Re: [Audyssey] sims was Toc observation

2010-03-23 Thread Jacob Kruger
Not necessarily too relevant, but there's an accessibility add on for the 
sort of online version of the sims, second life:

http://wiki.secondlife.com/wiki/Accessibility

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Dakotah Rickard" 

To: "Gamers Discussion list" 
Sent: Tuesday, March 23, 2010 2:03 AM
Subject: Re: [Audyssey] sims was Toc observation



Wow. If the game did show that, and only that, it would be very boring.

Actually, there are several needs bars, including hunger, bladder,
social, fun, comfort, hygene, energy, and environment.

Since there are many ways to fulfill the different bars at the same
time, plus other goals such as careers, of which there are many
default options, family goals, wants your sims have, ranging from
wanting to eat a certain kind of food to wanting to be abducted by
aliens, plus different options you get with expansion packs, adding
things like opening a business, hobbies, going to college, etc, the
sims, at least sims 2, is much much more complicated than that. Even
the original sims had all the needs bars, careers, family goals, and
such.

Signed:
Dakotah Rickard

On 3/22/10, Muhammed Deniz  wrote:
My sited sister told m e and We had a play through. Basically, the game 
is
about like this. It shows you that you have to go to the toilet or get 
food,

and stuff like that. Which how ever in my mind, is borring.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message -
From: "Dakotah Rickard" 
To: "Gamers Discussion list" 
Sent: Monday, March 22, 2010 2:18 PM
Subject: Re: [Audyssey] sims was Toc observation



Having played Sims myself, through the patient interface of my wife, I
can say that it is absolutely nothing like alter ego. Or rather, it is
many times more complicated.

Yes, part of the game is designing and defining esthetic
characteristics surrounding your sims family's life, placement of
furniture, appliances, colors of walls, pictures, etc. all such things
have a baring on how well your sims function.

I think the way you could best characterize the sims is not a pet or
buddy that you interact with but a community of people which you
directly control. It is highly entertaining, because of the random
attributes you don't give them, as well as the attributes you set them
up with at the start of the game. With six different personality
characteristics and only thirty points to divy out, I believe, there
are many combinations of personality profile, from the drably ordinary
to the dangerously insane.

the trouble with the game is this. It is, in fact, a very good game,
worth playing, and highly expandable via a large community of modders
and designers. It is also a game which the v.i. community would be
extraordinarily hardpressed to play, with greater difficulty as sight
level decreased.

As I said, I only played it through the patient assistance of my wife,
and also, a while before that, a good friend. I played using their
games, in their sims neighborhoods. I would not feel it necessary to
buy my own copy, just to ask someone else to play it with me.

The trouble is, having looked at many possibilities, I can not find an
interface that would allow a blind-accessible sims style game to be
developed. The timescale of at least one minute per second in game
means that snap decisions have to be made and executed. We simply
don't have enough keys on the keyboard to make every option available
that would fall under such categories.

Furthermore, objects behave fairly realistically, with fairly
realistic physics. Programming all of the objects, behaviors
associated with those objects, and even just the tendencies of certain
sim types to use those objects is the work of a company of
programmers. Everyone, then, would have to work on this one project in
one programming language and with one specific goal only.

This is a game that I strongly wish we had, but the truth of the
matter is that we don't have enough programmers to pull it off within
anything approaching a reasonable timeframe. We don't have the
technology needed to interface with such a game, at present, and we
tend to summarily dismiss anything we can't play as not worth our
time. I've met several people that just hated the sims, but when I
told them about it, they decided that they'd love to play it, and it
was too bad the interface was so complicated.

Signed:
Dakotah Rickard

On 3/22/10, Bryan Peterson  wrote:
I can't say I'd actually have been interested in a game like that 
either.
But it was sort of amusing when my mother's character would get 
depressed


on
a whim and fall asleep on the floor, thereby missing her ride to work. 
Or
attempt to cook a meal and instead set the kitchen on fire. And 

Re: [Audyssey] sims was Toc observation

2010-03-22 Thread Dakotah Rickard
Wow. If the game did show that, and only that, it would be very boring.

Actually, there are several needs bars, including hunger, bladder,
social, fun, comfort, hygene, energy, and environment.

Since there are many ways to fulfill the different bars at the same
time, plus other goals such as careers, of which there are many
default options, family goals, wants your sims have, ranging from
wanting to eat a certain kind of food to wanting to be abducted by
aliens, plus different options you get with expansion packs, adding
things like opening a business, hobbies, going to college, etc, the
sims, at least sims 2, is much much more complicated than that. Even
the original sims had all the needs bars, careers, family goals, and
such.

