Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread dark

Hi Ian.

I was primarily thinking of something like Secret of mana with the system I 
mentioned. Remember, in the game you didn't really do strafing attacks, 
indeed though billed as an action rpg it felt in large part turn based since 
basically you'd go in for an attack, smack the monster (usually after 
charging first), perhaps knock them back, then having to wait for your hit 
meter to get up again even for a normal hit and need to dodge the monster's 
attacks in the mean time.


I agree that more complex movement mechanics such as strafing and those 
employed by fps games would be difficult on Ios,  though I'd be 
interested to know what has been done in this line as far as the gyroscope 
goes, although I do likely agree the keyboard would be best.


Audio and fp perspectives do go well together, whether using action or not. 
Indeed since I've always found graphical fp far too complex for my level of 
vision even when all objects were visible and with ca comparatively simple 
view such as the original doom, it was the chance to play genres in audio 
I'd not experienced previously graphically that first made me interested in 
audio games.


I do agree however that it is a shame that proper 2D hasn't been done in 
audio, and possibly couldn't be due to informational change, since I have 
had huge amounts of fun with games like Mega man, metroid and Turrican for 
years, indeed the Indi graphical games I play still are mostly that genre. 
Dk country I do really enjoyk, for the atmosphere and different levels as 
well as for the pure challenge, although my preferences generally were for 
exploration games with a little more by way of defense rather than the 
arcade style of something like Dk or marrio.


Beware the Grue!

Dark. 



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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread Ian Reed

Hi Dark,

Some very good points there.
I pretty much agree with all of them.
We both agree there are still some games that benefit from the extra keys.
Your example of a first person RPG was a good one.
It lacked strafing and moving backward, but those are not a requirement 
if the RPG is slower paced such as for a Final Fantasy game where 
battles are handled in a separate combat mode.
I might miss them if I were playing for instance, Morrowind, Oblivion, 
or Skyrim.

And maybe it wouldn't be too difficult to include them as well.
But the more maneuvering and aiming quickly matters then the more the 
extra physical keys of a keyboard can help.


I also appreciate your extra explanation of how targetting and moving is 
done for Secret of Mana on IOS.

I had actually imagined an on screen SNES controller, lol.

I can imagine Secret of Mana done in audio from a first person 
perspective as well.
I actually feel first person lends itself better to audio games than top 
down games like Secret of Mana or platformers like Donkey Kong Country.
I still miss those specific game mechanics though and wish there were a 
nice way to do them in audio.
Specifically I mean playing Donkey Kong Country in audio without 
changing levels, the speed of the game, or turning it into first person.
Just adding audio queues, TTS, and any extra keyboard inputs to make it 
magically accessible.
But I'm not sure that's enough due to the bandwidth difference in the 
amount of information you get from audio compared with video.


Ian Reed


On 12/15/2013 4:46 PM, dark wrote:
Well secret of Mana I know very well. As a teenager I combined playing 
cooperatively  and watching a sighted  friend of mine, (since I could 
see most of the characters providing they weren't in a zone with low 
contrast). There are several interesting points about the mobile 
version of secret of Mana however. For example, the combat mechanics 
while exactly the same as the snes use the touch screen capability to 
target a given monster for physical attacks just as with spells. So 
you move your character around with one finger, and use a second to 
target a monster for your character and for the other two to attack.


I could actually imagine an accessible game similar to secret of mana 
from a first person perspective with your allies Ai controled, though 
of course the enviornments, sounds for all the monsters and massive 
massive massive! amount of area programming would be the big problem 
since  just on a basic walking level Secret of Mana makes Shades of 
Doom look like wandering around a student bedsit!


In terms of health and mana however, while I agree with you that a 
game like a mud with a huge amount of statistics to monitor, health, 
mana, staminer, experience split between many levels, number of 
practices etc would be a problem, since a game like Secret of Mana 
just has essentially two basic statistics I don't think a single on 
screen button or  specific gesture to read mana and health would be 
too tortuous. papasangre 2 if not using the gyroscope has five 
separate on screen controls, two feet and hands and the cumpass 
slider, and that causes no trouble.


I could imagine an rpg game with a walk forward button bottom center 
(no need for the two feet mechanics of Papasangre), a cumpass for 
turning above it, an attack button in the bottom right corner, a spell 
casting button just above it in the middle right, a speak status 
buttton in the bottom left hand corner and a status menue in the top 
left corner for changing out currently active spell etc.


Heck, you could even reduce this down by having a control with 
different interaction methods,  say tapping the status button once 
spoke your health and mana, while tapping and holding bought up the 
pause menue to change spells and weapons etc.


