[mac4theblind] Re: [A-iOS] Review of King of Dragon Pass

  • From: John Panarese <jpanarese@xxxxxx>
  • To: mac4theblind@xxxxxxxxxxxxx
  • Date: Thu, 03 Nov 2011 14:05:25 -0400

   I bought this game, but have only taken a brief look at it so far.  I intend 
to give it a real shot over the weekend.  Thanks for posting.


Take Care

John D. Panarese
Director
Mac for the Blind
john@xxxxxxxxxxxxxxxxxx
http://www.macfortheblind.com

AUTHORIZED APPLE STORE BUSINESS AFFILIATE
MAC VOICEOVER TRAINING AND SUPPORT



On Nov 3, 2011, at 10:56 AM, Bubba wrote:

> Hi, not a big gaming fan myself but I pass this along to those that are. So
> read below on the above subject.
> 
> 
> Sign,
> Bubba 
> bubbathegeek@xxxxxxxxx
> 
> 
> -----Original Message-----
> From: a-ios@xxxxxxxxxxxxxxxx [mailto:a-ios@xxxxxxxxxxxxxxxx] On Behalf Of
> Hai Nguyen Ly
> Sent: Thursday, November 03, 2011 10:40 AM
> To: a-ios@xxxxxxxxxxxxxxxx
> Subject: [A-iOS] Review of King of Dragon Pass
> 
> 
> http://www.applevis.com/blog/review-king-dragon-pass
> 
> 
> 
> Review of King of Dragon Pass
> 
> 
> Posted on November 2, 2011 by Michael Feir
> 
> Game available from the iTunes App Store for $9.95 regular price
> <http://click.linksynergy.com/fs-bin/stat?id=NXRC4Doe7/E&offerid=146261&type
> =3&subid=0&tmpid=1826&RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fus%25
> 2Fapp%252Fking-of-dragon-pass%252Fid335545504%253Fmt%253D8%2526uo%253D4%2526
> partnerId%253D30> 
> 
> Produced by A-Sharp Software: www.a-sharp.com/kodp
> 
> Fully playable without sighted assistance.
> 
> Reviewed by Michael Feir
> 
> Rating: 9/10
> 
> 
> Introduction:
> 
> 
> The Apple iPhone has certainly taken the blind community to an unparalleled
> level of affordable accessibility. Its built-in Voiceover screen-reader has
> managed to turn a flat-screen device into one of the most useful gadgets
> I've ever owned. Years ago, I had bought King of Dragon Pass for the PC only
> to discover that it was completely unplayable without sighted assistance.
> The text was printed in a way my screen readers couldn't detect. There was
> also a map to explore which required a mouse and sighted help to manage.
> Worse yet, in a painful paradox, the game required continuous reading as it
> was mostly text-based. Any sighted people I found who would try the game
> with me would very quickly lose patience having to read everything out loud.
> Now, thanks to the ingenuity and inclusiveness of the iPhone, I am able to
> fully enjoy this unique game experience.
> 
> Let's be clear. This is a game made for a sighted audience first. There's
> artwork on the screen and the map to be explored. Things are set up to be
> easy for sighted players to scroll around when they need to. However, for
> those who have the patience to explore the screen, every element of the game
> has been made accessible thanks to the Voiceover screen-reader and the
> efforts of programmers at A-Sharp Software. The developers continue to
> update the game and have proved very responsive to peoples' reports of
> issues they faced while playing using Voiceover. There have been several
> updates since its release and they have included improvements for Voiceover
> users as well as other additions to the game like new scenes. At this point,
> the game is fully playable for blind people who have patience and recognize
> that due to its visual nature, there are some quirks to be wrestled with
> from time to time. If you can live with that, then get ready for a brilliant
> game where a flexible but cohesive narrative takes centre stage. Blind
> players may not be able to appreciate the artwork, but for a very refreshing
> change, we aren't left out of the picture.
> 
> 
> The Interface:
> 
> 
> As I say, there are some quirks. One of these which I think is ultimately
> favourable is that the game must be played in landscape mode with the home
> button on the left or right. Presumably, this makes things like scrolling
> around the map somewhat easier. Familiarizing yourself with the screen
> layout is essential for this game. For instance, when the menu is toggled
> on, it goes across the top of the screen. I used to have all sorts of
> trouble getting to it reliably until I figured this out. Hitting the "menu"
> button toggles the menu on or off. It makes a slightly different sound when
> it's on. KODP uses ordinary controls familiar to Voiceover users. You can
> flick left and right to go between options and double-tap to select them.
> You can also scroll around the map with a three-finger flick in the
> direction desired. The map is much larger than a single iPhone screen so
> you'll need to do this eventually. One issue is that dialogues in the game
> tend to stack on top of each other at times. A good example of this happens
> when you explore. One dialogue active at that time is the map screen. Once
> you hit the "explore" button, music plays and you can then position your
> exploration cross on the map. Once that's done touch near the bottom of the
> screen where you should come to the exploration dialogue. There, you can
> choose who leads the exploration party and how many weapon thanes and
> footmen to send. You also set the exploration pace between slow, normal and
> fast. Once you have that taken care of, you can then go to the "explore"
> button. The problem is that there are two of these. The first one is from
> the initial map dialogue. The one you want is past the "menu" button. Hit
> that and your expedition will be sent off. You'll here the exploration music
> as well as horses.
> 
> Another issue can occur at various times. One of these is when sacrificing.
> After you have sacrificed to one of the various gods or goddesses in the
> Orlanthi pantheon, you might then find yourself on what seems to be an empty
> screen. Patience is needed here as you should keep running your finger
> slowly over the screen until it starts reading you the result of your
