1 00:00:10,119 --> 00:00:10,640 Speaker 1: Here we go. 2 00:00:13,520 --> 00:00:16,000 Speaker 2: This is a racing game called for it's a motorsport. 3 00:00:18,000 --> 00:00:20,439 Speaker 2: Aside from the sound effects from the driving, you might 4 00:00:20,520 --> 00:00:28,440 Speaker 2: also notice those beaps. Brandon Cole is completely blind, and 5 00:00:28,560 --> 00:00:29,760 Speaker 2: this is how he plays the game. 6 00:00:31,440 --> 00:00:32,360 Speaker 1: Going to the last turn. 7 00:00:34,200 --> 00:00:36,400 Speaker 2: Decide that the beeps are on, and also the pitch 8 00:00:36,560 --> 00:00:39,840 Speaker 2: and the intensity gives an information on everything from where 9 00:00:39,880 --> 00:00:41,840 Speaker 2: he is on the track, whether or not he's too 10 00:00:41,880 --> 00:00:44,559 Speaker 2: close to the wall, to how sharp the next turn is. 11 00:00:45,520 --> 00:00:46,839 Speaker 1: I'm so glad I was able to do that turn. 12 00:00:46,840 --> 00:00:48,040 Speaker 1: That's actually a very difficult turn. 13 00:00:48,840 --> 00:00:52,600 Speaker 3: Oh that's why thirty year actually every count fifteen point 14 00:00:52,720 --> 00:00:54,000 Speaker 3: two six five seconds. 15 00:00:54,480 --> 00:00:57,480 Speaker 2: Brandon Cole passed away last year, but he wasn't just 16 00:00:57,640 --> 00:01:00,360 Speaker 2: a gamer. He was also a consultant on this game. 17 00:01:00,800 --> 00:01:03,600 Speaker 2: And this is him demonstrating the game on his YouTube channel. 18 00:01:04,160 --> 00:01:06,880 Speaker 1: But just rewind that rewinding. I want to show you this. 19 00:01:10,720 --> 00:01:11,319 Speaker 4: Rewind done. 20 00:01:11,360 --> 00:01:12,800 Speaker 3: I want to show you that because the blind drivings, 21 00:01:12,959 --> 00:01:14,760 Speaker 3: sounds play while you're rewinding. 22 00:01:14,800 --> 00:01:17,480 Speaker 2: If we're talking about racing games, there is a before 23 00:01:17,600 --> 00:01:20,759 Speaker 2: Fortsa and an after Fortza. Before this game came out, 24 00:01:21,000 --> 00:01:23,840 Speaker 2: it wasn't possible really for a blind person to play 25 00:01:23,920 --> 00:01:24,520 Speaker 2: racing games. 26 00:01:25,080 --> 00:01:25,760 Speaker 4: But now they can. 27 00:01:26,560 --> 00:01:31,720 Speaker 3: Hey, other blind person, I offer you control. I offer 28 00:01:31,760 --> 00:01:35,360 Speaker 3: you the opportunity to get into a vehicle of your choice, 29 00:01:36,560 --> 00:01:38,960 Speaker 3: pick the track of your choice, and once you're on 30 00:01:39,080 --> 00:01:42,280 Speaker 3: that track, the ability to drive it yourself, to take 31 00:01:42,400 --> 00:01:44,840 Speaker 3: those turns at high speeds yourself. 32 00:01:45,280 --> 00:01:46,080 Speaker 1: This is your road. 33 00:01:46,200 --> 00:01:47,600 Speaker 4: Now, Welcome to Forza. 34 00:01:49,600 --> 00:01:52,120 Speaker 2: Forts of the game was put out by Microsoft, but 35 00:01:52,320 --> 00:01:56,160 Speaker 2: the technology that made those blind accessibility features possible actually 36 00:01:56,240 --> 00:01:58,800 Speaker 2: came from a small research lab in New York led 37 00:01:58,840 --> 00:02:00,520 Speaker 2: by a professor named brad Ian Smith. 38 00:02:01,280 --> 00:02:02,560 Speaker 4: When we first. 39 00:02:02,440 --> 00:02:06,840 Speaker 2: Spoke, it was early mid twenty twenty, I think, and 40 00:02:07,960 --> 00:02:12,880 Speaker 2: you were telling me about this experimental thing that your 41 00:02:12,960 --> 00:02:16,519 Speaker 2: lab had come up with where blind people could play 42 00:02:16,560 --> 00:02:18,960 Speaker 2: a racing game, and you were very confident you were 43 00:02:18,960 --> 00:02:21,040 Speaker 2: going to get in the game. I don't know if 44 00:02:21,080 --> 00:02:22,280 Speaker 2: I was as confident. 45 00:02:23,680 --> 00:02:26,000 Speaker 5: Because it sounded great, but I maybe I was just 46 00:02:26,080 --> 00:02:29,200 Speaker 5: pessimistic about the good front. But yeah, but you know, 47 00:02:29,360 --> 00:02:31,240 Speaker 5: I mean I think it was more than like, Okay, 48 00:02:31,360 --> 00:02:35,360 Speaker 5: this sounds amazing, but the step is for a game 49 00:02:35,440 --> 00:02:37,400 Speaker 5: company needs to adopt this thing. 50 00:02:38,120 --> 00:02:38,800 Speaker 4: But it happened. 51 00:02:40,040 --> 00:02:42,720 Speaker 2: Brian is an assistant professor of computer science at Columbia 52 00:02:42,840 --> 00:02:45,440 Speaker 2: University and he's the head of a lab called Seal 53 00:02:45,800 --> 00:02:48,959 Speaker 2: that helped make the first blind accessible Triple A racing game. 54 00:02:50,040 --> 00:02:52,240 Speaker 6: What we're most known for is our work in assiste 55 00:02:52,280 --> 00:02:55,919 Speaker 6: of technology, in particular technology for people who are blind 56 00:02:56,000 --> 00:02:56,560 Speaker 6: or low vision. 57 00:02:56,800 --> 00:03:00,480 Speaker 2: Their work goes beyond Fortza, and it goes beyond video games. 58 00:03:01,040 --> 00:03:05,200 Speaker 6: Video games are but one example of a visual experience. 59 00:03:05,720 --> 00:03:11,280 Speaker 6: By figuring out how we can enable that fundamental ability 60 00:03:11,520 --> 00:03:15,840 Speaker 6: to perceive an image or a screen, we can actually 61 00:03:15,919 --> 00:03:19,040 Speaker 6: unlock not only access to video games, but all sorts 62 00:03:19,080 --> 00:03:20,960 Speaker 6: of visual experiences in daily life. 63 00:03:27,800 --> 00:03:32,880 Speaker 2: I'm afraid from Kaleidoscope and iHeart podcasts. 