I was saying that it would break immersion because if you're in a dark area with just your flashlight, and all of a sudden the text "Bang" pops up, I would personally be less scared than actually hearing it. I realize that deaf players obviously would be unable to experince the latter, but still.BurningBeard said:Quite accurate, and quite true. That's an unfortunate reality of the problem, but considering the sort of budgetary hurdles that full-on narration would require I don't see this ever happening. Not to mention the high degree of permutations possible in action-based games... when I say high, I mean near infinite.
Also, I forgot to mention the roguelike and interactive fiction based platforms, whose barrier to entry is much lower. Both act upon simple plain text which is easily workable with a screen reader. Nethack has been, and will remain to be a personal favorite of mine... though once you've ascended every role it does kind of lose its appeal. Heh.
In regards to the subtitles, I don't see how they hinder immersion, especially considering the fact that in a sane design draft they'd be toggleable. If you want them, take them. Variable font sizes for variable noise levels is an excellent idea. Also, and this is a bit more expensive in regards to developmental resources, The Night Watch... or whatever it was called, did some innovative and creative things with subs that I think contemporary games could take a clue from. Just a thought. Here's what I'm talking about: http://www.youtube.com/watch?v=gTWTR64wqsg
Again, I don't know how willing devs would be to try that, but it'd be pretty awesome regardless.
Also, my Dad is actually on the Nethack dev team, just thought I would put that out there.