2020-01-03 01:26:27 (edited by ianhamilton_ 2020-01-03 01:28:19)

Mainstream developers are becoming more interested in blind accessibility, but they have a lack of reference material for what's possible. Often they have no idea that audiogames are a thing, and no idea that audiogame developers have been cracking these exact design challenges for decades.

It can be really tough if you're a sighted developer to even know where to start. And intimidating too. A nice example of how someone else already does it can be a tremendous help.

So I've been thinking that it might be useful to pull together some reference material. Examples of audiogames that demonstrate how popular mainstream sighted games could be made accessible.

Like something that the developer of a mainstream sighted racing game could look at to get an idea of how racing games can be communicated through audio. Or first person shooter, flight sim, RPG, deck builder, match-3 puzzler... take your pick. Any types of games that are popular with sighted gamers.

Any thoughts? Any nice examples of audiogame equivalents to popular mainstream mechanics? Summaries of how the game communicates what it needs to in a blind accessible way would be awesome.

2020-01-03 06:59:02

Look at breed memorial. When you are approaching any obstacles that you need to jump over, there are three ascending tones. These tones warn you and tell you how far away you are from the obstacle. You should also look at the radar system in a heroes call. They can use this to tell you when there are openings, doors or walls around you. don’t forget about the wall tones in the manamon Games.

Hopefully, we'll get a fully accessible open world game someday.

2020-01-03 07:18:45

I may be pushing the envelope of audiogame as it's a text game, but I feel like the best way to make an RTS accessible is A Few Minutes of Glory, and how it handles all of the meters on screen.
Topspeed is a good example of an accessible racing game, though it wouldn't be arcade racers as well.

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2020-01-03 08:28:53

Hi.

I also would say that the radar system in AHC is something devs should look at, also for example the beakon system would be good to have them noticed.

Regarding things like driving, a hybrit of the topspeed mechanics and those found in games like audio ralley racer would be good, so an announcement where the next turn is and a countdown depending on your speed, so you can make adjustments.
In a racing game you could have something like.
Right 45, left 32, the numbers meaning the steapness of a curve, so if you have a 45 degree or a 32 degree angled curve.

Greetings Moritz.

Hail the unholy church of Satan, go share it's greatness.

2020-01-03 09:01:07

I actually think the breed memorial example is a good example of how to judge distances between jumps and walls.

Shadow line is another good example of top-down adventuring the style of classic zelda, plus it has graphics so the sighted player can get a visual feedback of what's happening. The same is true of audio strike and virtacle shooters. For sidescrolling action games, I would reference bk3 for its inclusion of horizontal shooter levels. Marina break for breakout style games, which to this day are still present in the mainstream.

2020-01-03 09:39:39 (edited by CAE_Jones 2020-01-04 10:42:36)

Swamp, Bokurano Daibouken 3, Manamon, more or less solve their gameplay styles. The only thing I've missed in BK3 (and maybe it's there and I've just missed it) is a column scan to speed up looking around block-by-block, and the sonar helps with that in some ways.

While I like Top Speed 3's style, it does rely on a linear track. It feels like it might struggle with the level of detail that even oldschool games could have (see: offroading in Superhangon, which was most dangerous close to the road, rather than out in the desert). Superhangon also made use of hills to screw with how far ahead you could see, though I'm not sure how common that is in general.

These all amount to giving the player the same tools they could have in real life, except better because they don't have the same physical limitations. Swamp's radar is basically a cane that can also hit high, and can have much higher reach than actual canes. BK3's Sonar is essentially the same thing, as is its ledge echos, and the camera is basically feeling around with extendable hands. Manamon's walls could be any manner of RL wall detection—hands, canes, echolocation. Top Speed 3 basically has a super-accurate GPS. (So does Swamp, for that matter. It's basically the Trecker Breeze / the ability to sa "Hey Siri, where am I?", but more accurate).

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2020-01-03 10:44:20

I prefer Shadow Rine's navigation over any other system. Static playing in a certain direction indicating the next turn, wind sounds indicating a transition between game screens, a target sound letting you know when you can start wailing on a monster and another telling you to get out of the way before said monster returns the favor, and a warning tone to tell you you're on the very edge of a raging lava river and should probably back away or jump over it before you experience Disintegration. Who could ask for more?