While I do takee your point about limited keys,  it'd after all be 
nearly impossible to do something like swamp without a pc keyboard (I 
think Swamp uses every keyboard key there is), if the games interface 
is designed correctly for it I wouldn't say the Iphone is specifically 
limited by laack of controls, it's just different and needs a 
different design approach, eg, having both mana and hp spoken on one 
key rather than having two separate ones as you would on a pc.


Beware the grue!

Dark.



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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread K

sure, info to put into your client is:

Threshold

TCIP address

thresholdrpg.com

port number:

23



K

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Sunday, December 15, 2013 5:56 PM
Subject: Re: [Audyssey] The future of mobile accessible gaming,was: : mac 
versus windows




Hi Teresa.

The reason more complex games get talked about in terms of replayability 
is because theoretically, the more complex the game is, the more random 
factors can be intorduced when you play.


Take a trivia game for example. I have completed Jim kitchin's harry 
potter trivia and enjoyed it, however now I have seen all the questions. 
I'm not going to get a new challenge next time because I'll get the same 
questions again. Of course, the more questions you include and the longer 
it'd take you to get through a trivia game, the more replay there is 
(something like Freerice has close to unlimited replay).


the same goes for fps games. In a game like Swamp, the zombies position is 
randomised, as is that of the items. You don't know what your going to run 
into from game to game, so you can always expect things to be a little 
different, and that's not counting the extra maps etc. With an rpg game 
likee King of Dragon pass, because there are so many more factors in the 
game to randomise there is much more chance of giving the player a new 
experience with something unexxpected.


Now I'm not personally one to knock playing games for atmosphere. I've 
played through The Nightjar and will do so again, heck i've even played 
through chillingham and Grizly gulch about three times each and 
Terraformers twice, however the problem is with all of those games  I now 
know where everything is, everything is the same the first time as the 
last time, there are no alternate routes, different enddings or things to 
change. If I replay them it is just! in the same way I would watch a film 
or read a book again, for atmosphere and experience and not for the 
explorationn and unexpected challenge that I'd get from playing an actual 
game like Swamp.


That is the issue with replay and why it tends to be associated with more 
complex games,  although i'd personally argue something like the 
choiceofgames are replayable at least a few times simply by nature of 
being choice based gamebooks and giving you different options, heck, 
the short gamebook "a bad week for King MElchion the dispicable" over on 
Fighting fantasy project, once I'd played it through once I then spent an 
additional hour seeing all the different ways the story could go,   
many of them highly unique.


Beware the grue!

Dark.

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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread dark

Hi Teresa.

The reason more complex games get talked about in terms of replayability is 
because theoretically, the more complex the game is, the more random factors 
can be intorduced when you play.


Take a trivia game for example. I have completed Jim kitchin's harry potter 
trivia and enjoyed it, however now I have seen all the questions. I'm not 
going to get a new challenge next time because I'll get the same questions 
again. Of course, the more questions you include and the longer it'd take 
you to get through a trivia game, the more replay there is (something like 
Freerice has close to unlimited replay).


the same goes for fps games. In a game like Swamp, the zombies position is 
randomised, as is that of the items. You don't know what your going to run 
into from game to game, so you can always expect things to be a little 
different, and that's not counting the extra maps etc. With an rpg game 
likee King of Dragon pass, because there are so many more factors in the 
game to randomise there is much more chance of giving the player a new 
experience with something unexxpected.


Now I'm not personally one to knock playing games for atmosphere. I've 
played through The Nightjar and will do so again, heck i've even played 
through chillingham and Grizly gulch about three times each and Terraformers 
twice, however the problem is with all of those games  I now know where 
everything is, everything is the same the first time as the last time, there 
are no alternate routes, different enddings or things to change. If I replay 
them it is just! in the same way I would watch a film or read a book again, 
for atmosphere and experience and not for the explorationn and unexpected 
challenge that I'd get from playing an actual game like Swamp.


That is the issue with replay and why it tends to be associated with more 
complex games,  although i'd personally argue something like the 
choiceofgames are replayable at least a few times simply by nature of being 
choice based gamebooks and giving you different options, heck, the short 
gamebook "a bad week for King MElchion the dispicable" over on Fighting 
fantasy project, once I'd played it through once I then spent an additional 
hour seeing all the different ways the story could go,  many of them 
highly unique.


Beware the grue!

Dark. 