Signed:
Dakotah Rickard

On 3/22/10, Muhammed Deniz  wrote:
> My sited sister told m e and We had a play through. Basically, the game is
> about like this. It shows you that you have to go to the toilet or get food,
> and stuff like that. Which how ever in my mind, is borring.
> Contact info.
> email:
> muhamme...@googlemail.com
> msn:
> muhammed123...@hotmail.co.uk
> Skype:
> muhammed.deniz
> Klango username.
> muhammed
> - Original Message -
> From: "Dakotah Rickard" 
> To: "Gamers Discussion list" 
> Sent: Monday, March 22, 2010 2:18 PM
> Subject: Re: [Audyssey] sims was Toc observation
>
>
>> Having played Sims myself, through the patient interface of my wife, I
>> can say that it is absolutely nothing like alter ego. Or rather, it is
>> many times more complicated.
>>
>> Yes, part of the game is designing and defining esthetic
>> characteristics surrounding your sims family's life, placement of
>> furniture, appliances, colors of walls, pictures, etc. all such things
>> have a baring on how well your sims function.
>>
>> I think the way you could best characterize the sims is not a pet or
>> buddy that you interact with but a community of people which you
>> directly control. It is highly entertaining, because of the random
>> attributes you don't give them, as well as the attributes you set them
>> up with at the start of the game. With six different personality
>> characteristics and only thirty points to divy out, I believe, there
>> are many combinations of personality profile, from the drably ordinary
>> to the dangerously insane.
>>
>> the trouble with the game is this. It is, in fact, a very good game,
>> worth playing, and highly expandable via a large community of modders
>> and designers. It is also a game which the v.i. community would be
>> extraordinarily hardpressed to play, with greater difficulty as sight
>> level decreased.
>>
>> As I said, I only played it through the patient assistance of my wife,
>> and also, a while before that, a good friend. I played using their
>> games, in their sims neighborhoods. I would not feel it necessary to
>> buy my own copy, just to ask someone else to play it with me.
>>
>> The trouble is, having looked at many possibilities, I can not find an
>> interface that would allow a blind-accessible sims style game to be
>> developed. The timescale of at least one minute per second in game
>> means that snap decisions have to be made and executed. We simply
>> don't have enough keys on the keyboard to make every option available
>> that would fall under such categories.
>>
>> Furthermore, objects behave fairly realistically, with fairly
>> realistic physics. Programming all of the objects, behaviors
>> associated with those objects, and even just the tendencies of certain
>> sim types to use those objects is the work of a company of
>> programmers. Everyone, then, would have to work on this one project in
>> one programming language and with one specific goal only.
>>
>> This is a game that I strongly wish we had, but the truth of the
>> matter is that we don't have enough programmers to pull it off within
>> anything approaching a reasonable timeframe. We don't have the
>> technology needed to interface with such a game, at present, and we
>> tend to summarily dismiss anything we can't play as not worth our
>> time. I've met several people that just hated the sims, but when I
>> told them about it, they decided that they'd love to play it, and it
>> was too bad the interface was so complicated.
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 3/22/10, Bryan Peterson  wrote:
>>> I can't say I'd actually have been interested in a game like that either.
>>> But it was sort of amusing when my mother's character would get depressed
>>>
>>&

Re: [Audyssey] sims was Toc observation

2010-03-22 Thread Muhammed Deniz
My sited sister told m e and We had a play through. Basically, the game is 
about like this. It shows you that you have to go to the toilet or get food, 
and stuff like that. Which how ever in my mind, is borring.

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Dakotah Rickard" 

To: "Gamers Discussion list" 
Sent: Monday, March 22, 2010 2:18 PM
Subject: Re: [Audyssey] sims was Toc observation



Having played Sims myself, through the patient interface of my wife, I
can say that it is absolutely nothing like alter ego. Or rather, it is
many times more complicated.

Yes, part of the game is designing and defining esthetic
characteristics surrounding your sims family's life, placement of
furniture, appliances, colors of walls, pictures, etc. all such things
have a baring on how well your sims function.

I think the way you could best characterize the sims is not a pet or
buddy that you interact with but a community of people which you
directly control. It is highly entertaining, because of the random
attributes you don't give them, as well as the attributes you set them
up with at the start of the game. With six different personality
characteristics and only thirty points to divy out, I believe, there
are many combinations of personality profile, from the drably ordinary
to the dangerously insane.

the trouble with the game is this. It is, in fact, a very good game,
worth playing, and highly expandable via a large community of modders
and designers. It is also a game which the v.i. community would be
extraordinarily hardpressed to play, with greater difficulty as sight
level decreased.

