Ignoring it is an option. Like I said, it's just an extra footstep...
is it going to stick out to you that much? lol. And as I said
earlier, I am not trying to patronize... just cary on a discussion.
At 06:52 PM 06/04/2011, you wrote:
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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