64 00:03:34,200 --> 00:03:39,160 Speaker 4: This is kill Switch. I'm Dexor Thomas. 65 00:03:40,440 --> 00:04:11,280 Speaker 1: I'm sall right, good guy. 66 00:04:15,520 --> 00:04:19,680 Speaker 2: How did you become interested in how blind people play 67 00:04:19,800 --> 00:04:20,440 Speaker 2: video games? 68 00:04:20,920 --> 00:04:23,680 Speaker 1: It all started with a YouTube video that I actually 69 00:04:23,800 --> 00:04:26,600 Speaker 1: encountered while I was a PhD student. It was a 70 00:04:26,760 --> 00:04:31,599 Speaker 1: video of a blind person by the name of Terry Garrett. 71 00:04:31,880 --> 00:04:33,240 Speaker 1: He was playing a game. 72 00:04:33,160 --> 00:04:35,600 Speaker 6: Called The Legend of Zelda Ocher Enough Time, which is 73 00:04:35,640 --> 00:04:38,360 Speaker 6: a classic Zelda adventure game that I remember playing as 74 00:04:38,360 --> 00:04:41,200 Speaker 6: a kid as well. Yeah, the interesting thing about Terry 75 00:04:41,320 --> 00:04:44,440 Speaker 6: Garrett was that he wasn't blind his entire life, like 76 00:04:44,560 --> 00:04:47,200 Speaker 6: he actually grew up as a little kid playing that 77 00:04:47,440 --> 00:04:50,440 Speaker 6: game and then later lost his vision, and as soon 78 00:04:50,520 --> 00:04:52,920 Speaker 6: as he lost his vision, he almost got shut out 79 00:04:53,120 --> 00:04:54,800 Speaker 6: of video games completely. 80 00:04:55,320 --> 00:04:57,400 Speaker 1: For years, the only things he could play was some 81 00:04:57,839 --> 00:05:01,320 Speaker 1: games that he could find online would were called audio games, 82 00:05:01,480 --> 00:05:04,400 Speaker 1: which were games specifically designed for people who are blind 83 00:05:04,920 --> 00:05:06,119 Speaker 1: that are audio only. 84 00:05:06,600 --> 00:05:08,520 Speaker 6: You know, in a lot of ways, they're very distilled 85 00:05:08,600 --> 00:05:11,320 Speaker 6: experiences compared to what sited players would be able to play. 86 00:05:12,000 --> 00:05:14,960 Speaker 1: So one day Terry decided to pick up Zelda again 87 00:05:15,560 --> 00:05:17,840 Speaker 1: and say, though, I want to play this game. 88 00:05:17,760 --> 00:05:19,800 Speaker 6: And I'm going to do it no matter what. And 89 00:05:20,080 --> 00:05:22,599 Speaker 6: it took a whole bunch of trial and error. He'd 90 00:05:22,640 --> 00:05:25,320 Speaker 6: do a whole bunch of like hacks that he figured out. So, 91 00:05:25,440 --> 00:05:27,719 Speaker 6: for example, he would walk around a room and whack 92 00:05:27,800 --> 00:05:29,920 Speaker 6: the walls with his sword again and again and again 93 00:05:30,040 --> 00:05:32,880 Speaker 6: until he heard a different kind of clinking noise which 94 00:05:32,960 --> 00:05:35,520 Speaker 6: told him like, oh, that's the door instead of the 95 00:05:35,600 --> 00:05:37,320 Speaker 6: rest of the wall, and so that's how I might 96 00:05:37,360 --> 00:05:38,160 Speaker 6: get into this room. 97 00:05:38,240 --> 00:05:42,039 Speaker 1: There he'd memorize a whole bunch of details, and. 98 00:05:42,120 --> 00:05:45,200 Speaker 6: That really landed for me because like it showed me, 99 00:05:45,320 --> 00:05:48,640 Speaker 6: here's something that i'd take for granted. These video game experiences, right, 100 00:05:49,240 --> 00:05:51,600 Speaker 6: and there are a lot of people who go through 101 00:05:51,760 --> 00:05:55,520 Speaker 6: so much effort just to have some semblance of that experience. 102 00:05:56,000 --> 00:05:57,640 Speaker 1: Like I was you know, I was floored. 103 00:05:57,720 --> 00:06:02,120 Speaker 6: I was amazed, But at the same time I felt pain. 104 00:06:02,560 --> 00:06:06,080 Speaker 6: I felt like, wow, like this is not a good 105 00:06:06,200 --> 00:06:09,040 Speaker 6: state of affairs right now. We've got to do better 106 00:06:09,120 --> 00:06:09,360 Speaker 6: than this. 107 00:06:09,640 --> 00:06:10,280 Speaker 1: This isn't right. 108 00:06:10,480 --> 00:06:13,359 Speaker 6: And that motivated me as like, Okay, here's a place 109 00:06:13,800 --> 00:06:16,000 Speaker 6: where just rethinking. 110 00:06:15,560 --> 00:06:19,279 Speaker 1: How we're designing these games, these computer systems. 111 00:06:18,920 --> 00:06:22,000 Speaker 6: Really can really enable people to have new types of 112 00:06:22,160 --> 00:06:23,400 Speaker 6: meaningful experiences. 113 00:06:23,800 --> 00:06:27,600 Speaker 2: Yeah, you know what, We've gotten to the point where 114 00:06:28,480 --> 00:06:33,720 Speaker 2: we've legitimately got cars that drive themselves. And when there's 115 00:06:34,000 --> 00:06:35,680 Speaker 2: a kid who wants to play a videome, or an 116 00:06:35,720 --> 00:06:37,440 Speaker 2: adult for that matter, who wants to play a video 117 00:06:37,520 --> 00:06:40,560 Speaker 2: game who can't see the screen, we sort of shrug 118 00:06:40,600 --> 00:06:43,680 Speaker 2: our shoulders, I think, collectively, and say, you're asking a 119 00:06:43,720 --> 00:06:44,880 Speaker 2: little bit too much, buddy. 120 00:06:45,120 --> 00:06:45,840 Speaker 1: Yeah, that's right. 