As I said, I only played it through the patient assistance of my wife,
and also, a while before that, a good friend. I played using their
games, in their sims neighborhoods. I would not feel it necessary to
buy my own copy, just to ask someone else to play it with me.

The trouble is, having looked at many possibilities, I can not find an
interface that would allow a blind-accessible sims style game to be
developed. The timescale of at least one minute per second in game
means that snap decisions have to be made and executed. We simply
don't have enough keys on the keyboard to make every option available
that would fall under such categories.

Furthermore, objects behave fairly realistically, with fairly
realistic physics. Programming all of the objects, behaviors
associated with those objects, and even just the tendencies of certain
sim types to use those objects is the work of a company of
programmers. Everyone, then, would have to work on this one project in
one programming language and with one specific goal only.

This is a game that I strongly wish we had, but the truth of the
matter is that we don't have enough programmers to pull it off within
anything approaching a reasonable timeframe. We don't have the
technology needed to interface with such a game, at present, and we
tend to summarily dismiss anything we can't play as not worth our
time. I've met several people that just hated the sims, but when I
told them about it, they decided that they'd love to play it, and it
was too bad the interface was so complicated.

Signed:
Dakotah Rickard

On 3/22/10, Bryan Peterson  wrote:

I can't say I'd actually have been interested in a game like that either.
But it was sort of amusing when my mother's character would get depressed 
on

a whim and fall asleep on the floor, thereby missing her ride to work. Or
attempt to cook a meal and instead set the kitchen on fire. And the voice
acting was all done in this funky fake language with subtitles for us
English speakers.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message -
From: "dark" 
To: "Gamers Discussion list" 
Sent: Monday, March 22, 2010 12:19 AM
Subject: [Audyssey] sims was Toc observation


I must confess I've never really seen the point of such games myself, I 
can


see the point in something strategical such as sim city, but things like
the sims have always struck me as basically a glorified tamagochi.

In terms of audio interface,  well there are already textual 
versions

of such things (check out the alter ego game at
http://www.theblackforge.net/ for instance, and there are probably
others)..

I suppose something with audio events and acting could be created, 
though as I said I must admit I've not really ever seen the point in 
such
things myself,  I suppose though I've always been a bit more hard 
core


in my gaming and wanted more exploration personally.

Of course, this isn't to say it's a bad idea,  just a concept i've
never really found personally interesting, --- but that of course is 
just

me.

Beware the grue

Re: [Audyssey] sims was Toc observation

2010-03-22 Thread Dakotah Rickard
Oh certainly. I have sighted friends who do not particularly care for
the free roaming idea of the sims games.

Maxis, makers of the sims, has actually recognized that and made each
progressive sims base game, sims, sims 2, and sims 3, more and more
goal oriented, to the point that sims 3 is not really about the random
events but about making them achieve goals. It is so goal based, that
many critics say that you can only play one family out of a community,
as opposed to several families, as in the original sims and sims 2.

n the original sims, nobody grew. If you started out as a child, you
were always a child, going to school, doing homework. If you were an
adult, you could get a job and go do fun stuff. That's it. There
weren't any elders, no teens, only adults and kids. Sims 2 expanded
the number of ages presents, babies, toddlers, kids, teens, young
adults, adults, and elders. People grew up, and there was only a
limited time per age, meaning that you had to complete certain goals
within the time alotted.

I haven't actually had experience with sims 3 yet, but in it, time
moves as long as the game is loaded, as opposed to time moving for
each individual house when it's loaded, meaning that you can only
realistically worry about one family, and you have to let the other
families run via a.i., which is surprisingly complex.

They have also released other sims games, not sims city, that are
extremely goal oriented. Sims castaway is just one example, in which
your sim gets trapped on a desserted island. You help them survive,
while still experiencing, theoretically, the sims style of kind of
goofy fun.

The reason I bring things like this up is that there are wide ranges
in the amount of goal direction you can expect from sims style games.
Something like castaway would work very well for any developer or
developers looking to expand the genre.

Anyway, just my dollar and two cents.

