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 > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.