Playing
by Ear: Using
Audio to Create Blind-Accessible Games
Have
you ever played a game with a configuration option to turn off the
graphics? I'm not talking about an option to turn down the level of
detail or switch off textures, but to turn off the graphics completely?
How many games have you played with options to turn off the sound?
Most people can't imagine playing a videogame with no graphics - even
the name videogame indicates that they're a visual activity. At Zform,
we've decided to be different from most game companies. We're developing
games with parallel graphical and audio user interfaces (GUIs and
AUIs). In our case, we're doing it because we want to bring the excitement
of online multiplayer competition to visually impaired people around
the world.
There are over 7 million people in the U.S. that can't see well enough
to read this magazine article. Many millions more need to find their
glasses to read it. The percentage of the population that has trouble
seeing is getting larger every year as the baby-boom generation ages.
If you'd like to sell your game to the largest possible number of
people, you should think about using audio to reinforce the information
you present graphically.
Another area where audio interfaces shine is on nontraditional gaming
platforms such as mobile phones or PDAs. Perhaps the next blockbuster
gaming platform will be audio-based games running on portable MP3
players. After all, MP3 players have all the requirements of a good
gaming platform: lots of memory, a fast CPU, high-quality stereo sound,
and several buttons for user input. The lack of a high-resolution
color display shouldn't impede a creative game designer.
So what if you're not creating games for visually impaired players?
Even if you are creating another first-person shooter with a target
demographic of able-bodied 18-to-34-year-old males, you should still
consider using audio for more than just gunshots, grunts, and death
screams. No matter what type of game you are creating, paying careful
attention to the audio user interface and 3D audio environment will
enhance the player's experience.
Technology Platform
In this article, I'll be describing the techniques we use to create
an audio user interface for a first-person 3D game we're developing.
Our goal is to create an interesting, compelling 3D environment in
which both blind and sighted players can compete as equals.
We decided to use the Quake 1 engine as our technology base, for several
reasons. First of all, older technology is great because it runs great
on older machines. Blind folks usually don't have the latest and greatest
PCs with state-of-the-art sound and video cards. Our target system
is a 200MHz Pentium with VGA graphics and any DirectX 7-compatible
sound card. The second reason we chose Quake 1 is because it's open
source. Kudos to id Software for making it available as a starting
point for innovative projects. Finally, we have the source code. We
knew that no matter what engine we chose, we'd have to make lots of
modifications to the audio and navigation code to create a blind-accessible
game.
All of our audio is created in 22kHz, 16-bit format and played back
in stereo via DirectSound. We assume that our blind players can hear
stereo sound (that they're not deaf in one or both ears).
2D Audio Interface
Our first task was to make all of the introductory menus and text
both audible as well as graphical. A little bit of programming extended
the menu and option GUI to play back arbitrary sound files, instead
of making the generic Quake "clank" sound. It was
simple to record somebody reading each of the menu entries so that
each entry is identified aurally when selected. Some of the game options
were trickier than others, such as entering an IP address to set up
a multiplayer game, but none was too difficult.
One simple rule we followed that many other games do not was to make
narrations interruptible. This was especially important for our audio
menus; it's no fun to listen to six options play back when you know
you want the seventh.
Speaking of narrations, another thing we did that was very effective
was to use the game's main character voice for all of the game's menus.
Our main character, Momo the monkey, has a distinct, silly accent.
Using Momo's voice for the initial game-setup menus was a great way
to introduce the player to Momo and to set the right mood for the
rest of the game.