h a l f b a k e r y"It would work, if you can find alternatives to each of the steps involved in this process."
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By educating the user as to the specifics of an audio "item," the user is forced to quantify a belief system in an all-audio, non-video gaming environment that uses a minimum of four-channel audio set as follows: Front Up-Down, Rear Left-Right, so that there is a four-plane spatial environment. By
merging the entire discourse of the verbal tracks into the EULA prior to the gaming experience, the user accepts all liability from such belief-system applications, and thus, adapts a conviction of belief to the gaming environment, allowing user to escape reality.
David Brager, Scrypnosis.com (where it all began)
(??) Real Sound: Kaze no Regret
http://www.loonygam.../mouth/index2.shtml A game with no visuals. (I still don't understand the mumbo-jumbo idea description though.) [pottedstu, Oct 04 2004]
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What you're saying is it's a computer multimedia gaming experience in whcih there are no visuals, only audio and tactile feedback. Interesting concept if a worthwhile game could be made of it. |
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[miasere] surley this would be even harder for deaf people? |
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The game Real Sound: Kaze no Regret for the Sega Saturn and Dreamcast developed by Warp featured no visuals at all, just music and sound effects. (see link). |
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(Fishbone for awful idea description.) |
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Actually, many deaf folk pick up bass well - so a low hum won't hurt the fishing. |
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Some students in the Netherlands made a racing game for the blind. It's completely sound-oriented and it's called Drive. You can play it at www.soundsupport.net |
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I'm confused. Still I think I get the general idea. But why not use video as well? |
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