yup. which is why ignoring it isn't really an option.
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, April 06, 2011 9:41 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version
ofbattlezone?
Not if the cue is something as anonymous as a different sounding footstep.
If you hear that in a mainstream game you aren't going to pause and think,
woe... what kind of ground is this? You plough on with the game.. and the
problem with most audio games is that obstacles like that are always the
same.
At 06:38 PM 06/04/2011, you wrote:
it's hard not to use a cue when it's playing right in your ear lol. we end
up taking it for granted eventually whether we wish to or not. we get lazy
and we think, hey it's there, so why not use it? MOTA's a great example.
once upon a time, there were no boundary sounds, so we didn't use them.
now there are, so we run at a pit and jump as soon as we hear the sound.
why would I walk all slow and take my time calculating distances when I
know there's gonna be this sound that'll alert me?
----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, April 06, 2011 9:26 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version
ofbattlezone?
Personally, best option in my opinion is just to treat it as extra
ambiance if you don't want to use it as a cue. I know in my experiences
whenever I've walked near a pit in real life it's never just been an
abrupt stop... there's either loose dirt or an edge, something of the
sort... and adapting isn't really the problem here. The problem is more
the ability to judge the distances and ranges in the first place.
At 06:21 PM 06/04/2011, you wrote:
Clement,
I definitely understand where you're coming from. I guess when it comes
to gaming, everyone has a whole ton of differing opinions. personally
when it comes to thinking a mile a minute, I have absolutely no problem
with that. I can have a ton of blades, pits, and fireballs all near me
at once and still react almost immediately to the threat. however I take
your point that not everyone might be able to do that. Perhaps we can
because we mostly play mainstream games and adapting is the norm for us?
who knows. I'll definitely try and remember that next time though.
however I think that if such a feature was added to a game, there should
be a way to take it off for those not wishing to use it.
----- Original Message ----- From: "Clement Chou"
<chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, April 06, 2011 9:01 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version
ofbattlezone?
Before I go any further, let me just state that any comments I make on
this subject are purely for the sake of discussion... you're my friend
and I have no desire to antagonize you by going against you. lol.
The problem with judging distances, again, is that wind sound. You
can't concretely judge how far it is from you by just listening for
it.. unless you pinpoint the position of that sound in your headphones
or speakers and memorize where it is. And in frantic fights, if you
have enemies coming at you and your mind is bent on taking care of them
first, you really don't have the option to stop and judge that sound
while you're being pummelled.
The problem with judging distances like they do in mainstream games is
that, a sighted person can look at that pit and see how wide it is,
whether they need a running jump or not. In audio games, you don't have
that. Unless the dev programs the look command to tell you how wide the
pit is, you have to guess. So some people would prefer warning sounds
so they at least have a source to go on. I personally don't care either
way. I played mainstream games for long periods of time before I even
knew of audio games, so it doesn't really matter to me. I can cope with
either.
Target sounds for when enemies are in range is fair to me. Because why
stand there mashing space until you hit something? Especially in this
game, where the sound that is used to sound the attack is also the
sound that signifies the hit. There is no difference between the two...
unlike in mainstream games where you generally have a sound for the
attack and a second sound for the hit, so if you miss an attack, that
hit effect won't play. And fireballs are a different case from pits as
you can stand still and wait for it to come to you... and there really
is no appropriate time to duck. Soon as you hear a fireball, if you
wanted you could just kill nearby enemies and stay crouched until the
fireball passes by. Sounds for blades are not necessary as that would
also remove challenge from the game since the whole point is to time
your run past them. That's where sighted people and blind gamers have
the same challenge. They have to observe the paterns at which the
blades shoot out and retract. We have to do the same... with sound.
You asked how far do we take the dumbing down approach? This is exactly
what so many hardcore fighting game fans had about Marvel VS. Capcom 3
and Street Fighter IV when they first came out... as a diehard fighting
fan myself, I knew where the arguments came from. Less buttons in the
case of MVC 3 as compared to MVC 2, supers and ultras in SF and the
removal of the perry system from SF 3, x-factor for MVC... I could go
on and on. This was all done to make the game more accessible for new
players while still retaining depth in the games. A lot of people said
that that kind of adjustment was dumbing the game down for the scrubs
out there. Maybe they're right. Maybe they're wrong. I personally think
they're wrong... because there's still a lot of deep fighting to be had
in both games. That kind of attitude is exactly why so many people
never get into fighting games... because the pros are so adverse to
accessibility and the like. When you look at it.. the two situations
are remarkably similar.
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