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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread dark
Well secret of Mana I know very well. As a teenager I combined playing 
cooperatively  and watching a sighted  friend of mine, (since I could see 
most of the characters providing they weren't in a zone with low contrast). 
There are several interesting points about the mobile version of secret of 
Mana however. For example, the combat mechanics while exactly the same as 
the snes use the touch screen capability to target a given monster for 
physical attacks just as with spells. So you move your character around with 
one finger, and use a second to target a monster for your character and for 
the other two to attack.


I could actually imagine an accessible game similar to secret of mana from a 
first person perspective with your allies Ai controled, though of course the 
enviornments, sounds for all the monsters and massive massive massive! 
amount of area programming would be the big problem since  just on a basic 
walking level Secret of Mana makes Shades of Doom look like wandering around 
a student bedsit!


In terms of health and mana however, while I agree with you that a game like 
a mud with a huge amount of statistics to monitor, health, mana, staminer, 
experience split between many levels, number of practices etc would be a 
problem, since a game like Secret of Mana just has essentially two basic 
statistics I don't think a single on screen button or  specific gesture to 
read mana and health would be too tortuous. papasangre 2 if not using the 
gyroscope has five separate on screen controls, two feet and hands and the 
cumpass slider, and that causes no trouble.


I could imagine an rpg game with a walk forward button bottom center (no 
need for the two feet mechanics of Papasangre), a cumpass for turning above 
it, an attack button in the bottom right corner, a spell casting button just 
above it in the middle right, a speak status buttton in the bottom left hand 
corner and a status menue in the top left corner for changing out currently 
active spell etc.


Heck, you could even reduce this down by having a control with different 
interaction methods,  say tapping the status button once spoke your 
health and mana, while tapping and holding bought up the pause menue to 
change spells and weapons etc.


While I do takee your point about limited keys,  it'd after all be 
nearly impossible to do something like swamp without a pc keyboard (I think 
Swamp uses every keyboard key there is), if the games interface is designed 
correctly for it I wouldn't say the Iphone is specifically limited by laack 
of controls, it's just different and needs a different design approach, eg, 
having both mana and hp spoken on one key rather than having two separate 
ones as you would on a pc.


Beware the grue!

Dark. 



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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread Support
I agree that complexity does not necessarily correlate with replayability.
And it's obvious that many games can be made accessible without a keyboard, 
especially if the only interface is a menu.
And the gyroscopes can definitely make up for some of the loss of a keyboard in 
games like Papa Sangre 2.
But I do think that first person games could also be made more in depth and 
fast paced with a keyboard available.
For instance did you ever find it cumbersome to maneuver your character in Papa 
Sangre 1?
Or find it hard to tell how far you really were from that snuffle hog?
Of course that's what gave the game some of it's challenge, so it worked well.
But imagine trying to play Swamp on your iPhone without a keyboard.
Are you going to tap your thumbs to run from the zombies?
In game text chat would have also just died.

There is definitely a wide range of games that can be made accessible on 
iPhone, but as I said there is also a large portion of games that do make more 
sense with a keyboard and it does give you a lot of extra player inputs to work 
with as a developer.

Fair enough that you don't enjoy strategy or RPGs, it's definitely a personal 
choice.
I don't get any enjoyment from card or board games, and these are probably the 
types of games enjoyed by the largest population of blind players.

On Dec 15, 2013, at 11:29 AM, Teresa Cochran  wrote:

