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Features
  Beyond The Button Press
by Jesse Harlin
6 comments
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October 20, 2009 Article Start Page 1 of 2 Next
 

[What opportunities are there for games that innovate using audio? LucasArts' Jesse Harlin takes a look at what new audio control possibilities technology has brought us, in this article originally published in Game Developer magazine recently.]

The palette for user input within games grows every year. From drum sets to styluses, nunchuks, bongo controllers and beyond, the past few years have seen an explosion of bundled hardware geared toward changing how players interact with virtual worlds.

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Many of these technologies are one-off gimmicks. Others, however, have become so ubiquitous as to become either standardized accessories to particular genres or console manufacturer-mandated pieces of hardware.

While gameplay designers continue to utilize these new avenues for player interaction, audio designers are largely stuck in the decades-old mindset that players make noise in-game by pressing buttons on their controllers.

Quite to the contrary, never before in our industry's history have audio designers had more opportunity for creative interaction with players through hardware and software that is readily available and simply waiting for them to utilize.

Tell Me More

Sit down with The Legend of Zelda: The Phantom Hourglass and it won't be long before gameplay mandates that you yell at your DS. Surprisingly, this kind of user-created audio input is something that the DS does extremely well, which anyone who has taught their Nintendog to "roll over" or "sit" can attest to.

At the heart of the gameplay mechanic is the DS's internal microphone. Yet, despite being available for use in every DS game by the very nature of its hardware, very few titles incorporate the microphone as a means of interactivity.

Similarly, first person shooters and networked gameplay over PCs and Xbox Live have made headset microphones a must-have for online multiplayer. However, utilizing these nearly-omnipresent audio input devices as part of the single player experience is extremely rare.


Konami's Lifeline

A handful of previous games have flirted with voice recognition and speech interaction, such as Konami's Lifeline and various tactical shooters like SWAT: Global Strike Team, but few AAA games have managed to make player voice interaction a compelling part of their game's soundtrack.

The gameplay potential for this kind of audio interaction is huge, however. Voice print identification and encryption can find its way into espionage games. Imagine calling plays by physically calling plays within sports games.

Consider the gameplay potential in using the range of human speech from whispering to yelling in order to frighten or coerce enemies within platform games like Jak & Daxter or Loco Roco. As audio designers, we can be doing more to encourage user-generated audio input as part of our design.

 
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Comments

Jen Grier
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"Nothing in the wording of the TCR says that voice ducking or in-game DSP filtering cannot affect the user's music. Theoretically, a game could read the metadata of a user's mp3s and reassign slower ambient music and faster rock or hip-hop tracks accordingly so as to react with an interactive music engine. "

I couldn't agree more, but it would be wiser to use a pre-game/level analysis of possible user tracks rather than relying on metadata. Also, would this mean that the game would "default" to the original soundtrack if an appropriate user library song could not be found?

Dave Blanpied
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It may be better not to blur the line between game music and user music. I think it'd be easy to get this one almost right and very, very difficult if not impossible to get it right. And, to me, it makes a huge difference. Think Text-To-Speech.

'Course it may depend on the game. Some probably have a pretty narrow demographic and a short lifetime...

Interesting article! Thanks!

Matt Ponton
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"Sit down with The Legend of Zelda: The Phantom Hourglass and it won't be long before gameplay mandates that you yell at your DS. Surprisingly, this kind of user-created audio input is something that the DS does extremely well, which anyone who has taught their Nintendog to "roll over" or "sit" can attest to."

This functionality actually existed with Nintendo's Famicon (Japan's NES). The second controller had a mic instead of Start/Select buttons. This wasn't used much, but in the Legend of Zelda you could yell to defeat the nearly invincible rabbits: http://www.youtube.com/watch?v=A2UtC_SwAfY

Since the NES didn't have a microphone they still allowed for the wand to be the weapon to defeat these enemies (I'm unsure if the wand was used to defeat them on the Famicon).

Stephen Sowa
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Interesting article and something I've thought about recently as well. In particular games you mention like SWAT which I loved, you could assign the go order (tell the ai to storm a room at the same time) to a codeword like "zulu", but most of the time it wouldn't detect so you would end up like a tit shouting zulu at your tv.

Endwar was a particularly good example of a game that took commands that could be barked at the screen to command your units to the next level, building the entire game around the voice commands.

I think I would prefer a game to use the voice mechanics more subtly like detecting your breathing or frustration (shouting out swear words) and having your character ape that on screen. Definitely plenty of ways it could be used.

Tori Kamal
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I can't wait for the day when there will be full-time actor/players in MMO's that essentially act as bosses or high-powered enemies with which to interract with.

Anton Woldhek
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Wipeout: HD (PSN Download) is doing some interesting things with the DSP for any music you play. Reacting to the gameplay when you jump for example.

Voice controls are not used in a lot of DS for good reason: the audience is usually on the move. I wouldnt wanna be screaming at my handheld while on my commute. Or be around people doing that.


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