite sure how to do it in an accessible format.

Ryan wroe:
overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
Monkey Business took a day and a half. Super Liam took another day.
All of these games were fun in their own right, but nothing has
compared--especially in action/adventure titles--to mainstream difficulty.

My reply:

I know the feeling. That's why I want to break out of the simple game
mold we have set for ourselves.


Cheers!

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