> I just don’t think that complexity of the game necessarily correlates with 
> replayability. I happen to prefer first-person shooters, trivia,  and word 
> games, and these are games I can play over and over again. I played 
> Terraformers so many times i can’t count. I also don’t think accessibility 
> requires a keyboard, especially on IoS. If you factor in the gyroscope, IoS 
> games are more similar to video games. Moving the device or the body becomes 
> the interface. I realize this is more difficult with RPGs and strategy 
> games,but Solara has become very popular on IoS. I played it for awhile, but 
> strategy and RPGs are just not appealing to me.
> 
> Teresa
> 
> On the other hand, there are different fingers.
> 
> On Dec 15, 2013, at 8:43 AM, Support  wrote:
> 
>> Ah, I loved Secret of Mana on the SNES.  I beat it, multiple times I think.
>> 
>> Secret of Mana happens to be a game that would be very difficult to make 
>> accessible, even on a computer.
>> And when doing so an accessible game author would likely make heavy use of 
>> extra shortcut keys for the player to get at information like health and 
>> mana that is usually presented visually at all times and can be seen at a 
>> glance.
>> 
>> I suppose my main point is just that accessible versions of many games have 
>> more player input requirements than sighted versions.
>> 
>> So as Che mentioned a keyboard is a requirement for a large portion of 
>> accessible games.  And it makes it difficult to target IOS with those types 
>> of games knowing that each of your users will need to also own a bluetooth 
>> keyboard.
>> 
>> 
>> 
>> On Dec 15, 2013, at 7:01 AM, "dark"  wrote:
>> 
>>> Hi Teresa.
>>> 
>>> I agree with you on replay, even in some of the basic games. I've replayed 
>>> choice of the dragon three times over and still haven't seen all of the 
>>> game, simply because as a gamebook it is highly replayable, and lets not 
>>> forget king of dragon pass with it's random set of events and other major 
>>> factors in the game.
>>> 
>>> I can see Che's point with games like sixth sense and Zany touch and it is 
>>> true that there are very many arcade style games for Ios simply because the 
>>> fact of being on a small portable device lends itself to quick and casual 
>>> games, but that doesn't mean that is all that is available by any means.
>>> 
>>> One game my brother has on his Ipad is Secret of Mana, an action rpg 
>>> similar to Zelda by square originally released for the Snes, and known to 
>>> be one of the longest and most complex games for that platform taking 
>>> nearly 50 hours to complete!
>>> 
>>> So yeso yes, while there are lots of simpler, quicker games that's by no 
>>> means all the platform is capable of at all.
>>> 
>>> Beware the Grue!
>>> 
>>> Dark.
>> 
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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread Teresa Cochran
I just don’t think that complexity of the game necessarily correlates with 
replayability. I happen to prefer first-person shooters, trivia,  and word 
games, and these are games I can play over and over again. I played 
Terraformers so many times i can’t count. I also don’t think accessibility 
requires a keyboard, especially on IoS. If you factor in the gyroscope, IoS 
games are more similar to video games. Moving the device or the body becomes 
the interface. I realize this is more difficult with RPGs and strategy 
games,but Solara has become very popular on IoS. I played it for awhile, but 
strategy and RPGs are just not appealing to me.

Teresa

On the other hand, there are different fingers.

On Dec 15, 2013, at 8:43 AM, Support  wrote:

> Ah, I loved Secret of Mana on the SNES.  I beat it, multiple times I think.
> 
> Secret of Mana happens to be a game that would be very difficult to make 
> accessible, even on a computer.
> And when doing so an accessible game author would likely make heavy use of 
> extra shortcut keys for the player to get at information like health and mana 
> that is usually presented visually at all times and can be seen at a glance.
> 
> I suppose my main point is just that accessible versions of many games have 
> more player input requirements than sighted versions.
> 
> So as Che mentioned a keyboard is a requirement for a large portion of 
> accessible games.  And it makes it difficult to target IOS with those types 
> of games knowing that each of your users will need to also own a bluetooth 
> keyboard.
> 
> 
> 
> On Dec 15, 2013, at 7:01 AM, "dark"  wrote:
> 
>> Hi Teresa.
>> 
>> I agree with you on replay, even in some of the basic games. I've replayed 
>> choice of the dragon three times over and still haven't seen all of the 
>> game, simply because as a gamebook it is highly replayable, and lets not 
>> forget king of dragon pass with it's random set of events and other major 
>> factors in the game.
>> 
>> I can see Che's point with games like sixth sense and Zany touch and it is 
>> true that there are very many arcade style games for Ios simply because the 
>> fact of being on a small portable device lends itself to quick and casual 
>> games, but that doesn't mean that is all that is available by any means.
>> 
>> One game my brother has on his Ipad is Secret of Mana, an action rpg similar 
>> to Zelda by square originally released for the Snes, and known to be one of 
>> the longest and most complex games for that platform taking nearly 50 hours 
>> to complete!
>> 
>> So yeso yes, while there are lots of simpler, quicker games that's by no 
>> means all the platform is capable of at all.
>> 
>> Beware the Grue!
>> 
>> Dark. 
>> 
> 
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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread Support
Ah, I loved Secret of Mana on the SNES.  I beat it, multiple times I think.

Secret of Mana happens to be a game that would be very difficult to make 
accessible, even on a computer.
And when doing so an accessible game author would likely make heavy use of 
extra shortcut keys for the player to get at information like health and mana 
that is usually presented visually at all times and can be seen at a glance.

I suppose my main point is just that accessible versions of many games have 
more player input requirements than sighted versions.

So as Che mentioned a keyboard is a requirement for a large portion of 
accessible games.  And it makes it difficult to target IOS with those types of 
games knowing that each of your users will need to also own a bluetooth 
keyboard.



