This came up in a separate topic, I don't want to hijack the thread so I'm making a separate post:
I wonder if I shouldn't have gotten siralim instead of stardew valley. The latter is still a great game, but I stopped playing it after 2 and a half in-vame years, having logged over 100 hours into the game. Some things that pull me out of the stardew valley experience, using accessible tiles to auto navigate to an area makes it almost feel like I'm asking someone to walk somewhere for me, which is technically whats happening. I mean at least with pokemon access we still have to make the effort of traveling to our destination, though with stardew's time mechanic I can't see things working any better in the current setup. Consequently, the maze event during the Halloween selebratioj is trivialize by how easy it is to just choose the goal and have the computer walk to it for you without a second thought. Thats probably my biggest gripe, but that the arcades don't work for us was a major bummer for me, because: a, I prefer as much of my games to be as playable as possible, however accessible the core is, and b, I am really big on arcade games, so it was such a blow to be excited to discover them only to be let down by our inability to play them. The fishing mechanic I could forgive, were it not for the 2 problems outlined above, but as it is, leaning on a fishing mod in conjunction with the other issues, I no longer felt like I was getting an authentic experience. Like I said, its still a great game. It was interesting to see and understand all the hype around it, and I will probably return to it at some point especially with the 1.6 update coming out, those are just the things that kill it for me right now.
So what about siralim? Is navigation automated now too? Is there any side thing we cannot do? I read from the topic that it works with jaws and nvda, so if it relies on ocr, how else is the screen reader used? For example, are there any messages communicated through nvda? I think that with nvda's new ocr refresh feature, having to rely on it isn't such a hassle, if there was controller support, so is there? Thats something else that bummed me about stardew, because all the mods combined used too many keys to map to a controller, but the game gave rumble feedback that you can't get from a keyboard. Anyway, curious to know more about peoples experiences.
I'm really interested in the navigation mechanics in blind accessible games. As I see it, sighted players see an exit and push a direction control to guide their character towards it without much thought. If you have something like a sound guiding you where the exit is, travelling to it means you have to listen and keep adjusting your direction, which could become confusing depending on what else is going on? What if you moved to somewhere near the exit and had the option to auto path to the exit? Or maybe something that said 'exit is northeast' or whatever direction and periodically gave updates only if you asked where the nearest exit was?
I see a lot of players managed Diablo IV by hitting a wall and walking along it until they find a door or they use monster sounds to know where to go, but it should be much easier than that to find your way around a game. Other games I've looked at seem to use audio beacons, but while they give autonomy to the player, finding the point you want to go to could become a minigame in itself, especially when compared with a sighted player who sees where they want to go and moves there without much thought or effort. I'd like to see the same setup for blind players - trying to find where you're going shouldn't be a frustrating minigame, you should be able to go where you need to so you can focus on the real game.
I get that people want to do things for themselves but just wondering where the balance is between autonomy without being frustrating and making navigation accessible without feeling like being guided or on rails?