121 00:06:46,000 --> 00:06:48,280 Speaker 2: And you said no, you said no, I don't think 122 00:06:48,320 --> 00:06:52,280 Speaker 2: you are that's right. There are more games out now 123 00:06:52,320 --> 00:06:55,600 Speaker 2: that have accessibility features for blind and low vision players, like, 124 00:06:55,760 --> 00:06:58,040 Speaker 2: for example, there's SPORTSA and there's also the last of 125 00:06:58,120 --> 00:07:00,480 Speaker 2: Us too, which we mentioned in the last episode. But 126 00:07:00,600 --> 00:07:03,400 Speaker 2: that's a handful of games out of well a lot 127 00:07:03,480 --> 00:07:06,560 Speaker 2: of video games, and it's probably not fair to compare 128 00:07:06,600 --> 00:07:09,720 Speaker 2: the big blockbuster games to the smaller independent games, but 129 00:07:09,960 --> 00:07:13,280 Speaker 2: they do have something in common. Most games, especially the 130 00:07:13,360 --> 00:07:15,840 Speaker 2: blockbuster ones, the Triple A games what we call them, 131 00:07:16,160 --> 00:07:18,360 Speaker 2: are a lot further behind than they could be in 132 00:07:18,480 --> 00:07:21,640 Speaker 2: terms of blind accessibility and accessibility in general. 133 00:07:22,440 --> 00:07:25,400 Speaker 6: Most mainstream games, the kinds of games you'd buy on 134 00:07:25,520 --> 00:07:31,840 Speaker 6: Steam or Xbox, PlayStation, Nintendo, are barely accessible to people 135 00:07:31,920 --> 00:07:35,119 Speaker 6: with disabilities. That includes people who are blind to low vision, 136 00:07:35,520 --> 00:07:38,160 Speaker 6: people who are deaf or hard of hearing, people with 137 00:07:38,320 --> 00:07:41,320 Speaker 6: motor impairments, people who have a hard time like mashing 138 00:07:41,400 --> 00:07:44,040 Speaker 6: buttons or pressing too many buttons too quickly. 139 00:07:44,120 --> 00:07:46,640 Speaker 1: In sequence, that's the current state of things. 140 00:07:47,840 --> 00:07:51,080 Speaker 2: Game companies are starting to take accessibility more seriously. Some 141 00:07:51,200 --> 00:07:53,760 Speaker 2: of this stuff seems kind of obvious, like the ability 142 00:07:53,800 --> 00:07:56,600 Speaker 2: to make text larger, or the ability to switch to 143 00:07:56,680 --> 00:07:59,080 Speaker 2: a color blind mode, or an option to read out 144 00:07:59,120 --> 00:08:01,600 Speaker 2: the text on the screen. But in order for a 145 00:08:01,680 --> 00:08:03,800 Speaker 2: blind or a low vision player to be able to 146 00:08:04,040 --> 00:08:07,560 Speaker 2: truly experience a video game, and anything close to the 147 00:08:07,600 --> 00:08:10,080 Speaker 2: way that say, I experience it, that game needs to 148 00:08:10,120 --> 00:08:13,239 Speaker 2: be built with that player's experience in mind from the start. 149 00:08:13,760 --> 00:08:17,440 Speaker 2: But unfortunately, the industry standard right now is to essentially 150 00:08:17,720 --> 00:08:19,480 Speaker 2: dumb down the game for that player. 151 00:08:20,240 --> 00:08:25,960 Speaker 6: Oftentimes, the basic approach to accessibility is just to make 152 00:08:26,040 --> 00:08:29,240 Speaker 6: the game a little bit easier that actually take away 153 00:08:29,520 --> 00:08:33,520 Speaker 6: agency and choice from the player. So, for example, they're 154 00:08:33,600 --> 00:08:37,360 Speaker 6: video games that have accessibility features that allow players to 155 00:08:37,400 --> 00:08:41,199 Speaker 6: skip different sections or find items faster, but they do 156 00:08:41,360 --> 00:08:44,439 Speaker 6: so in a way that almost plays the game for 157 00:08:44,720 --> 00:08:48,000 Speaker 6: the player, like, oh, you can't really see the path ahead, 158 00:08:48,559 --> 00:08:49,880 Speaker 6: you can't really see the image. 159 00:08:49,920 --> 00:08:52,760 Speaker 1: Well, we'll press this button and I'll just warp you there. 160 00:08:53,360 --> 00:08:58,000 Speaker 6: And that form of accessibility does not offer players the 161 00:08:58,080 --> 00:09:01,640 Speaker 6: same type of experience, and that's the more challenging type 162 00:09:01,640 --> 00:09:02,880 Speaker 6: of accessibility problem. 163 00:09:02,960 --> 00:09:06,640 Speaker 2: To solve this type of accessibility of making the game 164 00:09:06,800 --> 00:09:09,360 Speaker 2: easier to play and taking away some of the agency 165 00:09:09,400 --> 00:09:11,360 Speaker 2: of the player. You can even see that in the 166 00:09:11,440 --> 00:09:13,600 Speaker 2: Last of Us, and this is the game that's arguably 167 00:09:13,640 --> 00:09:16,800 Speaker 2: gotten the most positive attention for their accessibility features. 168 00:09:17,320 --> 00:09:19,880 Speaker 7: What The Last of Us does is you can hold 169 00:09:19,880 --> 00:09:23,280 Speaker 7: a button to automatically move your character to the next 170 00:09:23,640 --> 00:09:25,920 Speaker 7: waypoint to the next object of interest. 171 00:09:26,320 --> 00:09:29,040 Speaker 2: Vishnudnair is a research engineer and he was a PhD 172 00:09:29,160 --> 00:09:32,120 Speaker 2: student in Brian's lab, which started as just the two 173 00:09:32,200 --> 00:09:34,719 Speaker 2: of them working on video game accessibility technology. 174 00:09:35,160 --> 00:09:37,400 Speaker 7: A lot of the players that we talked to called 175 00:09:37,440 --> 00:09:40,720 Speaker 7: it the golden path. That's all it does. We refer 176 00:09:40,840 --> 00:09:44,719 Speaker 7: to it as guidance. These are guidance based systems and 177 00:09:45,040 --> 00:09:47,319 Speaker 7: that's all they do. It's like you're taking their hand 178 00:09:47,400 --> 00:09:52,800 Speaker 7: and dragging them wherever, and that's not great for independence. 