On Dec 15, 2013, at 7:01 AM, "dark"  wrote:

> Hi Teresa.
> 
> I agree with you on replay, even in some of the basic games. I've replayed 
> choice of the dragon three times over and still haven't seen all of the game, 
> simply because as a gamebook it is highly replayable, and lets not forget 
> king of dragon pass with it's random set of events and other major factors in 
> the game.
> 
> I can see Che's point with games like sixth sense and Zany touch and it is 
> true that there are very many arcade style games for Ios simply because the 
> fact of being on a small portable device lends itself to quick and casual 
> games, but that doesn't mean that is all that is available by any means.
> 
> One game my brother has on his Ipad is Secret of Mana, an action rpg similar 
> to Zelda by square originally released for the Snes, and known to be one of 
> the longest and most complex games for that platform taking nearly 50 hours 
> to complete!
> 
> So yeso yes, while there are lots of simpler, quicker games that's by no 
> means all the platform is capable of at all.
> 
> Beware the Grue!
> 
> Dark. 
> 

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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread dark

Hi Teresa.

I agree with you on replay, even in some of the basic games. I've replayed 
choice of the dragon three times over and still haven't seen all of the 
game, simply because as a gamebook it is highly replayable, and lets not 
forget king of dragon pass with it's random set of events and other major 
factors in the game.


I can see Che's point with games like sixth sense and Zany touch and it is 
true that there are very many arcade style games for Ios simply because the 
fact of being on a small portable device lends itself to quick and casual 
games, but that doesn't mean that is all that is available by any means.


One game my brother has on his Ipad is Secret of Mana, an action rpg similar 
to Zelda by square originally released for the Snes, and known to be one of 
the longest and most complex games for that platform taking nearly 50 hours 
to complete!


So yeso yes, while there are lots of simpler, quicker games that's by no 
means all the platform is capable of at all.


Beware the Grue!

Dark. 



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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-15 Thread Teresa Cochran
Um, i must strongly disagree with Che’s point about the lack of replayability 
in IoS games. I replay Papa Sangre games and (lord help me) Soul Trapper a lot. 
Also, Papa sangre II has been very popular in the “mainstream” community as 
well. I think that in order to market accessible games, it’s best if they’re 
accessible to as many folks as possible.

Teresa

"The Golden Age of science fiction is twelve."--Pete Graham

On Dec 14, 2013, at 2:36 PM, Darren Harris  
wrote:

> Hi,
> 
> This is where developing games for multiple types of people comes into play
> here I think.
> 
> Look at the various audio games that there are out there on IOS for example?
> How many of them were developed specifically for blind people yet sighted
> people play them? Take the blindness lable away and simply make them
> accessible then you have your target audience. Freak is an example of this.
> the idea isn't to simply create games for blind people specifically but to
> create games for all that blind people can play. This to me is where the
> accessible markets fall flat because the developers are not doing this. 
> 
> With windows, take smugglers for example. The developer was approached, he
> agreed and made it accessible. There you go. 
> 
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Che Martin
> Sent: 14 December 2013 22:30
> To: 'Gamers Discussion list'
> Subject: [Audyssey] The future of mobile accessible gaming, was: : mac
> versus windows
> 
>  Hi ya phil,
>  Yeah man, as a commercial entity selling to a very limited market, the
> price point of iOS games is a concern.
>  As you mentioned, , while it is true that a release of an iOS title will
> far out sale the same title for mac or windows, at what price will it be
> offered ?
>  You said you have purchased over 40 games, but you've probably spent less
> than you would have for 2 premium mac or windows games I would think?
>  True, the games for mobile devices don't offer nearly the depth or
> replayability of a quality premium mac or PC title, but even if it did, what
> would folks pay for  it?  
>  For instance, , I think Jeremy could have easily sold swamp for $50 a
> license and moved at the very minimum 250 units, but what would he get for
> it on iOS with the same features?
>  Of course, you'd need a bluetooth keyboard hooked up to your iOS device to
> get the same features, but you catch my drift.
>  In the very limited market of accessible games, even if one sold a couple
> thousand copies at a buck a piece, a developer wouldn't even be approaching
> minimum wage per hour most likely.
>  And if an accessible developer tried to sell a game for $15 or $20, I
> think a great deal of potential purchasers would scream rip off, because
> they are used to the super low price of most apps, not considering most of
> those apps are selling to tens of thousands of customers.
>  This is not to say its all about money, nobody develops accessible games
> to get rich, but it is nice to get a few ounces of dough coming in for tons
> of hard work.
>  I am personally hoping to release a set of educational apps for blind kids
> for free once I learn xCode.  After that, I may look more closely at the
> commercial market, including micro purchases for in game upgrades, etc.
>  No matter what, it is an interesting time for accessible gaming me thinks,
> as mister Zimmerman so concisely put it, the times they are a changin'.
>  Take care,
> Che
> 
> 
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
> Sent: Saturday, December 14, 2013 6:16 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] mac versus windows sales plus iOS question
> 
> Hi Che,
> I am sure Josh is talking about  his mac games are outselling his windows
> games.
> I am sure when Draconis develops a full IOS game for iPhone and iPad, that
> will outsell the other two combined.
> I just got my iPhone two months ago and already have purcheased over forty
> games on it.
> True, they are in the $0.99 and 1.99 price point.
> 
> 
> - Original Message -
> From: "Che Martin" 
> To: "'Gamers Discussion list'" 
> Sent: Saturday, December 14, 2013 4:18 AM
> Subject: [Audyssey] mac versus windows sales plus iOS question
> 
> 
>>  Hi ya,
>> Just red this quote from the list:
>> Start quote:
>> 
>>> First, ignoring Mac as a viable platform for blind gamers is a poor
>> strategy. One year on, and Mac sales are still far exceeding Windows 
>> sales, even in comparison to back in the hay day of audio games, some 
>> 10 years ago or so. It is

Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-14 Thread Che Martin
 Hi dark,
  Yah, as far as the extra payments to advance in a game, that is what I was
referring to with the micro payments.
 It is an interesting model, and definitely one I will be looking at later
on, it is perfect for a RPG., or space exploration epic.
 For now, I have to clear my slate of rail racer 2 and make  a few small
tweaks to our online cribbage game at BA, but once that is taken care of, I
will be focusing tightly on iOS.
  Rr would be a fun game on a mobile platform, but much like swamp, it would
require a keyboard interface, there are just too many things you have to get
feedback on to be able to do it with a single touch screen. Not to mention,
I can barely make a hello world demo on iOS, much less something as
extremely complex as rr.
  I think there is some huge potential that hasn't been scratched yet for
accessible gaming on mobile platforms, its just gonna take time and effort
from developers to get there.
  It is unfortunate that there is no way to get any hard numbers on the
amount of folks using iOS with voiceover exclusively, the lack of data
really muddles the picture for accessible developers.
  Nothing unique there, same goes for windows VI gamers, just no way to pin
it down.
  BTW, Che is spelled c h e, pronounced shay, if yer curious, I was named
after Che Guevara, the revolutionary. A man, despite what one might think of
his politics or tactics, was hard core dedicated to his cause.
  Take care,
Che
 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Saturday, December 14, 2013 6:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The future of mobile accessible gaming, was: : mac
versus windows

Hi Chae.

Actually, while many Ios games are indeed on the lower end of the price
spectrum that is a matter that is likely to change, since some of the major
mainstream coorporations are producing rpgs and the like. Squares new Iphone
game for example was priced at 20 usd.

Even in the accessible games market, after seeing King of Dragon pass for 10
dollars, I am less convinced that all Ios games need to be that much less
than windows ones. no, you probably couldn't sell a 50 dollar game, but a 15
or 20 dollar one would not be so unusual provided it had the depth to go
with it.

While prices on the Iphone are lower, eg, 5 usd for a sound adventure game
like Papasangre or 10 or 15 at most for a complex game, I don't believe
they're quite as low as I initially thought. Plus of course, remember on Ios
people are far more comfortable with in ap purchices even of initially
published games.

you could for example publish a racing game like Rail racer with an initial
50 tracks and upgrades up to level 3 for 7 usd, then publish packs of an
additional 50 tracks for 5 usd each. You could also do the route that games
like Solara use of having in game currency buy upgrades and charge players
for the currency convertion, and provided you A, allowed a method to get
some currency in the game even at slow amounts and B, weren't grasping with
the upgrades and free version you'd likely make up extra money that way.

Beware the grue!

Dark. 


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Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-14 Thread dark

Hi Chae.

Actually, while many Ios games are indeed on the lower end of the price 
spectrum that is a matter that is likely to change, since some of the major 
mainstream coorporations are producing rpgs and the like. Squares new Iphone 
game for example was priced at 20 usd.


Even in the accessible games market, after seeing King of Dragon pass for 10 
dollars, I am less convinced that all Ios games need to be that much less 
than windows ones. no, you probably couldn't sell a 50 dollar game, but a 15 
or 20 dollar one would not be so unusual provided it had the depth to go 
with it.


