Hi Phil, Phil wrote:
Each lever and statue could be numbered. So lever 1 opens statue 1 and so on. My reply: Well, that would completely defeat the point of the puzzle. In games like Tomb Raider there is no way to know which lever, switch, or chain opens what door until you try it. You just have to take a guess or if you are really not sure check someone's walkthrough. Same idea applies here. I'd be very very reluctant to number levers and statues as that would make it too easy. I don't want to sound critical, but I'm a little putout with this general idea that we have to simplify everything by labeling levers, statues, etc so someone would instantly know what lever unlocks what statue. Understand I'm trying to create a game that is more or less like a mainstream video game, one as complex as any other mainstream title you might buy if you were sighted, and your suggestion would completely undermine that intent. Its not really meant to be a simple game. In my personal opinion there are far too many accessible games that take the keep it simple stupid approach. That is precisely why they fail to interest me. They aren't written from an experienced mainstream game players point of view but written by blind developers, for blind players, who may or may have never played a serious mainstream game in their life. Therefore they tend to be rather simplistic compared to a similar game title for our sighted peers. I'm hoping to change that by introducing more complex game play elements and/or concepts to this market. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.