179 00:09:53,240 --> 00:09:57,600 Speaker 7: And it's that independence and autonomy, that ability to make 180 00:09:57,720 --> 00:09:59,679 Speaker 7: decisions on what I want to do, Which do I 181 00:09:59,720 --> 00:10:02,520 Speaker 7: want to turn that corner and maybe find a treasure 182 00:10:02,600 --> 00:10:06,160 Speaker 7: chest or if I turn that corner, maybe I'll encounter 183 00:10:06,280 --> 00:10:09,120 Speaker 7: a very powerful enemy and die. You know, making those 184 00:10:09,160 --> 00:10:12,480 Speaker 7: decisions and facing those consequences is like the most important 185 00:10:12,480 --> 00:10:15,880 Speaker 7: part of having fun, and being guided doesn't allow you 186 00:10:16,600 --> 00:10:18,359 Speaker 7: to have those experiences. 187 00:10:20,080 --> 00:10:23,000 Speaker 2: This Golden Path will basically walk you from point to 188 00:10:23,080 --> 00:10:25,199 Speaker 2: point in the game, basically just getting into the next 189 00:10:25,240 --> 00:10:28,079 Speaker 2: spot to keep the story moving. It is well intentioned, 190 00:10:28,400 --> 00:10:31,719 Speaker 2: but it doesn't give blind players the same experience as 191 00:10:31,840 --> 00:10:35,120 Speaker 2: a sided player. This is gonna sound weird, but it 192 00:10:35,200 --> 00:10:37,600 Speaker 2: turns out that letting a blind player drive a race 193 00:10:37,679 --> 00:10:41,640 Speaker 2: car is relatively pretty easy. What's hard is letting that 194 00:10:41,720 --> 00:10:44,680 Speaker 2: blind player get out the race car and just walk around. 195 00:10:45,440 --> 00:10:47,600 Speaker 4: But Brian and Vishnu think they got to figure it out. 196 00:10:48,440 --> 00:10:58,640 Speaker 2: That's after the break. So let's go back to Terry Garrett. 197 00:10:58,800 --> 00:11:01,559 Speaker 2: That's the blind gamer who be Zelda sixty four. The 198 00:11:01,640 --> 00:11:04,000 Speaker 2: way he navigated the game was by going up to 199 00:11:04,120 --> 00:11:06,840 Speaker 2: a wall and hitting it with his sword, and based 200 00:11:06,880 --> 00:11:08,640 Speaker 2: on the sounds that he heard as he went down 201 00:11:08,679 --> 00:11:10,839 Speaker 2: the wall hitting it, he could tell if that was 202 00:11:11,000 --> 00:11:13,080 Speaker 2: just part of a normal wall, or maybe a door 203 00:11:13,400 --> 00:11:17,040 Speaker 2: or a secret passageway. This was a really clever workaround 204 00:11:17,160 --> 00:11:21,040 Speaker 2: for a game that was not meant to be blind accessible. Nowadays, 205 00:11:21,080 --> 00:11:23,959 Speaker 2: we have games that are developed with blind accessibility in mind. 206 00:11:24,160 --> 00:11:27,959 Speaker 2: They incorporate what Vishnu might call that golden path. So 207 00:11:28,080 --> 00:11:31,880 Speaker 2: what Terry was having to do was definitely tedious, and 208 00:11:31,960 --> 00:11:35,600 Speaker 2: a golden path approach is way more efficient. That sounds great, 209 00:11:35,640 --> 00:11:39,040 Speaker 2: but let's step back for a second. Does more efficiency 210 00:11:39,520 --> 00:11:40,680 Speaker 2: actually equal fun? 211 00:11:43,480 --> 00:11:46,360 Speaker 6: You can imagine a game like Zelda right where we 212 00:11:46,480 --> 00:11:49,760 Speaker 6: have the main character Link and around Link might be 213 00:11:50,840 --> 00:11:53,240 Speaker 6: a ladder to a second floor, and then a door 214 00:11:53,320 --> 00:11:56,000 Speaker 6: into another room, and then a treasure chest or some 215 00:11:56,120 --> 00:11:58,880 Speaker 6: bushes that you can cut for rupees the game's currency, 216 00:11:59,000 --> 00:11:59,480 Speaker 6: et cetera. 217 00:12:00,240 --> 00:12:03,160 Speaker 1: Objects around link at any given time, and. 218 00:12:03,480 --> 00:12:06,000 Speaker 6: As a cited person, we can just move the camera around, 219 00:12:06,120 --> 00:12:08,840 Speaker 6: look around, see what those things are, figure out which 220 00:12:08,880 --> 00:12:11,439 Speaker 6: way we want to go, what we want to do next. 221 00:12:11,679 --> 00:12:14,760 Speaker 1: But as a blind person, that experience is very different. 222 00:12:15,440 --> 00:12:19,199 Speaker 6: Even with some of the cutting edge accessibility features that 223 00:12:19,240 --> 00:12:21,360 Speaker 6: are out there in games right now, the way that 224 00:12:21,440 --> 00:12:24,520 Speaker 6: that experience would play out is the blind player might 225 00:12:24,679 --> 00:12:27,400 Speaker 6: like press a button to just open a menu that 226 00:12:27,679 --> 00:12:32,000 Speaker 6: reads out the objects around them, so it might say door, ladder, 227 00:12:32,440 --> 00:12:36,079 Speaker 6: treasure chest, bush, whatever, like that's it. It's just a 228 00:12:36,160 --> 00:12:41,160 Speaker 6: linear menu, and oftentimes that menu kind of waters down 229 00:12:41,240 --> 00:12:44,959 Speaker 6: the experience of looking around and exploring. So, for example, 230 00:12:45,040 --> 00:12:47,160 Speaker 6: if the whole point is to find like a small 231 00:12:47,240 --> 00:12:50,360 Speaker 6: key hidden somewhere in some nook or cranny that might 232 00:12:50,480 --> 00:12:53,000 Speaker 6: unlock a door on another side of the dungeon, if 233 00:12:53,040 --> 00:12:55,200 Speaker 6: you pulled up the menu and the menu just said 234 00:12:55,280 --> 00:12:57,520 Speaker 6: small key, it kind of spoil the. 235 00:12:57,559 --> 00:13:01,319 Speaker 2: Surprise, right, yeah, yeah, you not playing a game. It's 236 00:13:01,360 --> 00:13:02,840 Speaker 2: like you're on a guided tour. 237 00:13:03,559 --> 00:13:09,199 Speaker 6: Exactly exactly, and so that experience of like exploration and 238 00:13:09,320 --> 00:13:13,000 Speaker 6: discovery is missing from those current accessibility tools. 