Hi Clemment.

I'm afraid having played fighting games visually, and also (after I'd heard about beat em ups sound access), turning off the monitor and trying them without I disagree on a sighted person learning move properties being identical to a blind person learning it's sound.

When playing street fighter two, one combo I tried to learn was ryu's punch in the air, punch on the ground, jab dragon.

It would be pretty obvious to me if I'd got the timing for the first punch wrong, sinse I'd see! that the opponent was too far away or too close. I'd be able to adjust my timing the next time I tried the combo, punch slightly earlier or later.

This is because as you've said yourself, fighting games are not simply boppit style sequences of pressing buttons in a streight out rythm, but pressing buttons in accordance with the relative position of the two opponents on screen and what is happening with the engine, and it is easier access to that positional data, as well as knowing fairly instantly by looking what a move is supposed to do that makes the difference.

yes, a sighted person still needs to practice when! a given move should be used, however this practice is made far easier by the fact that they have far more information to work with about the move itself when used, the relative positions of the characters etc.

This is where audio games differ from mainstream games. in an audio game, all! in game information is presented only in an audio, and therefore accessible medium. You stil have to work to play the game, learn it's ins and outs etc, however all the information you need is there! in the game, the rest is practice.

This is where mainstream games are lacking, sinse the information needed to play them is essentially visual in nature, and though sound can provide a guide to that information, it is at most a guide only, and not a true representation of that information.

Beware the grue!

Dark.

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