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2020-01-03 11:15:18

Well... For something more experimental, there's my [Audiocraft] prototype, which features a depthmap sonifier with object filtering. If used as an occasional supplemental scanner, I could see it having a great deal of use for navigating 3D spaces, perhaps in some more casual First Person games like Gone Home and such. Though i've experimented with some more high speed rendering that could potentially make some more action oriented games feasible.

-BrushTone v1.3.3: Accessible Paint Tool
-AudiMesh3D v1.0.0: Accessible 3D Model Viewer

2020-01-03 13:27:47

Hi,
I generally prefer ahc like radar system, it is particularly comfortable for me to navigate this way. Manamon is a good example as well, but introduce less complexity in the map's details.
AHC, despite its few bugs and failures, was really well made in terms of navigation and object location.
Shades of doom might be a good example too, as well as tank commander or audioquake.

Best regard,
Simon

2020-01-03 14:09:01

Crazy Party's card battler for deck building games. I really do think these games should be fairly easy to make accessible as they're mostly text-based.

2020-01-03 17:10:38

ditto on the last post, the deck-building style for Crazyparty is fantastic!

2020-01-04 08:24:16

These are all great so far! I don't suppose you could give a bit more detail though, for people who are not familiar with the audiogames landscape? For example what is AHC? And how does crazyparty work and what is good about it its approach to accessibility compared to other similar games?

What I'm envisaging is a developer who has never played an audiogame before wondering how to make their type of game accessible, coming to this thread (or an article based on it), being able to understand from one of the posts what the general approach for their type of game should be, and then also having the name of an existing audiogame that they can have a play around with to see how that approach works.

2020-01-04 09:49:29

wouldn't it be good to record audio demos for some of these games detailing how the navigational ades look like or how deck building in crazy Party works?
I could go and do some of these if you think that this would be a good approach.

Greetings Moritz.

Hail the unholy church of Satan, go share it's greatness.

2020-01-04 12:26:13 (edited by magurp244 2020-01-04 12:29:47)

I believe their referring to [A Hero's Call]. The [Somethin' Else] games like Papa Sangre and Nightjar were also pretty good, but tragically unavailable.

-BrushTone v1.3.3: Accessible Paint Tool
-AudiMesh3D v1.0.0: Accessible 3D Model Viewer

2020-01-04 15:04:33

That does sound like a good idea Moritz, sightlesskombat's walkthrough of how he plays killer instinct was very popular.

Maybe keep that for a bit later though? If can keep the thread going for longer first we could maybe pick a key example for each genre out of what everyone suggests?

2020-01-04 17:01:56

For interested mainstream developers,, this is the home page for  shadow line, where you can read about and download the game. It is completely free to play. Only system messages appear to e been translated, so a third party application may be necessary, though someone is working on it.
http://www.mm-galabo.com/sr/index_en.php

2020-01-04 17:24:24

It seems to me that an annotated list would be quite useful for what you are going for. Like you have a list of various features and under each listing, examples of games that can be played (not games that are no longer available or unplayable without creating virtual machines of older operating systems) and/or actual audio or text guides that walk a developer through each feature.


Example:


Area radar
A feature that alerts the user of near by obstacles or enemies. Some games use active radars that automatically trigger when objects or obstacles enter a certain range of a user, other games require an action to activate a burst that alerts the user of obstacles and objects as the pulse moves out from the user, some are monodirectional and others are omnidirectional, and some times ambient sounds are used such as wind or creaking noises to alert the user of near by doors or transitions.
Examples include: Manamon (link to Manamon) ...
Other resources: link to audio guide, link to text guide (or what ever else would provide useful information)


Next feature
description
Example games
Other resources


... and so on


The point is to provide a single list of information that is easy to update, easy to follow, so any interested developer doesn't have to read a bunch of forum posts that can easily go on for hundreds of tangents--listing games that can't even easily be played any more.

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2020-01-04 22:22:10

Shades of doom and friends wouldbe good references of basic navigational systems, I think. Despite its age it still is an excellent game.

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2020-01-04 23:05:01

I guess my only concern about using Crazy Party as a source is the nature of the sounds that it uses. If someone like Nintendo or Sega were to look, they could come to the conclusion that their IPs were being infringed upon (Sega much less likely than Nintendo). But if they did DMCA it, it wouldn't look good on them, going after small developers like this.

A winner is you!
—Urban Champion

2020-01-04 23:58:06

Yup that's why I didn't mention it lol.

2020-01-05 13:19:48

Trouble is right now we don't have another card battler.