239 00:13:14,160 --> 00:13:16,959 Speaker 2: But how do you define that experience? So this is 240 00:13:17,000 --> 00:13:20,400 Speaker 2: gonna sound totally unhinged, but hear me out. There's this 241 00:13:20,480 --> 00:13:22,719 Speaker 2: YouTuber who has this series where he goes to what 242 00:13:22,840 --> 00:13:26,920 Speaker 2: he calls unremarkable and odd places in Zelda, like places 243 00:13:26,960 --> 00:13:29,120 Speaker 2: where you just go and there's a couple of rocks 244 00:13:29,280 --> 00:13:31,559 Speaker 2: near a river or something. Has nothing to do with 245 00:13:31,640 --> 00:13:34,160 Speaker 2: the progressing of the game. There's no mission critical item there. 246 00:13:34,320 --> 00:13:38,000 Speaker 2: It's just a river and some rocks. And one of 247 00:13:38,040 --> 00:13:40,839 Speaker 2: his videos has three hundred thousand views, and people in 248 00:13:40,880 --> 00:13:42,559 Speaker 2: the comments are saying, yeah, I remember that spot. 249 00:13:42,640 --> 00:13:44,480 Speaker 4: I love that spot. I like hanging out at that spot. 250 00:13:45,400 --> 00:13:48,679 Speaker 2: So how do we give blind people the closest thing 251 00:13:49,120 --> 00:13:52,880 Speaker 2: to getting a game and exploring, not accomplishing things, not 252 00:13:53,040 --> 00:13:56,720 Speaker 2: checking stuff off of a checklist, but playing the game 253 00:13:57,160 --> 00:14:00,600 Speaker 2: on your own terms. Brian in his last are taking 254 00:14:00,679 --> 00:14:03,880 Speaker 2: this question very seriously, and they published two papers on 255 00:14:03,960 --> 00:14:08,959 Speaker 2: applications that facilitate precisely this ability. One application is called 256 00:14:09,040 --> 00:14:11,480 Speaker 2: navstick and the other it's called Surveyor. 257 00:14:13,040 --> 00:14:17,599 Speaker 6: So both Navstick and Surveyor are about making three D 258 00:14:17,840 --> 00:14:22,240 Speaker 6: adventure games more meaningfully accessible to blind players. So what 259 00:14:23,120 --> 00:14:27,080 Speaker 6: vish news work was really about was what's important to 260 00:14:27,160 --> 00:14:31,160 Speaker 6: the experience of exploration and discovery? When cited people are 261 00:14:31,200 --> 00:14:34,280 Speaker 6: playing Zelda? What do they do at one moment in 262 00:14:34,440 --> 00:14:37,040 Speaker 6: time the next moment of time, How are they having fun? 263 00:14:37,760 --> 00:14:40,280 Speaker 6: What choices are they making at any moment in time, 264 00:14:40,480 --> 00:14:44,000 Speaker 6: and like, what information are they exploring to figure that out? 265 00:14:44,520 --> 00:14:47,600 Speaker 6: And now, how can we make that process of exploration 266 00:14:48,120 --> 00:14:50,840 Speaker 6: and discovery more meaningfully accessible? 267 00:14:51,200 --> 00:14:53,480 Speaker 2: The first step was figuring out how a blind player 268 00:14:53,600 --> 00:14:57,280 Speaker 2: could explore their immediate surroundings so that they could understand 269 00:14:57,400 --> 00:15:00,480 Speaker 2: what choices they had without just doing something for them 270 00:15:00,640 --> 00:15:02,520 Speaker 2: or telling them where the thing that they were looking 271 00:15:02,600 --> 00:15:03,000 Speaker 2: for was. 272 00:15:03,920 --> 00:15:07,440 Speaker 7: We were like, okay, a person kind of rotates their 273 00:15:07,560 --> 00:15:10,640 Speaker 7: head all around them to look around themselves and get 274 00:15:10,640 --> 00:15:13,720 Speaker 7: a map of what's imediately around them. How do we 275 00:15:13,840 --> 00:15:16,600 Speaker 7: give that ability to someone with blindness? And so that 276 00:15:16,760 --> 00:15:19,880 Speaker 7: was where navstick came along, where it was really simple. 277 00:15:19,920 --> 00:15:23,480 Speaker 7: We just repurposed the right thumbstick on the standard game controller, 278 00:15:24,160 --> 00:15:26,440 Speaker 7: and all you have to do is just point the 279 00:15:26,560 --> 00:15:30,600 Speaker 7: right thumbstick in some direction and whatever lies in that direction. 280 00:15:30,680 --> 00:15:32,800 Speaker 7: The game's going to tell you that was it. 281 00:15:33,720 --> 00:15:37,720 Speaker 2: So I tried navstick and it's really intuitive. Basically, you 282 00:15:37,840 --> 00:15:40,760 Speaker 2: move your right thumbstick around and whatever you pointed at, 283 00:15:40,960 --> 00:15:42,480 Speaker 2: a voice plays and tells you. 284 00:15:42,520 --> 00:15:47,120 Speaker 4: What it is. Clean, Red Dirk Chocolate, Chocolate, Chippickies Better. 