User:SparksCap95/Audio game

Console audio games and the modern era
Most audio games are now developed by several small companies (consisting of only a team of one to four people). The main audience remains primarily visually impaired users, however the game market at large is gradually taking more notice of audio games as well due to the issue of game accessibility. Commercial interest in audio games has steadily grown and as a result artists and students have created a number of experimental freeware PC audio games to explore the possibilities and limitations of this gaming form.

My edits below this line: Despite the increase in interest in audio games, however, many modern games still lack sufficient audio cues to be considered fully accessible for the visually impaired. Furthermore, the industry still lacks a clear set of accessibility guidelines for their development. Tools such as the once popular Blastbay Game Toolkit engine that aided in the development of audio games are now obsolete, but current game engines like Unity and Unreal that can support audio game development are not specifically designed for doing so, creating an additional hurdle for audio game developers.

End of my edits In the field of console-gaming, there has been very little in the way of audio-games. One notable exception has been the innovative incorporation of strong audio elements in several of the games produced by the Japanese video game company, Warp. Warp was founded by musician Kenji Eno and consisted of a five-man team including first-time designer Fumito Ueda. In 1997, Warp developed a game called Real Sound for the Sega Saturn which was later ported to Dreamcast in 1999 and renamed Real Sound: Kaze no Regret ("Real Sound: Regrets in the Wind"). This game featured no visuals at all and was entirely dependent upon sound.

Discussing Real Sound's production, Eno has stated that

"I got tired of [ CG graphics ] . I didn't want people to think that they could predict what Warp would do next. Also, I had a chance to visit people who are visually disabled, and I learned that there are blind people who play action games. Of course, they're not able to have the full experience, and they're kind of trying to force themselves to be able to play, but they're making the effort. So I thought that if you turn off the monitor, both of you are just hearing the game. So after you finish the game, you can have an equal conversation about it with a blind person. That's an inspiration behind this game as well. So Sega was asking for exclusive rights to the game, and I said, 'OK, if you'll donate a thousand Saturns to blind people, then I'll donate a thousand [copies of the Real Sound] game along with the Saturns.' And my condition was that if Sega would go for this idea, I would make that game Sega exclusive. So, that's how this happened."

Following the release of Real Sound, Warp again made use of a novel employment of audio elements in the Saturn game Enemy Zero (1997), in which the enemies are invisible and can only be detected through auditory clues. Audio-specific elements used in gameplay have been recognized in Warp's D2 (2000).

Nintendo, as part of its shift to alternative gameplay forms, has shown recent interest in audio games through its own development teams. In July 2006, Nintendo released a collection of audio games called Soundvoyager as the newest member of its spare Digiluxe series. The Digiluxe series for Game Boy Advance consists of 7 games (in 2 series) that are characterized by simple yet compelling gameplay, minimal graphics, and the emphasis, in such titles as Soundvoyagerand Dotstream, on music. Soundvoyager contains 7 audio games (Sound Slalom, Sound Picker, Sound Drive, Sound Cock, Sound Chase, Sound Catcher, and Sound Cannon). The Digiluxe series has been available in Japan since July 2006.

In 2008, MIT students collaborated with the government of Singapore and a professor at the National University of Singapore to create AudiOdyssey, a game which allows both blind and sighted gamers to play together.

Apple's iPhone platform has become home to a number of audio games, including Papa Sangre. Other examples include... My edits below this line: ...Audiogame.it's Flarestar (a space-themed exploration game that features combat against training drones and other spacecraft) and Sonic Tennis (a game which simulates a tennis match and features a multiplayer mode).

Android devices also feature a myriad of audio games. For example, the studio Blind Faith Games has developed various games for Android with the goal of accessibility for the visually impaired community. Examples include Golf Accessible (a simulation of golfing) and Zarodnik (a strategy game where the user faces a monster in the depths of the ocean), which utilize screen vibrations and audio cues for the gameplay experience. Another unique example of an audio game for Android is a game currently in development by researchers at Tsinghua University titled Wander, which is intended to be used as the player falls asleep to improve the quality of their rest. A guide provides the instructions to users verbally, and they use their breath to explore a forest filled with relaxing environmental noises.

With the rise in popularity of voice assistants such as Amazon Alexa came a new set of audio games. As of June 2021, 10,000 audio games were available as Alexa Skills for use with Amazon Alexa. Among them are games like Rain Labs' Animal Sounds, which asks users to correctly identify the noises made by various animals.

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TTS-enabling video games
The rise of text-to-speech (TTS) software and steady improvements in the field have allowed full audio-conversion of traditionally video-based games. Such games were intended for use by and marketed to the seeing, however they do not actually rest primarily on the visual aspects of the game and so members of the audio game community have been able to convert them to audio games by using them in conjunction with TTS software. While this was originally only available for strictly text-based games like text adventures and MUDs, advances in TTS software have led to increased functionality with a diverse array of software types beyond text-only media allowing other works of interactive fiction as well as various simulator games to be enjoyed in a strictly audio environment.

Examples of such games include:

My edits below this line: Another example is The Last of Us Part II, which was released by Naughty Dog in the summer of 2020 for the PlayStation 4. The game contains over 60 accessibility features, including a text-to-speech feature. Other features that make the game completely playable without sight include the use of voice actors, haptic feedback, and audio cues that act as hints to the player. In addition, the game provides the common audio game feature of a sound glossary menu. On this menu, the user can scroll through a variety of audio cues and hear what they sound like and what they are used for during gameplay. For this game in particular, examples include signals to the user that they can crouch, jump, or interact with the nearby environment.
 * A Dark Room – (Doublespeak Games, 2013)
 * Hattrick – (ExtraLives AB, 1997)
 * OGame – (Gameforge, 2002)
 * Jennifer Government: NationStates – (Max Barry, 2002)
 * Grendel's Cave – (Grendel Enterprises, 1998)