> sacrifice or you encounter the "proceed" button. If you find the button
> first, just flick left and you'll hear the result of your sacrifice. Flick
> right again and you'll be on the "proceed" button.
> 
> Other than these minor issues, things are quite straight-forward. The
> background music and sound can be toggled on and off from the "controls"
> option screen which is accessed from the menu or before a game starts.
> Especially while familiarizing yourself with the game, it would be prudent
> to turn off the background music to make certain that everything is heard. I
> certainly found this helpful. There's no way to regulate the volume of the
> background music separate from overall volume. However, Voiceover does
> automatically lower the music volume while it is speaking. Reading event
> text works quite well. Most of the time, there's no need to scroll. Once
> you've flicked onto event text, all of it is read out to you. Continuing to
> flick right goes across the choices available.
> 
> When using the advice, it works much like the menu button in that it toggles
> the adviser selection screen on and off overtop of whatever dialogue is
> already present. Advice is always contextual to the screen or current
> situation the player is presented with. Flicking right goes across the
> adviser buttons whose names will be read out. Once activated with a
> double-tap, their advice will be read out. If you need to find it on the
> screen, you'll have to learn where it is on the screen or find it by
> flicking through elements. When you're done with getting advice, find the
> "adviser close" button. Activating this removes the adviser selection and
> any displayed advice from the screen.
> 
> 
> Game Play:
> 
> 
> After choosing the duration and difficulty of your game, you must set up
> your clan. You can call it what you like and then begin to make various
> choices which effect how the game unfolds. Your saga starts here. Don't
> expect to just jump into this game and do terrifically right off the bat.
> Reading the manual is a very helpful thing to do in this case. Also, during
> the first year you play, a tutorial box is present which provides guidance
> for what to do on the various screens. After going through it, you'll at
> least have a basic grasp of the options and different game screens that
> you'll use throughout your clan's history. Once you have completed the
> tutorial, you will no longer have to contend with the tutorial box. It will
> never appear again unless you reset your game centre achievements even if
> you start a new game.
> 
> Essentially, the game is one of decision making on behalf of your clan as
> its history unfolds. There are many factors which influence the results of
> your decisions. These include random chance as well as such things as the
> skills of your clan leaders. You are always able to receive advice from
> members of your clan ring. This is very helpful particularly as you are
> first digging into the game. It may be helpful to keep notes on things you
> learn. A lot of information is available to you in the game but details such
> as the personalities of clan leaders you encounter can be useful to refer
> to. Not everything is kept track of in the saga screen of your clan. Also,
> during hero quests, you can't refer to the relevant mythology. Be certain to
> check out the "lore" screen. There, you'll find a vast amount of information
> about the myths, culture, history, and much more. The game manual can also
> be accessed from that screen via the button near the bottom right. The
> manual is also available in pdf form from the "tips" section of the game's
> web site. This pdf is unrestricted and may easily be converted into text by
> Kurzweil1000, Adobe Reader, or other software. Remembering details can make
> a very big difference in how things turn out for your clan.
> 
> Combat in the game is quite straight-forward in terms of the decisions you
> can make. However, there's a whole lot going on under the hood. A clan's
> personality might effect how prepared their forces are. How much magic you
> or the enemy devotes to the battle can make a substantial difference. At
> times, individual leaders involved in the battle will be placed in key
> situations where their choice can strongly effect the outcome. Battles occur
> throughout the game but this aspect doesn't dominate play unless you wish it
> to. If anything, the game encourages careful consideration about what is
> worth fighting for and why one goes to war. You cannot simply conquer your
> way to victory in King of Dragon Pass.
> 
> Much of the farming which takes place is handled automatically. However,
> there are points where decisions such as how much land to set aside for
> which purpose, how many hunters to have, and how much magic to invest in
> crops can make or break a clan. Thankfully, it's very hard to make decisions
> in the course of a single year which would completely wreck one's chances of
> winning. The game is won or lost in increments over time rather than in some
> sudden large-scale disaster or stroke of good fortune. Your clan ring is
> always there to advise you of problems and will have useful things to say
> about most decisions. However, during hero quests or combat, you
> understandably cannot seek their advice.
> 
> Your people, particularly your clan leaders, are capable of a degree of
> growth and change over their lives. In my Tandora clan, I now have a lady
> who is renowned for her bargaining skill. Over time, completing hero quests,
> fighting battles, and other experiences may produce exceptional individuals
> in your clan. These should be used with care and protected as much as
> possible.
> 
> Don't treat each year as a separate entity. Decisions you make in earlier
> years may have effects which carry on through the game. From how you choose
> to deal with the large pantheon of gods to which clans you are feuding with,
