How a Blind Gamer Plays Zelda by Every
By Jason Schreier
April 7, 2011 7:00 am
Terry Garrett can play games like Oddworld: Abe's Oddysee and
Legend of Zelda using sound alone. Photo courtesy Oddworld
Inhabitants
When Terry Garrett plays Oddworld: Abe's Oddysee, he pays close
attention to the videogame's sounds. The beep of a blinking
bomb, the desperate cry of a friend in need, the pounding of a
Mudokon's hammer: They all provide crucial details that enable
Garrett to get through the game's punishing levels. When he
needs orientation, Garrett listens carefully for "sound
landmarks" like running water or footsteps shifting from grass to
earth. And as he works his way through the side-scrolling
puzzlerbs world of weird creatures, Garrett pieces the noises
together and sees the game's levels laid out in his mind. Proper
listening is essential for Garrett to enjoy the game -- after
all, he is blind. Garrett lost his sight in 1997 at age 10.
That same year, his older brother brought home Oddworld: Abe's
Oddysee. Entranced by the game's charming narrator, Abe -- a
Mudokon slave with his lips sewn shut -- Garrett set out to make
his way through Oddworld's danger-filled settings. Although he
couldn't see a single image on the computer screen, he could hear
the sounds -- footsteps, voices, music. At first he couldnbt
figure out what all the noises meant. Frustrated, he tossed the
game aside. But he came back again. And again. Today, Garrett
can beat the entire game, executing every jump and step with
near-perfect precision. He's honed his hearing to the point
where he can recognize exactly which sounds refer to each object
and act accordingly. He hasn't memorized every level, but he
knows enough about the sound design to beat Oddworld without
dying. "Through Abe's sounds, I was able to figure out how to
navigate the world," Garrett, now an engineering student at the
University of Colorado at Colorado Springs, told Wiredddcom in an
e-mail. Garrett's unlikely accomplishments underscore the
importance of good sound design in videogames. When was the last
time you paid attention to the clang of a sword, or the patter of
your character's footsteps? To most gamers, sound effects are
just part of the scenery, supplemental features that we often
take for granted. But to the visually impaired, sound is
everything.
Sight-Free Gaming Oddworld isnbt the only videogame Garrett can
enjoy. He loves games with haptic feedback like Wii Sports and
Rock Band, which he learned how to play through a button-mashing
period of trial and error.
How to Game Without Graphics Besides listening to the audio of
videogames, there is more you can do to play them without being
able to see the screen. 1. Read. Consult text-based game
walk-throughs, which are full of other playersb vividly written
descriptions of the layout of the games. 2. Choose. Garrett
recommends games with strong sound design. Old-school 2-D games
may not be a good choice, because it's tough to tell where the
sound is coming from. 3. Get help. Garrett's friends and
family sat with him and helped him visualize the game worlds by
describing what objects looked like. Some games are nearly
impossible for him, even with help. Retro two-dimensional games
don't have enough sound cues. Explosion-packed shooters like
Halo are so chock-full of noises that they overwhelm Garrett's
carefully trained ear. "You hear shots, but can't tell which
direction they are coming from, and by the time you hear them,
you are dead," he said. The sound design of Abe's Oddysee was
not tailored for the visually impaired. In fact, Oddworld
creator Lorne Lanning said it never occurred to him that blind
gamers would be able to play through the title. "It's quite
inspiring to see what was enabled through what we believed were
just good solid interactive storytelling details," Lanning said
in an e-mail to Wiredddcom. To make games more accessible for
gamers with vision problems, sound designers "should include as
many sounds as possible," indicating things like a player's
footsteps, in-game obstacles or approaching enemies, Garrett
said. Matt Uelmen, a sound designer who has worked on Blizzard
Entertainment's StarCraft and Diablo, said making videogames fun
for the blind isn't that easy. "It would definitely require much
more attention to sound implementation than most projects are
able to give," Uelmen said. "You're at the mercy of the
animation. If the character does nothing which generates sound,
it is hard to rationalize creating too much [audio]."
But Oddworld's Lanning said someone like Garrett, "who just
doesn't seem to acknowledge the obstacles that so many of us are
bogged down by," could help design innovative games in the
future. Garrett's current challenge is mastering one of the most
beloved games of all time: The Legend of Zelda: Ocarina of Time.
He plays the Nintendo 64 game on his PC using an emulator and an
Xbox 360 controller. After listening intently as friends played
through sections of the game, Garrett asked them questions and
researched Zelda, based on text and video walk-throughs. Actions
that require pixel-perfect precision, like shooting arrows or
finding targets with the game's grappling hook, still stymie him.
"I have been trying to pass [Zelda] for over a year," Garrett
said. He can make it to the Water Temple, roughly halfway into
Ocarina of Time's sprawling adventure, with no help at all.
Lanning says Garrett's story has already inspired tens of
thousands of people through YouTube and other communities.
"There's a lot of gratitude brought to the surface that surrounds
this story," he said. "It's wonderful to see -- a testament to
the power and potential of the [videogame] medium."
B) 2011 CondC) Nast Digital. All rights reserved.
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