Radio Play

May 9, 2012 in Miscellaneous, Projects

A recent submission to BigThink has gotten me to thinking about the possibilities of interactive radio, or audio gaming. I hesitate to call this ‘interactive audio’, because that particular term has come to signify art installations and the likes of Rez and Music 2000. However, to take the “video” right out of video games and present the player with an interactive, audio-only experience.. would that be possible? Has it already been done?

Here’s Jad Abumrad’s video, on how radio creates empathy through co-authorship of an imagined experience:

I have to confess an obstacle to my usual lines of research, given that there are already slews of interactive audio games and software, and so-called ‘interactive’ radio stations. If there are any audio games already out here, I’m finding it very hard indeed to spot them.

Radio is, of course, already a fairly interactive medium, best expressed in talk shows. Through telephones and with the advent of email, text messaging and Twitter, these shows have allowed their listeners to put their views across and so change the course of discussion, with similar interactivity to be seen in many music shows. Never do I recall seeing the radio equivalent of an RPG, though; a radio play in which the listener can choose which direction the protagonist should take.

I think the closest I’ve gotten is a board game named CD Adventure: Search for the Lost City, which is an audio-reliant board game. Most games which incorporate sound do so simply to replace the rolling of dice, or they do as this game and Mall Madness do, and direct players towards certain tasks. In CD Adventure, certain squares on the board ask you to take a card, which in turn asks you to skip to a certain track on a CD. Because each card corresponds to a location on the board (swamps, rapids and so on), these tracks can then set a proper scene, with sound effects and character actors to deliver instructions to the player.

The actual gameplay could be accomplished just as easily by reading the instructions off the card, but CD Adventure was designed so that characters from within the game would seem to come to life. By doing this we remove the common act of a player reading aloud from a card, in which they are the deliverer of information to everyone else. Instead that duty falls to an apparent external entity; an agent whose actions influence everyone else on the board. It’s a powerful tool for uniting each player on the board, rather than having them constantly compete. Atmosfear is another game which does this to great effect, albeit through a linear video rather than a stack of audio files.

My friends and I developed a particular hatred for one character whose name I cannot now recall, whose smarmy voice could often be heard sending my token back to the beginning of the board. This creates a far different social experience to that of a player whose own roll apparently dooms them or grants success, where they’re left blaming merely chance or the card in front of them for their misfortune. Other board games in which instructions are read from cards do not have this element of theatre to them, and so do not have recognisable characters. Yet we do develop exactly this sort of relationship with the animated – and often vocalised – citizens of our digital toyboxes.

At a basic level, I wonder what could be achieved by having ‘make your own adventure’ books available on audiotape, or creating horror games in which players may be startled into wakefulness and led down new paths in a story, similar again to the video board game, Atmosfear. At a more egalitarian level, I wonder at the possibilities for developing games for the blind.

One imagines that a truly rich audio gaming experience would have the capacity for spoken feedback, and this has been within our technological grasp for years now. Considering we can command our Xbox 360s to play media, and our iPhones to invite friends to our parties, surely we can ask Kinect to equip the lit torch, or direct Siri take the left-hand turn down a steampunk alleyway?

We’d have to rethink the genres we could port to audio gaming though, and we’d probably have to invent some new ones. To propose an audio-only shooter is ridiculous, but imagine the possibilities of an interactive detective story, or a strategy game which is played as though you are Mission Control, receiving communicae via radio from your moonbase. The latter could still be done using a screen, but what changes would we see to the drama behind a game which doesn’t involve an aerial view and flashing green placement grids?

I’m confident in one aspect, though: radio has proven that audio can be a powerful tool for evoking empathy. Games have made huge strides in the past decade, towards achieving the sort of richness which books and film take for granted. Could a push into audio gaming show us a new path?

Monopoly’s Legacy to Gaming

December 15, 2009 in Uncategorized

Episode two of Games Britannia aired on BBC Four tonight and I’m even more impressed, both with the documentary’s content and the way board games really do have a massive influence on we players. This programme, which featured games developed (and, more importantly, marketed) from the 19th century onwards, placed a lot of topics on this gamer’s personal debate stand. It’s Monopoly‘s story which struck the deepest chord for me, leaving a very relevant legacy both in the way it was developed, and the way its players respond to it.

