1.Overview

1.1 Background to the project
1.2 Summary of aims and objectives

2.Research achievements

Chapter 1: Introduction

1.1: Motivation
1.2: Goal
1.3: Approach of the project

Chapter 2: Research

2.1: Game Fundamentals
2.2: Essence of game-genres
2.3: User Research
2.4: Research Results

Chapter 3: Concept

3.1: Motivation of choice
3.2: Essence of a racing game
3.3: Concept of 'Drive'

Chapter 4: Production Report

4.1: Technical Walkthrough
4.2: Tests and feedback
4.3: Production Results

Chapter 5: Conclusion

3.The Summary Report

Summary of aims and objectives

Future research

 
 
 

Chapter 2: Research

To investigate a design process of a non-visual computer game we formulated the following research questions:

  • What exactly is a game and what do we define as a game?
  • Which game-genres exist and which one is preferred by the blind users?
  • What is the essence of this genre?
  • Which audio elements are preferred by the blind users, such as music, voice recordings, etc.?

2.1: Game Fundamentals

To design a game we first have to define a game. A game is a 'meaningful' function. In a game something 'exists', that does not proceed from the preservation of life, yet has a meaning in its existence. A game can be seen as an intermezzo from everyday life. When frequently played, a game can even become part of life. Every game is, above all, an act of free will. A game has a beginning and, at some point, an end. While lasting, there is movement, forth and back, variety, anti-climax, climax and outcome.
The function of a game can be reduced to two essential aspects: the game is a contest for something or a display of something. Very often, it is a combination of these aspects.

There are several points of view about the description of the word game. Our point of view is the following: We define a game as a collection of game-elements. Every element is essential for the game-system. Without anyone of these elements the game-system would be incomplete and thus unplayable. We specify the following game-elements:

  • playground: every game is restricted within its playground. This can be a physical playground (like a board, soccer-field or a computer-generated world) or an imaginary playground (a fantasy world). Every playground has its own set of rules, laws and order (for instance gravity or a time-limit). Every deviation from these rules will take the gamer from his game.
  • game-objects: game-objects are the extensions of the player within the game or, so to say, the things the player controls. This could be a pawn, a card, a character, pencil and paper, etc. Some game-objects can be used to control other game-objects, like a racket and a ball.
  • goal: every game has its goal. Without this goal it is hard to motivate the players. Often it is a clear goal like getting the highest score, to finish the game first or to beat the other players while remaining alive. In some games the player is a necessary link in a game-system. Examples are simulation games (like 'SimCity') on the computer, but also geo-fiction games and role-playing games. The goal of these games is defined by the player. A game can also have, next to its main goal, various sub-goals. Their function is to keep the players motivated during the game for the main goal.

Regarding the three elements mentioned above, we define a game for the blind as a system containing all three elements in an accessible form, remaining completely in the audio-domain. The result should be a challenging and exciting environment.

Next to these three elements, there are two more issues related to a game. These elements are important to keep in mind when developing a game concept. The first element is the influence of a game on the emotions of a user.

We say a game does not provoke real emotions but pseudo-emotions. These seem to be quite real but last only while playing the game. Therefore we need to use another definition for these pseudo-emotions: immersion. The user experiences the game in a strong manner but this is only part of the game play.

Another aspect of game play is the playing of the meta-game. Meta-gaming is playing the game while the game itself is not in motion. For instance, when two players of the same game get together (whilst not playing the game) and share their experiences, this already is a form of meta-gaming. A meta-game can be constructed and directed. A good example is 'The Sims'. A player can download and create various game-objects and import these into the game. Players form their own communities by build websites which contain their personally created game-objects. Often these websites copy the atmosphere of the games playground, thus making them, in a way, 'part' of the game. In the case of 'The Sims', players are known to play as much of the original game as of the meta-game.

2.2: Essence of game-genres

When translating a game to the audio-domain it is important to base the new concept on the fundamental parts of this game. It is useful to know the essence of a game which resembles the minimal conditions of a genre to translate the right elements. To know the essence of each genre is to know what a game actually does. That is why we think it is necessary to specify and describe the possible genres.

There are several game types which are divided in genres. We focus only on the computer game which is divided into these genres:

  • Action (hand-eye coordination): this first sub genre can already be divided into three more sub-genres:
    1. Platform: the essence is that the player controls his own object (through space and/or time). This object has a limited range of abilities (like jumping, walking, flying, etc.). The goal is to get the object through several obstructions, using these abilities. Examples: Tombraider, Sonic, SuperMarioBros.
  • 2. Shooter: the essence is that the player controls his own object (through space and/or time). Out of the object the player can shoot a (not always visible) projectile. The player is able to aim this projectile at one or more hostile objects. When there is a collision between the projectile and the hostile object, the player receives a reward. This could be a higher score or more time to play. Because the hostile object is also capable of hitting the players object by shooting projectiles (beating the player) tension is built up. In some shooters, the player can also be destroyed by a collision between the hostile object and the players object. Examples: Unreal Tournament, Space Invaders, Xenon 3.
  • Driver: the essence is that the player controls his own object, either throughout a set course, or through a path the player chooses. The player receives several impulses from the surroundings of his object. Some impulses are good and have to be hit, some are bad and have to be avoided and some are indications. Tension is built up because the player controls the speed in which he receives these impulses. Examples: Need for Speed, Test Drive, GP.
  • Adventure: The essence is that the player controls a character. He must steer this character throughout a storyline. Finding, using and combining objects, and solving puzzles and riddles do this. Rewarding the player with new storylines creates tension. Examples: Myst, Zork, MonkeyIsland.
  • Puzzle: The essence is that the player solves a provided problem. Usually this is some sort of 'arrangement'-problem (the arranging of objects in a logical way). Sometimes puzzles have time limits. Examples: Tetris, Lemmings, The Incredible Machine.
  • Role-Playing: The essence is that the player controls a character. Mostly he must steer his character throughout a (non-linear) storyline, but not all the time. The character has several abilities, all of which are adjusted during the game. For example, a character gets stronger ("strength") when he wins a lot of fights. RPG's often contain huge virtual worlds with a large number of players. Examples: Zelda, Baldur's Gate, Diablo.
  • Simulation: The essence is that the player supports at least one, but usually several objects at once. Every object has its special needs and there is often a weak balance between the several objects. A player can only influence the objects by controlling the conditions. This is the big difference with the Strategy-genre, where objects are controlled directly. Usually there are several smaller sub goals instead of a big goal. Examples: SimCity, Majesty.
  • Sports: Basically every sports-game can exist on the computer. Usually these are sports when one can achieve points like soccer and tennis. Every sports-game is restricted to the physical possibilities of the human body. Examples: FIFA, Tony Hawk.
  • Strategy: The essence is that the player supports at least one, but usually several objects at once. Every object has its special needs and there is often a weak balance between the several objects. A player can influence the objects directly. This is the big difference with the Simulation-genre, where a player can only influence the objects by controlling the conditions. Usually there are several smaller sub goals instead of a big goal. Examples: Dune, Command & Conquer.

By defining these genres as such, we have a better overview on what each game does. This list of genres makes it easier for the children to choose their favorite. The list makes it easier for us to translate the essence.

2.3: User Research

We need to choose the genre for the game we are going to make. We also need to define which content suits our target audience. For the project, we questioned several blind children. Our goal was to establish what their general interests are and what kind of game they would like to play.

This is a short summary of the various interviews we had with the blind children:

  • The children are well aware of the difference between the games available for the blind and visual games. Sometimes they play visual games together with a seeing friend. For instance in a driving game, the seeing friend steers while they press the throttle. Most of the children don't want a special "game for the blind". Instead, they want a game in which they can compete with seeing children and don't have a handicap.
  • The children would like to play a game that is fully accessible for them and that is as much fun as the games for seeing gamers. Several children do like to play text-based DOS games (mostly text-adventures), but all of them would like to have a game with nice music, voices and sounds.
  • The children have tried some of the "games for the blind". They don't play these because they are either inaccessible or no fun to play. They also think these games are not to be compared with games with visual output.
  • The children think competition is very important in a game. If we would make a game, there should be some sort of competitive aspects involved. Also, the game should involve a lot of dynamics, like 'movement' and 'variety'. This is something text-adventures lack. Different levels are also very important. This is also part of the dynamics.
  • The game should be playable with a standard keyboard alone. This way they don't have to buy any extra hardware.
  • The children prefer the Action-genre above all other genres. They would like to have a Driver or a Shooter game. According to the children, the content of the game (quote:) "can't be crude enough". They prefer a game in which they can do things are not possible in real life. The children like movies and books about espionage (Tom Clancy).
  • Concerning sounds, the children would like to have several sorts of sounds in the game. There should be functional sounds, which help at playing the game. Beautiful environmental sounds and/or music should be present. These should be on the background though, unless they have a special function.
  • The children would appreciate a voice in the game. This would be a reflection of real life, they are used to having a voice telling them extra things. The children prefer a recording of a voice instead of the voice-synthesizer they hear all day.

We decided to pay attention to these results, they are very useful guidelines for formulating a concept. They want a game in which they can compete with seeing children and don't have a handicap, which fits their perception and stimulates heavily. The sound design has to be well taken care of because it is the only output of the game. We have to pay attention to competition, enough dynamic action and voices.

2.4: Research Results

Based on our research mentioned above, we defined the first guidelines for our game:

The final concept should be a Driver or a Shooter game. The essence of these genres should be translated to sound. Preferably, there should be one or more (recorded) voices present in the game. The game should be cool, competitive, daring and should have standard keyboard controls. The game must contain a playground (preferably levels), a game-object and a clear goal (preferably a score). Cool music and sound effects, as well as clear functional sounds have to be part of this game.

 

(c) 2001-2002 Richard van Tol, Sander Huiberts & Hugo Verweij. Please visit http://www.soundsupport.net.