While prices on the Iphone are lower, eg, 5 usd for a sound adventure game 
like Papasangre or 10 or 15 at most for a complex game, I don't believe 
they're quite as low as I initially thought. Plus of course, remember on Ios 
people are far more comfortable with in ap purchices even of initially 
published games.


you could for example publish a racing game like Rail racer with an initial 
50 tracks and upgrades up to level 3 for 7 usd, then publish packs of an 
additional 50 tracks for 5 usd each. You could also do the route that games 
like Solara use of having in game currency buy upgrades and charge players 
for the currency convertion, and provided you A, allowed a method to get 
some currency in the game even at slow amounts and B, weren't grasping with 
the upgrades and free version you'd likely make up extra money that way.


Beware the grue!

Dark. 



---
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://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.


Re: [Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-14 Thread Darren Harris
Hi,

This is where developing games for multiple types of people comes into play
here I think.

Look at the various audio games that there are out there on IOS for example?
How many of them were developed specifically for blind people yet sighted
people play them? Take the blindness lable away and simply make them
accessible then you have your target audience. Freak is an example of this.
the idea isn't to simply create games for blind people specifically but to
create games for all that blind people can play. This to me is where the
accessible markets fall flat because the developers are not doing this. 

With windows, take smugglers for example. The developer was approached, he
agreed and made it accessible. There you go. 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Che Martin
Sent: 14 December 2013 22:30
To: 'Gamers Discussion list'
Subject: [Audyssey] The future of mobile accessible gaming, was: : mac
versus windows

  Hi ya phil,
  Yeah man, as a commercial entity selling to a very limited market, the
price point of iOS games is a concern.
  As you mentioned, , while it is true that a release of an iOS title will
far out sale the same title for mac or windows, at what price will it be
offered ?
  You said you have purchased over 40 games, but you've probably spent less
than you would have for 2 premium mac or windows games I would think?
  True, the games for mobile devices don't offer nearly the depth or
replayability of a quality premium mac or PC title, but even if it did, what
would folks pay for  it?  
  For instance, , I think Jeremy could have easily sold swamp for $50 a
license and moved at the very minimum 250 units, but what would he get for
it on iOS with the same features?
  Of course, you'd need a bluetooth keyboard hooked up to your iOS device to
get the same features, but you catch my drift.
  In the very limited market of accessible games, even if one sold a couple
thousand copies at a buck a piece, a developer wouldn't even be approaching
minimum wage per hour most likely.
  And if an accessible developer tried to sell a game for $15 or $20, I
think a great deal of potential purchasers would scream rip off, because
they are used to the super low price of most apps, not considering most of
those apps are selling to tens of thousands of customers.
  This is not to say its all about money, nobody develops accessible games
to get rich, but it is nice to get a few ounces of dough coming in for tons
of hard work.
  I am personally hoping to release a set of educational apps for blind kids
for free once I learn xCode.  After that, I may look more closely at the
commercial market, including micro purchases for in game upgrades, etc.
  No matter what, it is an interesting time for accessible gaming me thinks,
as mister Zimmerman so concisely put it, the times they are a changin'.
  Take care,
 Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
Sent: Saturday, December 14, 2013 6:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mac versus windows sales plus iOS question

Hi Che,
I am sure Josh is talking about  his mac games are outselling his windows
games.
 I am sure when Draconis develops a full IOS game for iPhone and iPad, that
will outsell the other two combined.
I just got my iPhone two months ago and already have purcheased over forty
games on it.
True, they are in the $0.99 and 1.99 price point.


- Original Message -
From: "Che Martin" 
To: "'Gamers Discussion list'" 
Sent: Saturday, December 14, 2013 4:18 AM
Subject: [Audyssey] mac versus windows sales plus iOS question


>   Hi ya,
> Just red this quote from the list:
> Start quote:
>
>> First, ignoring Mac as a viable platform for blind gamers is a poor
> strategy. One year on, and Mac sales are still far exceeding Windows 
> sales, even in comparison to back in the hay day of audio games, some 
> 10 years ago or so. It isn't just about raw user numbers, it is about 
> demographics and the quality of those users.
> End quote
>
>  Maybe I am misunderstanding the quote here, but are you saying that 
> macs are outselling windows machines?
>  Where are you getting those numbers?
>  Its been a while since I checked, but last time I took notice macs 
> were around 5 or 6 percent with PC's over 80 percent.
>  I am sure the mac has made strides in recent years, but if they are 
> outselling windows machines in pretty much any significant market, 
> that is surprising news to me.
>  I could see where macs may be accelerating with the decline of the 
> PC, but last I checked, they have a really long way to go to be 
> anywhere near outselling windows machines.
>  If macs are indeed outselling pc's with windows, I would have lost a 
> large bet on that, had a wager

