Thank you D.
When ever I join a project with sighted people, I suggest that they do the
following to get a taste of how a blind person has to see either through
their fingertips and or ears.
Take a look at your monitors with your normal eyes.
Then close your eyes and ask yourself the following question.
I just saw that with my normal eye sighte.
How do I get the same information across to someone who has to see by
using their ears and or fingertips?
Which this is a valid question.
I in turn answer the question like this.
It is simple.
Just add a little extra details to your explanations.
Yes for the computer and what we do with the pc.
Yes most of the time we do use our ears to read the screens and to see
what is around us in the games.
So we do need the extra sounds to represent the different objectives and
or moves and enmenys within a game.
The sighted just don't think of how do do something in any different ways
unless they can use their eyes.
Even we who were lucky enough to have some sighte while growing up.
We're all born with our eyes for the most part and we all use them if and
when we can.
When we can't.
We have to learn how to see in other ways that yes we as a indpendant
blidn person takes for granted.
I've always said the following.
roughly 98 to 99 percent of the normal public needs to be educated.
Why is this?
Because if they don't work with someone, who has a friend or love one who
has a visual problem.
They just don't know what we need and how we can get a long just like
anyone else.
It is our job to help them to be educated just like when we needed to be
educated when we all were going through rehab and learning about the NLS
program and so on.
So let's continue to educate the sighted.
Pretty much some of the technology that we only originally had to use, the
sighted are getting lazy and now also are starting to use speech output
devices as well.
Just yesterday at Physical Theropy I created a monster by showing the
perkins and brailling alphabet cards.
So take that extra step next time and try to show the general public that
yes we can get the same info that you need, we just do the same things in
a different way.
That's my two cents on this subject.
Ron and current Leader Dog who states " A service dog beats a long white
cane paws down any day of the week".
-----Original Message-----
From: dark
Sent: Wednesday, February 08, 2012 3:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] audio fighting game was: Re: Game accessibility
was,Re: FINALLY! There is a Wii game for the blind!
Hi clemment.
As I said, currently I just am not convinced you get enough information
about what moves are happening. yes, you can learn them, but you couldn't
instantly identify them.
a vertical position sound would not be exact, but would at least let you
know where a move was hitting, and thus give you a better idea what was
going on.
As for it being too complex, well I really don't see the problem there.
you
already have different hit soundds in streeetfighter for the use of light,
medium, and heavy attacks, this would just be a question of using a
similar
system for attacks pointed at the head, abdoman, or legs of your
character.
Of course it wouldn't be an exact system, but fighting isn't an exact
science, it would however let you know where to block.
there would also bbe no need to slow it down either.
As to positional audio, as I said from what I've noticed thus far the
positional audio in the game is absolute, not relative.
if you and the opponent are both on the left of the arena, you here both!
sets of sounds to the left, not yours in the center and your opponents to
the left relative to his/her position.
My suggestions were made to give a blind player as much access to
information during a match of a game they'd never played before as a
sighted
player, and were meant with that aime.
Beware the grue!
Dark.
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, February 08, 2012 6:14 AM
Subject: Re: [Audyssey] audio fighting game was: Re: Game accessibility
was,Re: FINALLY! There is a Wii game for the blind!
Hmm. I've been looking at your ideas and I think it's an interesting
list... but to be honest the only one I think needs to be in is the one
about projectiles having extended sounds. There are fighters that already
do the position thing. As to projectiles, well, though I think they
should be extended, I think that the time between the launch of a
projectile and its connection to either the character or the character's
blocking is frankly enough to tell the distance between one character and
the other. As to your other comments...
3: A universal system of hit sounds to indicate the relative vertical
position of a move.
This would only be necessary for jump-in attacks, and I think there would
be no possible way for audio to be detailed enough to cue the angle
without being so obvious that it adds unnecessary beeps and other sounds.
that would detract from the game. As to sweeps, uppercuts and whatnot, if
you were to add sounds for each attack, you would have to separate them
for players to react in time, which would slow down the game at best,
since you would have to hear the sound and then react to it, which is not
what fighting games are about. Rather, fighting games are about
reactions, but more about quick reflexes to unexpected maneuvers, and
with audio cues, I just can't see how it would be possible to keep that
fast, intense pace.
4: Ducking sound/stand up .
Well, as it is, one can't duck in a fighting game, but I think crouching
would be the same. Though I actually agree now... a sound would be a good
idea. Though in a traditional fighting game, the only attacks that don't
hit crouches are attacks that hit upwards, like a shoryuken, though the
only reason people would usually use them is because someone is jumping
in towards them.
5: more obvious footstep and taunt sounds.
Nifty idea, but imo it isn't really necessary, since attacks can also
judge distance well enough, along with attack sounds coming up. The
reason I mention all this is because I don't want too much audio
detail... it'd be confusing to have to keep track of that much audio and
strategize at the same time. Just me though, I like the sounds that are
necessary and the few more that lend atmosphere.
6: Obvious knock down and get up sounds.
Already in every modern fighting game in existence. lol. In both cases.
Someone thought of that before you did. grins.
7: hit against corner sound.
Huh. I dunno about that one. haha Not sure what could realistically be
put in, since traditionally we don't have walls or rings, just the edge
of the screen as a stage. I think if we put in footsteps, we can just
have them stop at the edge. Seems like a fair solution to that problem.
8: description of moves.
Hmm. I'm not sure if that should be in the game itself... a command list
is just a quick reference for moves, not a detailed tutorial... I think
we should keep that in the documentation, along with your 10th comment
which is description of characters which I also think should be in the
docs.
As to stage descriptions and ambiance sounds... I think that the sounds
themselves could describe them... and fighting games can be playable as
long as the ambiance sounds aren't too loud. I don't know what kind of
stage description could be on the screen because it would have to sound
natural, and any description that I can come up with at least sounds
pretty dull in a short form. lol
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Ron and current Leader Dog boz who states "that a service dog beats a cane
hands down any day of the week."
---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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