Signed:
Dakotah Rickard

On 3/22/10, dark  wrote:
> Hi.
>
> I don't hate the sims because of lack of playing. I've had friends who've
> played it, and who gave me opinions,  I just genuinely do not personally
> see the appeall myself. Even given the complexity, it seems there is no goal
> in mind, no overall thing to explore or targit to reach, just a lot of
> factors to constantly play with and random events to decide about.
>
> However many factors this involves, and I do very much understand that
> it involves very many, far more than in alter ego or anything similar,  I
> just find the idea not to be appealing myself, sinse for me, gaming is
> always about some form of exploration of some sort. Even in Toc, I find I
> enjoy the exploration and initial attacking phase of the game most.
>
> As I said though, this might just be me and my preference (I have plenty of
> sighted friends who are not particularly fans of the sims either, 
> indeed my brother bought it and lost interest fairly rapidly).
>
> It is true that probably to get something with as many complex factors as
> the sims games have would require far more resources than are available to
> most independent developers anyway,  ut perhaps if someone was
> interested they could start on a smaller scale and work up,  sinse
> creating some of those systems might be possible.
>
> Personally as I said, it's not really something which interests me too
> much,  but this is preference. I'd certainly try that style of game if
> it was developed (I'll try anything), but it's not really among the
> graffical games I've been longer to play.
>
> Beware the grue!
>
> Dark.
>
>
> ---
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Re: [Audyssey] sims was Toc observation

2010-03-22 Thread dark

Hi.

I don't hate the sims because of lack of playing. I've had friends who've 
played it, and who gave me opinions,  I just genuinely do not personally 
see the appeall myself. Even given the complexity, it seems there is no goal 
in mind, no overall thing to explore or targit to reach, just a lot of 
factors to constantly play with and random events to decide about.


However many factors this involves, and I do very much understand that 
it involves very many, far more than in alter ego or anything similar,  I 
just find the idea not to be appealing myself, sinse for me, gaming is 
always about some form of exploration of some sort. Even in Toc, I find I 
enjoy the exploration and initial attacking phase of the game most.


As I said though, this might just be me and my preference (I have plenty of 
sighted friends who are not particularly fans of the sims either,   
indeed my brother bought it and lost interest fairly rapidly).


It is true that probably to get something with as many complex factors as 
the sims games have would require far more resources than are available to 
most independent developers anyway,  ut perhaps if someone was 
interested they could start on a smaller scale and work up,  sinse 
creating some of those systems might be possible.


Personally as I said, it's not really something which interests me too 
much,  but this is preference. I'd certainly try that style of game if 
it was developed (I'll try anything), but it's not really among the 
graffical games I've been longer to play.


Beware the grue!

Dark. 



---
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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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Re: [Audyssey] sims was Toc observation

2010-03-22 Thread Dakotah Rickard
Having played Sims myself, through the patient interface of my wife, I
can say that it is absolutely nothing like alter ego. Or rather, it is
many times more complicated.

Yes, part of the game is designing and defining esthetic
characteristics surrounding your sims family's life, placement of
furniture, appliances, colors of walls, pictures, etc. all such things
have a baring on how well your sims function.

I think the way you could best characterize the sims is not a pet or
buddy that you interact with but a community of people which you
directly control. It is highly entertaining, because of the random
attributes you don't give them, as well as the attributes you set them
up with at the start of the game. With six different personality
characteristics and only thirty points to divy out, I believe, there
are many combinations of personality profile, from the drably ordinary
to the dangerously insane.

the trouble with the game is this. It is, in fact, a very good game,
worth playing, and highly expandable via a large community of modders
and designers. It is also a game which the v.i. community would be
extraordinarily hardpressed to play, with greater difficulty as sight
level decreased.

As I said, I only played it through the patient assistance of my wife,
and also, a while before that, a good friend. I played using their
games, in their sims neighborhoods. I would not feel it necessary to
buy my own copy, just to ask someone else to play it with me.

The trouble is, having looked at many possibilities, I can not find an
interface that would allow a blind-accessible sims style game to be
developed. The timescale of at least one minute per second in game
means that snap decisions have to be made and executed. We simply
don't have enough keys on the keyboard to make every option available
that would fall under such categories.

Furthermore, objects behave fairly realistically, with fairly
realistic physics. Programming all of the objects, behaviors
associated with those objects, and even just the tendencies of certain
sim types to use those objects is the work of a company of
programmers. Everyone, then, would have to work on this one project in
one programming language and with one specific goal only.

This is a game that I strongly wish we had, but the truth of the
matter is that we don't have enough programmers to pull it off within
anything approaching a reasonable timeframe. We don't have the
technology needed to interface with such a game, at present, and we
tend to summarily dismiss anything we can't play as not worth our
time. I've met several people that just hated the sims, but when I
told them about it, they decided that they'd love to play it, and it
was too bad the interface was so complicated.

