I doubt that we could actually play it so well. I mean, the article
itself says that the game is meant to share a bit of the blind
perspective, not be a game for the blind.
Still, it seems pretty neat.

Still, it'd be neat to watch someone play it.

Signed:
Dakotah Rickard

On 6/19/12, Ron Kolesar <kolesar16...@roadrunner.com> wrote:
> Hey stranger. GRIN.
> I have a now old gray to white lab that states that labs no matter what
> color they are are better. GRIN.
> Have a good one my friend.
>
>
>
> Ron and current Leader Dog boz who states
> "that a service dog beats a cane paws down any day of the week."
> -----Original Message-----
> From: Charles Rivard
> Sent: Tuesday, June 19, 2012 7:00 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Fw: Video game lets players immerse themselves
> inworldof the blind
>
> Hmm.  I wonder if we could play this game well?
>
> ---
> Shepherds are the best beasts, but Labs are a close second.
> ----- Original Message -----
> From: "Jacob Kruger" <ja...@blindza.co.za>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Tuesday, June 19, 2012 5:26 AM
> Subject: [Audyssey] Fw: Video game lets players immerse themselves in
> worldof the blind
>
>
> ----- Original Message -----
> The Globe and Mail, Canada
> Video game lets players immerse themselves in world of the blind
> MARSHA LEDERMAN
> VANCOUVER — The Globe and Mail
> Published Friday, Jun. 08 2012, 4:30 PM EDT
>
> For a grad project, it had an ambitious premise: a video game in which a
> blind girl goes on a quest
> through a creepy, darkened world, trying to find her brother who has
> disappeared.
> Pulse is meant to give some insight into what it’s like to be blind – and
> also speaks to the ongoing
> evolution of gaming from a shoot-’em-up good time to a mind-opening
> experience with broad appeal.
> Unveiled last week at Vancouver Film School’s industry-attended Pitch &
> Play
> session to a whole lot
> of wowed reaction, the game was once reckoned too ambitious for a student
> project.
> “I really thought it was going to be difficult to pull off what they were
> trying to achieve, because
> it was just such a different idea of: How do you portray a blind person’s
> world in a game
> experience?” says industry veteran Dave Warfield, head of Game Design at
> VFS. “We weren’t sure how
> they were going to do it, or whether they would be able to achieve what
> they
> wanted,” he says of the
> five-student team behind Pulse. “But very early on, they put together a
> prototype that actually kind
> of blew all our minds.”
> In the game, Eva, 13, has lost her sight – and with it, the rightful place
> in her tribe to complete
> a rite-of-passage pilgrimage to a shrine in the forest. Her younger brother
> Tahu is sent instead –
> and disappears. She sets out to find him, throwing little babbling
> creatures
> called Mokos to light
> the way, and fighting off a beast who is also blind.
> With its darkened – but still visually dynamic – game environment, Pulse
> relies heavily on sound
> design, with a protagonist who essentially sees through sound. “I’m not
> sure
> if we had the idea of
> specifically a blind protagonist at the beginning,” says Maxwell Hannaman,
> a
> 22-year-old native of
> Colorado. “It was more: Oh, let’s use the idea of sound and echolocation to
> create some kind of
> interesting game mechanic.”
> A Little Red Riding Hood for the digital age, the crimson-cloaked Eva
> travels cautiously,
> accompanied by an ominous soundtrack. If she tosses a Moko, it makes more
> sound, which helps her
> interpret her environment. “They reflect a little bit of the emotion of
> what’s
> going on in the
> world,” says student Richard Harrison, 24. “So when they’re scared, it kind
> of implies that you
> should be scared as well.”
> An early inspiration for the students was the animated short Out of Sight,
> about a blind girl who
> loses her dog in the city. The students walked blindfolded around
> Harrisons’
> apartment. They also
> spoke with blind people, extensively with one man in particular – not just
> to discover how he
> navigates through the world, but also to get his take on their idea. “He
> was
> totally okay with it,”
> says Hannaman. “He basically understood this is not a game meant for blind
> people; it’s a game more
> about an interpretation of the blind experience.”
> Working 12 hours a day, six days a week, for more than three months, the
> team created an
> accomplished first level – up to about 45 minutes of play time. If they can
> secure the time and
> resources, they would like to complete more levels.
> While an impressive technical feat, Pulse also speaks to a continued gaming
> trend that really took
> off with the Nintendo Wii. “It’s not just the teenage boy in the basement
> with his Xbox 360,” says
> Warfield. “Whether it’s younger children or older women or grandparents,”
> today’s players “aren’t
> just going to sit down and play the latest Halo game. … So it’s kind of
> forcing people to try to
> create different game experiences that appeal to that wider audience.”
> After last week’s reveal, there was an evident sense of relief and
> accomplishment among the team
> members – all of whom are still looking for jobs in the industry. Similar
> to
> their protagonist, they
> had carried out their mission against the odds.
> “There’s a lot of people that, when we pitched this game, originally said,
> ‘Good luck,’ ” says
> Harrison. “And they, I think, were really happy to see us pull it off.”
>
> SOURCE
> http://www.theglobeandmail.com/arts/art-and-architecture/video-game-lets-players-immerse-themselves-in-world-of-the-blind/article4241369/?cmpid=rss1
>
>
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