Game Mechanics

 Key to this era in gaming and games design appears to be the game mechanic. The games of this era borrowed, stole and outright mirrored whole devices into their play, with inescapable comparisons to modern video games design. The most famous of these games is Monopoly, which I had assumed was unique until the programme explored Elizabeth Magie-Phillips’ The Landlord’s Game. Later released in the UK by the amusingly named Newbie Game Company as Brer Fox an’ Brer Rabbit, Magie’s game featured all the familiar trappings of prospecting, rent, utilities and even the Chance cards, but in a manner she hoped would support an socialist argument; instead Monopoly achieved the reverse.

Due perhaps to a changing world climate, associated less with Quaker roots than the American Dream, players were more willing to play out a rags to riches tale – something I believe has become gaming’s folk tale. Prospecting in order to bankrupt your fellow players is less an exercise in socialism and more a capitalist one, and that strikes me as a key device in most of the games I play now. I can build a broad enough portfolio to cripple my competitors with rent just as easily as I can found a stable SimCity or dominate others using my undead warlock – potentially resplendent in expensive, auction-bought gear.

Emotive Gaming

One other topic which crept up was that of emotional gaming. Naturally, with the programme’s focus laying elsewhere, this was not dealt with in especially great detail. Still, the way Monopoly‘s competitive gameplay would spark arguments around the board was a pretty radical departure for a typical family board game. Until then, board games did encourage competition of course, but many still took aspiration and endeavour as their themes, over conquest and ruin. This competitive anger is the one emotion which modern video games can be guaranteed to inspire.

I wonder how many video game designers have sat down and thought less about the individual player’s emotions, and more about the multiplayer group’s. As far as I can tell, only Shigeru Miyamoto has ever publicly acknowledged this, in a teaser video for Wii Music which was released through Wii’s internet media channel. In it he proposed a game all the family could contribute to – Granddad, sister and mother all would chip in to form your orchestra, and your combined efforts would show as an enjoyable piece of music.

I say, “trust Wii to be the first to this idea” – after all, it is a console sold on family play, and that makes a refreshing change for new players like my parents, put off by petty and often violent interactive contests. As my fellow designers at university recognised – when we were working on a two-player game demo called Floaters – genuinely co-operative games are an astonishingly niche type in our medium. While it’s very easy to make a multiplayer game competitive, angering its players just as much as Monopoly did, can games return us to happier endeavours?

Games Brittania

December 8, 2009 in Uncategorized

Only a few weeks hence did we see Charlie Brooker’s Gameswipe bring a refreshing and entertaining spotlight upon modern video games, broadcast on BBC Four. Now its games documentaries continue with the Game On season, exploring games and play of all types. Last night, after a surprisingly gripping piece on the construction of crosswords, the channel showed Games Brittania, in which historian Benjamin Woolley unravels British history through gaming.

The journey was, of course, fascinating. Woolley took us through Iron Age board game discoveries, in which druids might play leaders as a means of predicting the outcome of a battle; medieval games etched into church stones by those waiting to see the bishop; and the rise of chance games and gambling.

Of particular interest to me was the story of John Thurtell, who in 1823 had shot a man named William Weare over a gambling debt. Now, we’ve all heard the various modern news stories, often set in Korea, in which a particularly obsessive MMO player kills another over a virtual sword. At the time I thought this an entirely modern phenomenon, though of course I fell short of indulging in folk devilry towards online games like Lineage and World of Warcraft. Yet here we have precedent, and as Woolley described it this was a violent act motivated entirely by gaming. As it turns out, the crimes do differ as Thurtell had felt cheated by a crooked card game, where our modern-day murderers may only feel cheated. But I like to think that, while there’s no excuse, there is at least past form and humanity has not been corrupted so recently.

Episode one will be available to British viewers for a week after last broadcast on the BBC iPlayer. The programme’s an hour long, and takes us up to the Victorian era in which Indian games in particular were re-branded and sold for booming profit. Imported board games and monopolies from the New World are to follow in episode two, and I gather that video games feature in part three.