2016-09-29 22:25:15 (edited by Phil 2016-09-29 22:27:19)

The neglected history of video games for the blind,
from Kill Screen
by
ANDREW CAMPANA
@AndrewPCampana

The game starts with a black screen. A woman’s voice, speaking in

Japanese: “Real Sound. Kaze no Regret. This software brought to you by

WARP Inc.” A string
quartet, swelling and romantic, begins to play, press the start

button, and the music stops suddenly with the sound of a bell.

A light hiss of static. An acoustic guitar picking up the same theme

as before is quickly joined by a ticking clock. A deep male voice

starts to narrate:
“Every so often, when you meet someone else, you have a feeling that

it’s not for the first time.”

The screen remains black.

///

The 1997 Sega Saturn Japan-only release, Real Sound: Kaze no Regret,

is a fully-voiced interactive romance game with elements of mystery

and suspense, featuring
two elementary school students with plans to elope, a portentous clock

tower, and possible murders in the underground. With no visual

elements for its
entire runtime, it’s something like a choose-your-own-adventure radio

play. In other words, it’s not a videogame, but an audiogame: a game

in which graphics
are nonexistent or optional and can be played through sound alone.

Its creator, Kenji Eno, who died tragically in 2013, at only 42 years

old, was a game designer and composer, and one of the few figures

working in videogames
who had a consistent commitment to radical experimentation in

everything he was involved with. Before this point, he was best known

for D (1995) an anxious
and intense horror-puzzle game that forces the player to complete it

within two hours without any way to save or even pause, and Enemy Zero

(1996), an Alien-esque
space station survival thriller scored by Michael Nyman, in which the

enemies are invisible and only able to be located through the pitch

and volume of
the sounds they emit.

The instructions written in braille for Real Sound

The braille instructions shipped with copies of Real Sound

It’s this special attention paid to sound within gameplay that gained

Eno a following in Japan by those who were blind and of low-vision.

After several
of their fan letters, he met with many of these players in person, to

see firsthand the ways in which they engaged with videogame software

and hardware
not originally intended to be accessible to them. These encounters

served as the inspiration for Real Sound, Eno wanted not just to

create a game “for the
blind,” but rather a game in which a blind and a sighted person would

have the same experience of playing it. In exchange for it being a

Saturn-only release,
Sega agreed to donate a thousand consoles to blind players, Eno

himself included a copy of Real Sound with every console. At first

glance, the game’s case
looks like any other Sega Saturn game. But open the game’s packaging,

and you immediately encounter something that hasn’t been included in

any console
game before or since: a sheet of instructions in braille.

Playing Real Sound as a sighted player, it’s hard not to be

disoriented at first. Its dialogue, better acted than in any game I’ve

played, cannot be skipped
over or sped up by mashing a button repeatedly. We’re used to visual

distinctions between “gameplay” and “cutscene,” where the former

requires our active
attention and the latter for us to sit back and relax; in Real Sound,

the player must hang on every word, always listening for the next

chime that indicates
that you have to make an immediate decision as to how the story will

go. I wasn’t sure what to do with my body at first; whether to close

my eyes, look
at the blank screen, or vaguely stare into space (I chose the latter).

Small sonic details that I never would have noticed in a conventional

videogame, like
the moment-to-moment interactions between the musical score, the

actor’s voices, and the elaborate sound effects, suddenly came

together to form an entire
world in a way I had never experienced.

THE PLAYER MUST HANG ON EVERY WORD

Real Sound is far from the first or only audiogame, though it is one

of the very few ever released for major consoles. Soundvoyager (2006),

a set of diverse
and relaxing audio minigames within Bit Generations for the Game Boy

Advance, was the first audiogame released by a major studio since Real

Sound, though
the absence of voiceover in its menus keep it from being fully

accessible. Papa Sangre, a 2010 release for the iPhone/iPad, is a

marvelously creepy experiment
that makes full use of three-dimensional sound design (headphones are

vital) and is an excellent introduction to the audiogame genre. Much

more common
are amateur homebrew audiogames for the PC, Audiogames.net maintains a
list
of hundreds. Bokurano Daiboukenn and its two sequels, some of the

best examples of these, are free Japanese side-scrolling action RPGs

in the style of
Metroid or Castlevania, focused on exploring worlds, collecting

powerups, and defeating enemies, all through sound.
This article is continued at:

https://killscreen.com/articles/real-so … ry-gaming/

2016-09-30 11:28:51

Nice article and I'm glad we got in there.  however I do wish that the author had noted what a large amount of work went into making king of dragon pass accessible and what a great job Asharp did, since it made it appear that the access in King of dragon pass was pretty much the same as in something like kingdom of loathing, rather than something which got included specifically.

Also a note that while skullgirls is! accessible, Steam is not would've been good, since when the basic platform isn't accessible that presents a major problem access wise, then again i suppose the author couldn't cover everything.

I'm also afraid one slightly synical part of me is wondering why the author of the article didn't actually speak to any blind gamers? or did he? Since while manifestly the article showed the author looked around on the net for various mentions, I'm not sure if he actually talked to anyone about landmark audio releases as he misses several fairly important landmarks, in particular the use of audio first person perspectives, Shades of doom, swamp, a blind legend etc.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2016-10-03 00:20:48

@Dark: If you say Steam is not accessible, that will turn people off. Everything starts small. Very, very small, so of course right now Steam isn't really accessible. Not sure it ever will be. So it's once again down to us and down to the developers to do what we, and what they, can with what we have. It is annoying as with all these things, Steam can be unpredictable. The fact that the Skullgirls took the time to add access was something I haven't seen in a long time. There is probably a reason it hasn't been done since, and I wouldn't be surprised if that is the case. Perhaps we just got very, very lucky.

2016-10-04 09:13:55

There are ways to use Steam without interacting much with it's actual interface. Games can be bought online, you can chat online, tell games to download from mobile apps or, even, online, or by entering an API link into the run box. Not everything will be made accessible, and I think that since Steam works with NVDA, which is free software that anyone can simply download and run, it's fair enough and we can be glad it works at all. It's easy to pick up and learn, and it makes sense. Calling it completely inaccessible just because it doesn't work the way you'd want it to is a bit unfair in my opinion.

Nice article. I also thought more interaction with gamers, or maybe even developers since they're all over the place on this forum. One look at new releases and you already have more than a handful.
Or, simply, the hundreds of must-play topics on this forum, too. What about the author's own experience trying an audiogame for the first time? Most of those articles seem to imply so, there's this niche market of games, and it exists. Hi.

I've been thinking about a way to get sighted friends of mine to appreciate games without visuals, but it always seems to include games with at least some level of visuals. In games where you navigate, the sense of orientation seems to go pretty quick. But making it easy on that part makes it non-enjoyable for other audiogamers who, like me, have no problem mapping out complex spaces in their head.

Didn't mean to insult anyone. Just my thoughts on the whole thing.

--
Talon
Wanna play my Games? Listen to my Music? Follow me on Twitter, and say hi~
Code is poetry.