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WHEN VIDEOGAMES
HAVE NO VIDEOHaptic and Non-Visual Games ++ Jeff Thompson ++ @jeffthompson_
MOST VIDEOGAMES
ARE PRIMARILY
VISUAL
EXPERIENCES
QuickTime™ and a
decompressor
are needed to see this picture.
QuickTime™ and a
decompressor
are needed to see this picture.
“YOU HAVE BEEN BLINDED
AND THROWN IN A DUNGEON”
In collaboration with Alex Myers (@aandnota) for Games++
QuickTime™ and a
AVC Coding decompressor
are needed to see this picture.
arrayint whichLevel = 9;const int level[14][14] = { {3, 4, 3, 1, 1, 2, 2, 1, 1, 1, 1, 1
2, 1, 1, 2}, {2, 2, 3, 3, 3, 1, 2, 2, 1, 2, 1, 1, 1, 2}, {2, 3, 3, 2, 2, 2, 2, 2, 2, 2,
3, 2, 1, 2, 2}, {3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1}, {1, 3, 2, 4, 2, 2, 2, 2, 2,
2, 1, 2, 2, 2, 3}, {1, 3, 3, 3, 1, 1, 1, 3, 2, 2, 3, 2, 2, 3}, {1, 3, 1, 1, 1, 1, 3, 3,
1, 1, 1, 1, 2, 2, 2}, {2, 2, 2, 1, 1, 2, 1, 3, 3, 3, 3, 2, 1, 1}, {2, 2, 2, 3, 3, 0, 3
2, 1, 1, 1, 2, 2, 2, 2, 1}};
“CAVE” and “SONAR”
With generous support from Harvestworks
CONSIDERATIONS
AND
THE FUTURE
SOME POSSIBILITIES
Vibration as feedback, vibration as secret codes,
vibration as music
Live synthesized sound, spoken text instead of
onscreen messages, reactive audio effects
Taste of blood in your mouth when playing Mike Tyson’s punchout!
Smells triggered as you walk through a forest game!
THANK YOU!Jeff Thompson ++ www.jeffreythompson.org ++ @jeffthompson_

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When Videogames Have No Video

Editor's Notes

  1. Thank you! Talk about making games and the possibilities for experiences that aren’t about visuals, but our other sensory experiences. These suggest alternatives for interesting and meaningful game experiences, but also possibilities for visually impaired gamers. next...
  2. Most games (and interfaces in general) are entirely visual experiences - though they may have soundtracks, the experience is wholly visual.
  3. Sometimes those visual experiences aren’t so fantastic...
  4. Sometimes they are incredibly seductive and hyper-real. But that leaves out possibilities for really exciting non-visual experiences. Let me give you an example of the role careful sound can play, even in a mostly visual game... (from the new Grand Theft Auto - note realtime blur at bottom)
  5. Everyone knows Doom - I spent way too much time playing this as a teenager. And here is Doomguy (that’s his real name) trying to open a door without the key... [ click to start ]
  6. Notice the “oof!” - that sound is so critical to an immersive and seamless game experience. [ click to start ] Here’s a mod of the game I made without “oofs” - we don’t know what’s happening, if we hit the wrong button, etc
  7. Which brings me to a series of non-visual games I’ve been making. The first was made in collab w/ Alex Myers for a game jam we started called Games++ - find more about Alex and the game jam online.
  8. We created the game as a limited edition badge for participants - we hand-etched and -soldered 25 of these games. They were built on the Arduino platform for the ATtiny85 chip - super minimal IO and memory, the game uses four buttons and, instead of a display, a vibrating pager motor, like in your cell phone. The game, while not spelled out, is meant to be a prisoner who is blinded and thrown in a dungeon. The dungeon is made of up various “tiles” of different terrain that you feel through vibration patterns, like feeling around with your hands.
  9. Some of the levels, designed by Alex No goal, no treasure, no enemies - just a space to wander and explore, with a few random respawn points that teleport you to another place.
  10. Some of the levels, designed by Alex No goal, no treasure, no enemies - just a space to wander and explore, with a few random respawn points that teleport you to another place.
  11. Some of the levels, designed by Alex No goal, no treasure, no enemies - just a space to wander and explore, with a few random respawn points that teleport you to another place.
  12. Some of the levels, designed by Alex No goal, no treasure, no enemies - just a space to wander and explore, with a few random respawn points that teleport you to another place.
  13. The images were the first step in level design, but ultimately they were translated to numerical arrays in the Arduino code - this was automated using a custom-written script in Processing
  14. Shown at Vector in an exhibition context, players were also given the option of mapping the level on paper as they played - here’s a particular favorite map
  15. Talk about two other non-visual games, these created for tablet using Processing for Android. Created with generous support from Harvestworks.
  16. Note walls on right
  17. Other game inspired by Daniel Kish
  18. My time is short, but I want to suggest some ideas for the future of game development where non-visual elements can play a larger role, perhaps even eclipsing visuals. These ideas can also translate to other interactive projects using electronics, mobile devices, and software to make interesting, meaningful experiences for sighted persons and hopefully create more accessible technologies for visually impaired.
  19. Lots of crazy, fantastic, and mostly totally do-able ideas
  20. Too many things to show - including a vibration interface that makes your chest and stomach into a “display” In development: haptic vibration shield, built on TI DRV2603 Hopefully done by next year’s Maker Faire!
  21. Thanks! Games up here to try, or come say hi!