Gamified storytelling
summary
Argues that voice‑first games are viable now and describes shipped prototypes: a mobile/PC audio game called Frequencies and a voice‑driven title built by Tokyo Games (Vortex), tested on smart speakers and phones. Details engineering choices: using recorded actors vs text‑to‑speech vs recorded actors, designing for 22 characters with distinct accents, producing five greeting variants to avoid repetition, logging unrecognized utterances to add responses (including handling cusswords). Emphasizes relentless user testing, accessibility for blind players, and limits of screenless navigation.
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chapters (13)
- 0:00Intro
- 8:33No Fur Game
- 14:05Game Mechanics
- 22:08Dos and Donts
- 27:34Audio limitations
- 31:43Voices
- 34:28Audio
- 37:25Why are audio games here
- 39:33Voice is here to stay
- 42:05Questions
- 44:26Context vs Text
- 46:44Virtual Invisible Space
- 49:23Accessibility
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