> it's all interconnected. In effect, you're building a house of cards with
> each decision you make. While the game is fairly forgiving, it is quite
> possible and inevitable that a game not won will eventually be lost. Things
> don't just keep going forever.
> 
> 
> Sound and Music:
> 
> 
> The background music for King of Dragon Pass is quite well done. It suits
> the epic but fun feel of the game and enhances the various moods experienced
> by your clan. Sadly, as I previously mentioned, it can interfere with one's
> ability to hear Voiceover. You can download the soundtrack from the game web
> site and enjoy it separately. One way or another, the music ought to be
> experienced. Much like in a movie, it adds a lot to the feel of the game
> world.
> 
> Sound effects are experienced while dealing with various dialogues. They
> often include music as when you send off a caravan or exploration party.
> They are used to add life to things such as battles, feasting, or other
> events triggered by your choices. The sound vignettes are brief so they
> don't interfere with one's ability to hear Voiceover. Beginners can fully
> enjoy the game's sound without any added frustration. Much like the music,
> the brief sound scenes add just enough detail to the game world to tantalize
> the imagination. Due to their brevity, the sound vignettes don't become
> annoying after repeated exposure.
> 
> While not effective to blind readers of this review, it should be noted that
> King of Dragon Pass features original hand-drawn artwork. Not having seen
> it, or anything else for that matter, I can't give any detail or first-hand
> opinion about it. However, from what I've read in other reviews, people who
> are lumination dependent seem to think highly of it. Artwork is displayed
> during scenes and is likely also present on the various game screens. Mugs,
> shirts and original art from the game can be purchased if desired. Details
> are on the game web site. Therefore, if you're playing along and a sighted
> person asks "What's that?" they may very well have glimpsed some of this
> artwork past your fingers. You'll then have to decide whether to show and
> explain, or simply turn on your screen curtain with howls of derisive
> laughter.
> 
> 
> Conclusion:
> 
> 
> This game is by far the most meaningful and detailed I have ever been able
> to play independently. I don't believe any other accessible game even comes
> close to what King of Dragon Pass offers the patient thoughtful player. The
> re playability level is astounding. There are over 500 scenes which may or
> may not occur in a given time. The results of your choices are impacted by
> many variables which may differ should you encounter a familiar scene. Even
> in cases where you do all the "right" things such as the hero quests,
> results might differ due to the preparedness and suitability of the person
> chosen to undertake the quest. Different treasures may or may not be found.
> You become a co-author of an epic novel which never reads the same twice but
> always maintains its cohesion.
> 
> You don't have to be a mathematician or social scientist. The text is very
> well-written and you'll find yourself drawn into the story. After a while,
> you'll feel that you've gotten to know leading figures in your clan over the
> years of game time. The leadership and management decisions feel very
> natural and intuitive. Keeping a good overview is important to eventual
> victory. However, you never lose sight of how much individual community
> members matter. They just keep popping up. The game has a whole lot to teach
> about the value of community cohesion, leadership, and other things besides.
> Should I ever be successful in winning even the short game on easy
> difficulty, I'll be left with fond memories and a true sense of
> accomplishment. I'll also be driven to start a fresh game knowing there are
> still possibilities I have yet to encounter. Thankfully, it is possible to
> record and share one's accomplishment via the iPhone Game Centre, Twitter,
> Facebook, or via emailing your game saga to yourself and then to others. The
> iPhone is the perfect device to play such a game on. Despite its complexity
> and length, it lends itself to casual play. You can pull it out of your
> pocket, make a few decisions, and then simply put it away again until a few
> moments of free time present themselves. That is, if you can resist finding
> out whether your weaponthanes manage to drive off the ice demons. Like drops
> of water in a bucket, all these short cessions will add up and you'll be
> amazed how far your clan has come along.
> 
> I have always believed that games are more than mere frivolous wastes of
> time. Games are like journeys for the mind. We learn best while at play and
> games can teach us a great deal in an environment where wrong decisions
> don't equal real disaster. Considering this game's fantasy setting,
> mythology, gods, creatures and people, King of Dragon Pass can teach us an
> awful lot of deep truth. At its core, King of Dragon Pass lets us play with
> leadership and power. It does so while showing us the consequences of our
> decisions in a very engaging way. If ever there was a game which defied its
> critics to call it devoid of any meaning and value, King of Dragon Pass is
> such a one. It wouldn't surprise me in the least if it proves to be a
> watershed game for blind owners of IOS devices. It has the potential to be
> played both at a casual and a serious level. This could prove to be the
> closest the blind gaming community has come to a phenomenon like Pac-Man was
> for the sighted world. What's more, we're playing on an equal footing and
> can let our accomplishments be known. Thanks to the inclusiveness of Apple
> and the considerate folks at A-Sharp Software, this game truly bridges the
> blind/sighted gaming divide. It's worth every cent of its $9.95 regular
> price.
> 
> 
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