[games_access] Audio games

Brian Schmidt brian at gamesoundcon.com
Mon Jun 10 16:40:32 EDT 2013


Hi Thomas,

I hadn’t heard of Heidegger’s “Breakdown”.  But that seems to have been what
was happening when I’d originally given my “100% only audio” game to sighted
players.  They were desperate to latch onto something visual because that’s
what the little screen is for.  One told me they couldn’t take their eyes
off the visual timer countdown in the top right corner.  (The gameplay
itself is essentially a timed audio fruit-ninja/whack-a-mole, but with sound
only.)  

 

I ended up using visual enemies to re-enforce the audio cues only at the
very beginning of the game. I found that by having the first few enemies
visible, fading to invisible after the first few, sighted players got
accustomed to the notion of sound driving the game.  

 

I’m gathering analytics on the different ways the game is played with
VoiceOver on or off, presuming that VO-on games are primarily from Visually
impaired players, so we’ll see if that small bit of advantage the
vision-normal player has over the impaired player makes any significant
long-term difference.  (it’s a question I need to face when I enable
leaderboards next release).

 

Sorry for getting slightly off topic—though I would say that I’d hate to
have a game that relies on sound for gameplay, yet still conveys some
information visually, not to be called an ‘audio game’ (“video” games do
have sound, too J)..

 

-Brian

 

 

 

From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of Thomas Westin
Sent: Monday, June 10, 2013 9:53 AM
To: IGDA Games Accessibility SIG Mailing List
Subject: Re: [games_access] Audio games

 

Hi Brian,

 

I second that; it was the idea we also had with Terraformers; I previously
made an audio game prototype but sighted gamers found it very hard to
understand. It can be explained using Heideggers term 'breakdown', when
something (e.g. a game) doesn't work the way you expect, a breakdown occurs,
going from ready-to-hand to present-at-hand. (Now, looking back at
Terraformers, it breaks many design rules so it is not a good UI example by
far, but I just share your experience)

 

Best regards,

Thomas

 

On 10Jun 2013, at 6:38 PM, Brian Schmidt <brian at gamesoundcon.com> wrote:





Ø  there is still some debate on whether or not an audiogame by definition
can't *also* use any other supplemental stimuli to communicate as well.

Hello—I’m new to the list.

I found that last point by John to be quite interesting.  I just finished
developing what I consider to be an “audio game”, in that it uses sound as
its primary gameplay element.  However I did find that when considering
fully sighted players, some visual elements were very helpful (particularly
for some features where I added VoiceOver feedback for the visually impaired
player).  So in a strange way, adding visuals made the game more
“accessible” to the fully sighted player, whom I found to be less likely to
focus purely on the sound, even when I’d originally presented them with what
was essentially a blank screen originally.

 

Brian Schmidt

Founder, EarGames

Executive Director, GameSoundCon

Brian Schmidt Studios, LLC

 

 

From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of John R. Porter
Sent: Monday, June 10, 2013 8:29 AM
To: IGDA Games Accessibility SIG Mailing List
Subject: Re: [games_access] Audio games

 

This seems to be mostly an issue of semantics.

In in the way that we typically use the phrase audiogame, it describes a
game whose progression-critical information is communicated through sound.
However, from what I've seen and heard from various users and developers,
there is still some debate on whether or not an audiogame by definition
can't *also* use any other supplemental stimuli to communicate as well.

Personally, when I'm explaining games that are accessible to those with
complete visual impairment, I tend to describe them as "games that can be
played with only audio," rather than "games that can't be played without
audio." Again, it's largely a semantic difference. While the latter might
technically be more accurate for a certain narrow, specialized definition of
audiogame, I think the former is a bit more inclusive of different
approaches to audio accessibility.

-John




-- -- -- -- --
John R. Porter III <http://www.jrp3.net/> 
www.jrp3.net
University of Washington,
Human Centered Design & Engineering

 

On Mon, Jun 10, 2013 at 7:53 AM, Sandra Uhling <
<mailto:sandra_uhling at web.de> sandra_uhling at web.de> wrote:

Hello,
there is an article that says:

Sander Huiberts, the operator of the website  <http://audiogames.net>
audiogames.net, said:
"An audiogame is a game, that cannot be played without sound."

This is confusing. Did he really say this?
Imagine blind games do no longer know if they really can play an "audio
game".

Best regards,
Sandra

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