285 00:15:47,720 --> 00:15:50,200 Speaker 2: This is a clip of Vishnu demonstrating navstick in a 286 00:15:50,280 --> 00:15:53,040 Speaker 2: virtual grocery store setting. You can hear the sound of 287 00:15:53,120 --> 00:15:55,960 Speaker 2: the voice moving around depending on where the item is 288 00:15:56,080 --> 00:15:57,120 Speaker 2: in relationship to you. 289 00:15:57,640 --> 00:16:01,840 Speaker 7: Christians Coffee Grounds, Dirk Chuck. We actually created an entire 290 00:16:01,960 --> 00:16:06,040 Speaker 7: video game to test this, and everyone loved it. What 291 00:16:06,240 --> 00:16:08,280 Speaker 7: was amazing was that, you know, we had we put 292 00:16:08,320 --> 00:16:10,400 Speaker 7: in all these levels. All these levels had like different 293 00:16:10,440 --> 00:16:12,720 Speaker 7: trees and enemies that they had to shoot using a 294 00:16:12,800 --> 00:16:17,800 Speaker 7: laser gun. Every participant completed every level of that game, 295 00:16:18,000 --> 00:16:21,320 Speaker 7: no matter how complex it got. And what we found 296 00:16:21,480 --> 00:16:23,960 Speaker 7: was that everyone crapped at different strategies to get through 297 00:16:24,000 --> 00:16:26,920 Speaker 7: those levels. Maybe they went this way to the left 298 00:16:27,040 --> 00:16:29,720 Speaker 7: and defeated a few enemies to get to the finish line, 299 00:16:30,160 --> 00:16:32,720 Speaker 7: or maybe they just barrel straight through. They were able 300 00:16:32,720 --> 00:16:35,520 Speaker 7: to make those decisions and everyone said that, oh, this 301 00:16:35,680 --> 00:16:38,640 Speaker 7: is like just so much more fun than using like 302 00:16:38,720 --> 00:16:41,240 Speaker 7: a menu for instance, and just being told where to go, 303 00:16:41,400 --> 00:16:44,000 Speaker 7: I was able to like actually feel like I was 304 00:16:44,080 --> 00:16:44,760 Speaker 7: playing the game. 305 00:16:46,120 --> 00:16:49,320 Speaker 2: This is a pretty simple application, but it's very powerful. 306 00:16:49,680 --> 00:16:52,200 Speaker 2: So I've tried doing the thing where you close your 307 00:16:52,240 --> 00:16:55,280 Speaker 2: eyes and make a mental map of your surroundings and listen, man, 308 00:16:55,520 --> 00:16:58,080 Speaker 2: I suck at it. This is something that blind people 309 00:16:58,160 --> 00:17:01,000 Speaker 2: are usually very good at because because they have to be, 310 00:17:01,600 --> 00:17:04,119 Speaker 2: but it can even for them get kind of taxing. 311 00:17:05,000 --> 00:17:07,600 Speaker 2: Navstick means that you don't have to memorize a brand 312 00:17:07,640 --> 00:17:09,800 Speaker 2: new area when you first go to it. You can 313 00:17:09,880 --> 00:17:13,080 Speaker 2: check where you're at right then. But for a full 314 00:17:13,200 --> 00:17:16,560 Speaker 2: three D game, especially a big game, napstick is just 315 00:17:16,720 --> 00:17:17,760 Speaker 2: one part of that equation. 316 00:17:18,800 --> 00:17:23,800 Speaker 7: The question beyond navstick is how do we allow a 317 00:17:23,920 --> 00:17:27,800 Speaker 7: blind user to experience a larger area. You have this 318 00:17:28,200 --> 00:17:31,960 Speaker 7: entire dungeon that you have to explore. How do you 319 00:17:32,160 --> 00:17:35,680 Speaker 7: handle that? How do you break away from that guidance 320 00:17:35,800 --> 00:17:38,520 Speaker 7: paradigm where it's like you're leading a person by the 321 00:17:38,640 --> 00:17:41,760 Speaker 7: hand and leading them to the treasure chest. In game 322 00:17:41,840 --> 00:17:44,639 Speaker 7: design theory, discovery is one of the main elements of 323 00:17:44,800 --> 00:17:48,480 Speaker 7: video games that are important for a good experience, and 324 00:17:48,560 --> 00:17:51,080 Speaker 7: so how do we facilitate that, and so we create 325 00:17:51,119 --> 00:17:56,680 Speaker 7: this entire system Surveyor where they would use navstick, but 326 00:17:56,800 --> 00:18:00,399 Speaker 7: in addition to navstick, we help keep a law of 327 00:18:00,520 --> 00:18:04,639 Speaker 7: where they've been. Basically, if you were to take an 328 00:18:04,720 --> 00:18:09,000 Speaker 7: overhead view of a dungeon and you color in the 329 00:18:09,119 --> 00:18:13,080 Speaker 7: places where the person has been, the point is you 330 00:18:13,200 --> 00:18:16,639 Speaker 7: want to bring a user to the edge of the 331 00:18:16,760 --> 00:18:20,240 Speaker 7: area those borders between where they have explored and where 332 00:18:20,240 --> 00:18:23,400 Speaker 7: they haven't explored. That's what we did with Surveyor, where 333 00:18:23,600 --> 00:18:28,160 Speaker 7: effectively it would say, okay, about fifty feet away, there 334 00:18:28,240 --> 00:18:32,639 Speaker 7: is an unexplored area, and if you select this, you'll 335 00:18:32,680 --> 00:18:35,920 Speaker 7: be guided there. And once you reach that unknown the 336 00:18:35,960 --> 00:18:40,000 Speaker 7: guidance cuts off and you're left using knapstick to look 337 00:18:40,080 --> 00:18:41,879 Speaker 7: around that area. 338 00:18:42,400 --> 00:18:45,160 Speaker 2: Oh so, it's kind of like fast traveling a game. Exactly, 339 00:18:45,359 --> 00:18:49,359 Speaker 2: I've already explored this part. Don't make me run across 340 00:18:49,400 --> 00:18:51,960 Speaker 2: a field for twenty minutes. I've already been here, I've 341 00:18:52,000 --> 00:18:53,919 Speaker 2: completed this area of the game. Let me get back 342 00:18:53,960 --> 00:18:56,040 Speaker 2: to the town. Cool, and it takes you to the 343 00:18:56,200 --> 00:19:00,600 Speaker 2: edge of where you've been, drops you off there and says, okay, figure. 