[Audyssey] The future of mobile accessible gaming, was: : mac versus windows

2013-12-14 Thread Che Martin
  Hi ya phil,
  Yeah man, as a commercial entity selling to a very limited market, the
price point of iOS games is a concern.
  As you mentioned, , while it is true that a release of an iOS title will
far out sale the same title for mac or windows, at what price will it be
offered ?
  You said you have purchased over 40 games, but you've probably spent less
than you would have for 2 premium mac or windows games I would think?
  True, the games for mobile devices don't offer nearly the depth or
replayability of a quality premium mac or PC title, but even if it did, what
would folks pay for  it?  
  For instance, , I think Jeremy could have easily sold swamp for $50 a
license and moved at the very minimum 250 units, but what would he get for
it on iOS with the same features?
  Of course, you'd need a bluetooth keyboard hooked up to your iOS device to
get the same features, but you catch my drift.
  In the very limited market of accessible games, even if one sold a couple
thousand copies at a buck a piece, a developer wouldn't even be approaching
minimum wage per hour most likely.
  And if an accessible developer tried to sell a game for $15 or $20, I
think a great deal of potential purchasers would scream rip off, because
they are used to the super low price of most apps, not considering most of
those apps are selling to tens of thousands of customers.
  This is not to say its all about money, nobody develops accessible games
to get rich, but it is nice to get a few ounces of dough coming in for tons
of hard work.
  I am personally hoping to release a set of educational apps for blind kids
for free once I learn xCode.  After that, I may look more closely at the
commercial market, including micro purchases for in game upgrades, etc.
  No matter what, it is an interesting time for accessible gaming me thinks,
as mister Zimmerman so concisely put it, the times they are a changin'.
  Take care,
 Che


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
Sent: Saturday, December 14, 2013 6:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mac versus windows sales plus iOS question

Hi Che,
I am sure Josh is talking about  his mac games are outselling his windows
games.
 I am sure when Draconis develops a full IOS game for iPhone and iPad, that
will outsell the other two combined.
I just got my iPhone two months ago and already have purcheased over forty
games on it.
True, they are in the $0.99 and 1.99 price point.


- Original Message -
From: "Che Martin" 
To: "'Gamers Discussion list'" 
Sent: Saturday, December 14, 2013 4:18 AM
Subject: [Audyssey] mac versus windows sales plus iOS question


>   Hi ya,
> Just red this quote from the list:
> Start quote:
>
>> First, ignoring Mac as a viable platform for blind gamers is a poor
> strategy. One year on, and Mac sales are still far exceeding Windows 
> sales,
> even in comparison to back in the hay day of audio games, some 10 years 
> ago
> or so. It isn't just about raw user numbers, it is about demographics and
> the quality of those users.
> End quote
>
>  Maybe I am misunderstanding the quote here, but are you saying that macs
> are outselling windows machines?
>  Where are you getting those numbers?
>  Its been a while since I checked, but last time I took notice macs were
> around 5 or 6 percent with PC's over 80 percent.
>  I am sure the mac has made strides in recent years, but if they are
> outselling windows machines in pretty much any significant market, that is
> surprising news to me.
>  I could see where macs may be accelerating with the decline of the PC, 
> but
> last I checked, they have a really long way to go to be anywhere near
> outselling windows machines.
>  If macs are indeed outselling pc's with windows, I would have lost a 
> large
> bet on that, had a wager been presented to my degenerate gambling self.
>  Here is what I dug up quickly on google before going to bed:
> In an interview with Computerworld, Gartner analyst Carolina Milanesi says

> a
> major OS shift is coming. By 2015, she predicts, devices running Apple
> operating systems will overtake those running Windows.
>
>
> Last year, shipments of products running Windows still handily outnumbered
> those running Mac OS and iOS, by 347 million to 213 million, according to
> figures from Gartner published Monday. The lead will be slashed to 23
> million in 2014, and the Apple OSes will likely outnumber Windows devices 
> in
> 2015, said Carolina Milanesi, research vice president at Gartner.
>
> End article clip
>
>  So based on those numbers, even throwing in the mobile iOS into the mac
> equation,  windows is outselling them, strip out iOS and those numbers get
> far more out of balance when we're talking windows versus mac straight up.
>  Obviously on the mobile side of things, apple is owning microsoft, but if
> we're talking macs versus windows, i.e. desktops and laptops, its not even
> close, and won't be for many ye