Signed:
Dakotah Rickard

On 3/22/10, Bryan Peterson  wrote:
> I can't say I'd actually have been interested in a game like that either.
> But it was sort of amusing when my mother's character would get depressed on
> a whim and fall asleep on the floor, thereby missing her ride to work. Or
> attempt to cook a meal and instead set the kitchen on fire. And the voice
> acting was all done in this funky fake language with subtitles for us
> English speakers.
> Homer: Hey, uh, could you go across the street and get me a slice of pizza?
> Vender: No pizza. Only Khlav Kalash.
> - Original Message -
> From: "dark" 
> To: "Gamers Discussion list" 
> Sent: Monday, March 22, 2010 12:19 AM
> Subject: [Audyssey] sims was Toc observation
>
>
>>I must confess I've never really seen the point of such games myself, I can
>>
>>see the point in something strategical such as sim city, but things like
>>the sims have always struck me as basically a glorified tamagochi.
>>
>> In terms of audio interface,  well there are already textual versions
>> of such things (check out the alter ego game at
>> http://www.theblackforge.net/ for instance, and there are probably
>> others)..
>>
>> I suppose something with audio events and acting could be created, 
>> though as I said I must admit I've not really ever seen the point in such
>> things myself,  I suppose though I've always been a bit more hard core
>>
>> in my gaming and wanted more exploration personally.
>>
>> Of course, this isn't to say it's a bad idea,  just a concept i've
>> never really found personally interesting, --- but that of course is just
>> me.
>>
>> Beware the grue!
>>
>> Dark.
>> - Original Message -
>> From: "Bryan Peterson" 
>> To: "Gamers Discussion list" 
>> Sent: Monday, March 22, 2010 4:00 AM
>> Subject: Re: [Audyssey] Toc observation
>>
>>
>>> It'd be i

Re: [Audyssey] sims was Toc observation

2010-03-22 Thread Bryan Peterson
I can't say I'd actually have been interested in a game like that either. 
But it was sort of amusing when my mother's character would get depressed on 
a whim and fall asleep on the floor, thereby missing her ride to work. Or 
attempt to cook a meal and instead set the kitchen on fire. And the voice 
acting was all done in this funky fake language with subtitles for us 
English speakers.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, March 22, 2010 12:19 AM
Subject: [Audyssey] sims was Toc observation


I must confess I've never really seen the point of such games myself, I can 
see the point in something strategical such as sim city, but things like 
the sims have always struck me as basically a glorified tamagochi.


In terms of audio interface,  well there are already textual versions 
of such things (check out the alter ego game at 
http://www.theblackforge.net/ for instance, and there are probably 
others)..


I suppose something with audio events and acting could be created,   
though as I said I must admit I've not really ever seen the point in such 
things myself,  I suppose though I've always been a bit more hard core 
in my gaming and wanted more exploration personally.


Of course, this isn't to say it's a bad idea,  just a concept i've 
never really found personally interesting, --- but that of course is just 
me.


Beware the grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Monday, March 22, 2010 4:00 AM
Subject: Re: [Audyssey] Toc observation


It'd be interesting to see if a game like The Sims could be created, 
where rather than building a city you create an individual character and 
try to build a life for that character with house, job and things like 
that. I remember we bought a Game Cube version of the game for my mom a 
few years back. It was quite funny since if you didn't do things exactly 
right the character would get depressed and fall asleep at odd hours of 
the day and things like that.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.



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list,

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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] sims was Toc observation

2010-03-21 Thread dark
I must confess I've never really seen the point of such games myself, I can 
see the point in something strategical such as sim city, but things like the 
sims have always struck me as basically a glorified tamagochi.


In terms of audio interface,  well there are already textual versions of 
such things (check out the alter ego game at http://www.theblackforge.net/ 
for instance, and there are probably others)..


I suppose something with audio events and acting could be created,   
though as I said I must admit I've not really ever seen the point in such 
things myself,  I suppose though I've always been a bit more hard core 
in my gaming and wanted more exploration personally.


Of course, this isn't to say it's a bad idea,  just a concept i've never 
really found personally interesting, --- but that of course is just me.


Beware the grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Monday, March 22, 2010 4:00 AM
Subject: Re: [Audyssey] Toc observation


It'd be interesting to see if a game like The Sims could be created, where 
rather than building a city you create an individual character and try to 
build a life for that character with house, job and things like that. I 
remember we bought a Game Cube version of the game for my mom a few years 
back. It was quite funny since if you didn't do things exactly right the 
character would get depressed and fall asleep at odd hours of the day and 
things like that.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.



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