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By Dimitris Grammenos
[Author's Bio]

Gamasutra

August 17, 2006

The Theory of Parallel Game Universes: A Paradigm Shift in Multiplayer Gaming and Game Accessibility

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The Theory of Parallel Game Universes:  A Paradigm Shift in Multiplayer Gaming and Game Accessibility


Generalizing the Concept

In the aforementioned example, the process of merging the two distinct game universes into one is quite straightforward, since they both have compatible rendering requirements. A new problem arises when two (or more) universes have competing rendering needs, e.g., a game universe of a person with deteriorated vision where few, large sprites are presented, versus a game universe of a fully-sighted player, where numerous small sprites exist, or a universe of a blind versus the one of a sighted player, where conflicting requirements for aural output are imposed.

In such cases, the concept of Parallel Game Universes can still be implemented, but additional computational resources are required, such as extra sound cards and earphones for providing dedicated sound output to each player, or multiple computers for projecting different views. Furthermore, a “transition function” is needed for translating the events of one universe to the others in a format that is suitable and meaningful for these universes. It is important to note that the overall objective is not to recreate everything that exists or happens in a universe to every other universe, but just to communicate enough cues, so that the players can cooperate in a successful and enjoyable manner. For example, it is desirable for a blind player to know that her sighted game partner has still a few or several aliens to destroy in order for a level to be successfully completed.

The Case of Competitive Multiplayer Gaming

The concept of Parallel Game Universes does not apply only in the case of cooperative games, but also when players are competing. In this case, a key accessibility problem is how to make the game fair, since the players’ skills may be completely different. In other words, players’ weaknesses need to be compensated for. A plausible solution is to delegate part of the game control to a “third” party, which can be either another player, or the computer, thus leading to two alternative options:

  1. a. Collaborative gaming. Two (or more) players act as one. Game control is shared among the players much like in the way it was in World-War II fighting biplanes, where one person handled navigation, while another was responsible for shooting. An illustrative example of a hardware device that supported this gaming paradigm was Team Xtreme8 by Pathways Development Group, Inc. Team Xtreme was a hardware box for N64 in which 1 to 5 switches could be plugged to control any keys of the game controller. This device allowed a player with disabilities to team-up with another person, who assisted using a standard game controller.
  2. b. AI-supported gaming. Typically, artificial intelligence (AI) is used in computer games to control the non-player characters (NPCs), such as the monsters in a platform game, the “bad guys” in a fighting game, the opponent brain in a strategy game, the player’s sidekicks in a role playing game, etc. However, it can also be used to compensate for individual player weaknesses (e.g., novice vs. experienced player, single-switch gaming vs. full game controller), and work with the player in a synergetic way, similarly to the way another human would in the case of collaborative gaming. Thus, AI-supported gaming has the potential to allow a player to compete on an equal basis against the computer, or any other player, irrespective of individual (dis)abilities.

 
Figure 4: Example of 2 players competing in Parallel Game Universes.

As a related example (see Figure 4), consider a tennis computer game where a person who is hand-motor impaired (Player A) plays against a person with no hand-motor impairments (Player B). In the universe of Player A, the game is rendered as a simple 2D game that resembles the game of Pong. The player must place the bat underneath the ball using 2 switches, for moving up and down. In Player’s B universe, the game is represented as a 3D realistic tennis simulation seen from a first-person viewpoint. The player controls an accurately rendered model of an athlete using a gamepad’s joystick and 8 buttons. In order to hit the ball, player B has to position the athlete correctly in space, and also adjust the height and movement of the athlete’s arm. The two universes are “synchronized” through a transition function (ƒT) which is responsible for translating the ball’s and players’ 3D positions and speed vectors to 2D, and vice versa.




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