344 00:19:00,320 --> 00:19:03,760 Speaker 7: It out exactly exactly, and that's what promotes that sense 345 00:19:03,800 --> 00:19:06,879 Speaker 7: of autonomy. That's what promotes that sense of discovery. What 346 00:19:07,000 --> 00:19:09,560 Speaker 7: we're trying to do is, Okay, we don't need to 347 00:19:09,680 --> 00:19:14,440 Speaker 7: confine the player anymore, right if we can just open 348 00:19:14,520 --> 00:19:17,480 Speaker 7: it up, just take something like Tiers of the Kingdom 349 00:19:18,200 --> 00:19:21,119 Speaker 7: and put a player with surveyor in it. Can they 350 00:19:21,200 --> 00:19:25,639 Speaker 7: just explore that area, these cities, these little dungeons and 351 00:19:25,720 --> 00:19:26,000 Speaker 7: all that. 352 00:19:26,600 --> 00:19:29,159 Speaker 2: Zelda Breath of the Wild and its sequel, Tiers of 353 00:19:29,200 --> 00:19:32,160 Speaker 2: the Kingdom are two of the biggest open world games 354 00:19:32,160 --> 00:19:34,959 Speaker 2: that are out right now. They're really popular, and it's 355 00:19:35,040 --> 00:19:38,360 Speaker 2: not just because they're good, but because they're really approachable. 356 00:19:38,800 --> 00:19:40,960 Speaker 2: I have friends who don't play a whole lot of 357 00:19:41,040 --> 00:19:43,240 Speaker 2: video games, but you know, they'll turn on the switch, 358 00:19:43,280 --> 00:19:45,480 Speaker 2: They'll jump in Zelda, They'll go run around in a forest, 359 00:19:45,880 --> 00:19:49,560 Speaker 2: not even fighting enemies, just having fun. Zelda Tears of 360 00:19:49,600 --> 00:19:53,200 Speaker 2: the Kingdom. You think you could put this onto a 361 00:19:53,359 --> 00:19:55,800 Speaker 2: Zelda Breath of the Wild type game and people be 362 00:19:55,840 --> 00:19:56,359 Speaker 2: able to play it. 363 00:19:57,000 --> 00:19:59,000 Speaker 7: Perhaps, I mean, they are obviously going to be some 364 00:19:59,080 --> 00:20:02,320 Speaker 7: design decisions that to be made, But in my defense presentation, 365 00:20:02,440 --> 00:20:05,680 Speaker 7: I literally use Tears of the Kingdom as an example. 366 00:20:06,720 --> 00:20:09,480 Speaker 2: Again, blind people can play some video games now and 367 00:20:09,640 --> 00:20:12,800 Speaker 2: feel that sense of satisfaction of accomplishing a task, like 368 00:20:13,119 --> 00:20:15,760 Speaker 2: finally beating that last boss. But that's not all a 369 00:20:15,880 --> 00:20:18,560 Speaker 2: video game is. I mean the freedom to just run around, explore, 370 00:20:18,640 --> 00:20:22,080 Speaker 2: hang out, that isn't there for a blind player. But 371 00:20:22,280 --> 00:20:25,040 Speaker 2: now with these tools that Vishio and Brian have developed, 372 00:20:25,240 --> 00:20:28,240 Speaker 2: a blind players, say like Ross Minor from last episode, 373 00:20:28,640 --> 00:20:31,840 Speaker 2: could probably do precisely that, just go wander around without 374 00:20:31,840 --> 00:20:38,280 Speaker 2: assistance or special modifications. That potentially opens things up a lot. 375 00:20:38,760 --> 00:20:42,760 Speaker 7: Yeah, that opens a lot of social opportunities as well. 376 00:20:43,200 --> 00:20:46,440 Speaker 7: If we can open up the same experiences to blind 377 00:20:46,520 --> 00:20:50,119 Speaker 7: players as side of players have, then we can foster 378 00:20:50,280 --> 00:20:52,840 Speaker 7: better connections at the end of the day. 379 00:20:53,480 --> 00:20:55,080 Speaker 2: I mean that totally makes sense. I mean, you know, 380 00:20:55,119 --> 00:20:59,920 Speaker 2: if I found out somebody played Earthbound, we're immediately friends immediately, 381 00:21:00,280 --> 00:21:00,760 Speaker 2: you know what I mean. 382 00:21:00,960 --> 00:21:03,320 Speaker 4: Or same thing with really. 383 00:21:03,119 --> 00:21:08,879 Speaker 2: Anything, music, movies, books, whatever, You've experienced, the same thing, 384 00:21:08,960 --> 00:21:11,320 Speaker 2: you read, the same stuff, you listen to the same music. 385 00:21:11,640 --> 00:21:14,840 Speaker 2: Obviously video games figure into that pretty heavily too, right, 386 00:21:16,400 --> 00:21:18,560 Speaker 2: So you may think this all sounds really exciting, but 387 00:21:18,600 --> 00:21:21,399 Speaker 2: you're wondering when this stuff's gonna come out, or you 388 00:21:21,480 --> 00:21:23,800 Speaker 2: might think that this is an awful lot of effort, 389 00:21:23,880 --> 00:21:26,959 Speaker 2: and you're wondering why these brilliant researchers are wasting their 390 00:21:27,000 --> 00:21:30,080 Speaker 2: time on video games. Well, I got two answers for you. 391 00:21:30,720 --> 00:21:45,119 Speaker 2: That's after the break. The tools that Brian and Vishnu 392 00:21:45,200 --> 00:21:48,760 Speaker 2: were talking about are pretty incredible, but they're also really 393 00:21:49,000 --> 00:21:52,360 Speaker 2: intuitive and simple. It kind of makes you wonder why 394 00:21:52,480 --> 00:21:55,360 Speaker 2: stuff like this is so rare. Well, A big part 395 00:21:55,400 --> 00:21:58,000 Speaker 2: of the problem is that game companies are really siloed. 396 00:21:58,080 --> 00:22:00,800 Speaker 2: They don't talk to each other, and they definitely aren't 397 00:22:00,800 --> 00:22:04,959 Speaker 2: willing to share their secrets with each other. I've had 398 00:22:05,040 --> 00:22:07,840 Speaker 2: numerous people tell me who develop games, either at a 399 00:22:07,920 --> 00:22:11,200 Speaker 2: big company or even especially if they're an independent developer, 400 00:22:11,600 --> 00:22:14,600 Speaker 2: They'll say, look, I would love to make my game accessible. 