As requested by @Cervator I repost in a separate thread one of the two ideas mentioned in this thread.
Basically my thought was: could the geometric simplicity of Terasology's world lend well to a sound-based renderer, producing enough spatial detail and acoustic realism that a completely blind person could play alongside a fully-sighted one? Imagine a blind child and one of his school friend, or also a blind grandfather and his grandchild. A sufficiently realistic (3D) soundscape, including the way sound bounces off and gets absorbed other surfaces would give a blind person lots of useful information to move about in the environment. Crucially, sound realistically bouncing off surfaces would allow in-game human echolocation, allowing a player to actively acoustically "illuminate" nearby surfaces and perceive their shapes and properties through sound. A normal, arbitrary-triangle-based 3D game, with its complex surfaces might struggle to create a sufficiently realistic, interactive acoustic rendering of the environment in today's consumer-level hardware. A highly geometrically structured reality such as Terasology might have just the right simplicity to make an effective acoustic renderer possible.
Interestingly, while more traditional software-for-the-blind challenges would emerge alongside the renderer's development (non-visual UIs would be obviously needed for everything but 3d navigation), intriguing gameplay opportunities would also arise. I.e. a blind person will generally have a more refined, discriminating sense of hearing. In the game this might allow for environmental information in the form of sound that a sighted person would not be able to perceive, discriminate against other sounds or simply interpret correctly. I.e. a source of water underground might normally gurgle too subtly to be heard. A predator approaching might be too difficult to detect among the constant rustling of forest leaves. Or the call of a rare poisonous frog used to augment the efficacy of arrows might be indistinguishable from its more common, non poisonous and largely useless cousin... except to somebody with a very fine hearing. In all those circumstances a more refined hearing would provide an advantage. As it would in other circumstances where the sight of a normally sighted person gets impaired ingame. I'm thinking dark, windy caves where torches are blown off, or temporary blindness caused by a spell turning the whole screen into a useless overburnt blur. A blind person using the acoustic renderer would be unaffected and would be able to either help his or her sighted companions or even take advantage of the situation if the setting is a competitive one.
Finally, I would suggest that commercial enterprises such as Minecraft are unlikely to ever go in this kind of direction, as it is too risky a proposition given the numerically limited userbase for this feature and the associated reduced profit margins once R&D is taken in account. An open source project could however embrace the risk, make it a badge of honor and open the door for blind people toward experiencing fully 3D, fully interactive, voxel worlds. Not to mention, it would also rake quite a bit of free advertising in the media and through word of mouth, which would eventually generate additional sighted users, not just visually impaired ones.
Basically my thought was: could the geometric simplicity of Terasology's world lend well to a sound-based renderer, producing enough spatial detail and acoustic realism that a completely blind person could play alongside a fully-sighted one? Imagine a blind child and one of his school friend, or also a blind grandfather and his grandchild. A sufficiently realistic (3D) soundscape, including the way sound bounces off and gets absorbed other surfaces would give a blind person lots of useful information to move about in the environment. Crucially, sound realistically bouncing off surfaces would allow in-game human echolocation, allowing a player to actively acoustically "illuminate" nearby surfaces and perceive their shapes and properties through sound. A normal, arbitrary-triangle-based 3D game, with its complex surfaces might struggle to create a sufficiently realistic, interactive acoustic rendering of the environment in today's consumer-level hardware. A highly geometrically structured reality such as Terasology might have just the right simplicity to make an effective acoustic renderer possible.
Interestingly, while more traditional software-for-the-blind challenges would emerge alongside the renderer's development (non-visual UIs would be obviously needed for everything but 3d navigation), intriguing gameplay opportunities would also arise. I.e. a blind person will generally have a more refined, discriminating sense of hearing. In the game this might allow for environmental information in the form of sound that a sighted person would not be able to perceive, discriminate against other sounds or simply interpret correctly. I.e. a source of water underground might normally gurgle too subtly to be heard. A predator approaching might be too difficult to detect among the constant rustling of forest leaves. Or the call of a rare poisonous frog used to augment the efficacy of arrows might be indistinguishable from its more common, non poisonous and largely useless cousin... except to somebody with a very fine hearing. In all those circumstances a more refined hearing would provide an advantage. As it would in other circumstances where the sight of a normally sighted person gets impaired ingame. I'm thinking dark, windy caves where torches are blown off, or temporary blindness caused by a spell turning the whole screen into a useless overburnt blur. A blind person using the acoustic renderer would be unaffected and would be able to either help his or her sighted companions or even take advantage of the situation if the setting is a competitive one.
Finally, I would suggest that commercial enterprises such as Minecraft are unlikely to ever go in this kind of direction, as it is too risky a proposition given the numerically limited userbase for this feature and the associated reduced profit margins once R&D is taken in account. An open source project could however embrace the risk, make it a badge of honor and open the door for blind people toward experiencing fully 3D, fully interactive, voxel worlds. Not to mention, it would also rake quite a bit of free advertising in the media and through word of mouth, which would eventually generate additional sighted users, not just visually impaired ones.