401 00:22:15,320 --> 00:22:17,680 Speaker 2: It would take me six months. I'd have to stop 402 00:22:17,720 --> 00:22:20,440 Speaker 2: everything I'm doing and I'd have to figure it out somehow. 403 00:22:20,920 --> 00:22:24,480 Speaker 2: And realistically speaking, that six months and I actually can't 404 00:22:24,480 --> 00:22:25,080 Speaker 2: afford to do that. 405 00:22:25,560 --> 00:22:29,720 Speaker 6: Yeah, And I think that the reason behind that is, 406 00:22:29,920 --> 00:22:32,920 Speaker 6: like every studio has to build these things from scratch. 407 00:22:33,240 --> 00:22:34,840 Speaker 1: There aren't enough of. 408 00:22:35,000 --> 00:22:39,360 Speaker 6: These like accessibility widgets that are available like just kind 409 00:22:39,400 --> 00:22:41,280 Speaker 6: of as a package, ready to go that you can 410 00:22:41,359 --> 00:22:41,760 Speaker 6: plug in. 411 00:22:42,200 --> 00:22:45,000 Speaker 2: So that's exactly what Brian and Vishnu had been working 412 00:22:45,040 --> 00:22:46,200 Speaker 2: on within the lab. 413 00:22:46,280 --> 00:22:49,760 Speaker 6: We're actually creating a plug in for Unreal Engine to 414 00:22:49,920 --> 00:22:53,760 Speaker 6: make it easier for any game built on Unreal Engine 415 00:22:53,880 --> 00:22:57,280 Speaker 6: to adopt napstick, and then we'll later add survey or 416 00:22:57,320 --> 00:22:58,280 Speaker 6: functionality to that. 417 00:23:00,080 --> 00:23:02,520 Speaker 2: Reel is a game engine that a lot of Triple 418 00:23:02,560 --> 00:23:05,359 Speaker 2: A games, that's those big blockbuster games are built on. 419 00:23:05,880 --> 00:23:07,359 Speaker 4: So an engine is. 420 00:23:07,640 --> 00:23:09,399 Speaker 2: Kind of like the base program that a lot of 421 00:23:09,480 --> 00:23:12,720 Speaker 2: game developers build their game on top of. So, for example, 422 00:23:12,760 --> 00:23:14,960 Speaker 2: if you're making an adventure game where you walk around, 423 00:23:15,359 --> 00:23:18,200 Speaker 2: if you had to program in the concept of gravity 424 00:23:18,320 --> 00:23:20,879 Speaker 2: or the concept of a ground that you walk on, 425 00:23:21,440 --> 00:23:24,159 Speaker 2: you'd never get anything done. So you get an engine 426 00:23:24,280 --> 00:23:26,520 Speaker 2: like Unreal that has a lot of the basic stuff 427 00:23:26,560 --> 00:23:29,360 Speaker 2: built in, and if you need additional features, you get 428 00:23:29,480 --> 00:23:32,040 Speaker 2: a plug in. So there are plugins that'll help you 429 00:23:32,119 --> 00:23:35,440 Speaker 2: make realistic trees or anime an ocean or a river, 430 00:23:35,920 --> 00:23:38,800 Speaker 2: or make realistic sound effects. And what Brian is hoping 431 00:23:38,840 --> 00:23:40,920 Speaker 2: to do is to make a plug in that any 432 00:23:41,000 --> 00:23:43,919 Speaker 2: game developer who's using Unreal could just bring into their 433 00:23:44,000 --> 00:23:47,120 Speaker 2: engine and add the navstick or the surveyor features. 434 00:23:48,320 --> 00:23:49,920 Speaker 1: So we are going to put as a law. We're 435 00:23:49,920 --> 00:23:52,600 Speaker 1: going to publish it on Unreal Engine marketplace so. 436 00:23:52,760 --> 00:23:56,359 Speaker 6: That developers can see the possibilities and see exactly like 437 00:23:56,520 --> 00:23:59,840 Speaker 6: how to implement and incorporate these things into the game. 438 00:24:00,520 --> 00:24:02,320 Speaker 4: How much would this cost for a developer. 439 00:24:02,960 --> 00:24:05,400 Speaker 1: It would be minimal. I don't expect it to cost 440 00:24:05,480 --> 00:24:07,960 Speaker 1: more than say, like one hundred bucks or something like that. 441 00:24:08,400 --> 00:24:08,680 Speaker 4: Okay. 442 00:24:09,040 --> 00:24:12,800 Speaker 2: Yeah, And the ability to throw that in and potentially 443 00:24:12,880 --> 00:24:15,479 Speaker 2: have some more people by your game who would never 444 00:24:15,560 --> 00:24:17,160 Speaker 2: have picked it up is kind of cool. 445 00:24:17,440 --> 00:24:20,600 Speaker 6: Absolutely, Yeah. And I would love to, you know, for like, 446 00:24:20,680 --> 00:24:23,840 Speaker 6: especially like independent developers and things like that. You know, 447 00:24:23,960 --> 00:24:27,439 Speaker 6: I'd love to have a program where they can they 448 00:24:27,520 --> 00:24:30,159 Speaker 6: get incorporated into their game without having to pay. This 449 00:24:30,320 --> 00:24:32,879 Speaker 6: is something I'm still working with the university on. 450 00:24:34,000 --> 00:24:36,720 Speaker 2: The hope is that these plugins make it so obviously 451 00:24:36,840 --> 00:24:40,200 Speaker 2: easy to add in accessibility features that developers see it 452 00:24:40,320 --> 00:24:42,280 Speaker 2: and they say, you know what, let me just download 453 00:24:42,320 --> 00:24:44,280 Speaker 2: this plug in and just do it, and they'll be 454 00:24:44,280 --> 00:24:45,560 Speaker 2: able to get started pretty soon. 455 00:24:46,000 --> 00:24:48,480 Speaker 6: We're actually hoping to launch that by the end of 456 00:24:48,560 --> 00:24:50,560 Speaker 6: this calendar year twenty twenty five. 457 00:24:51,000 --> 00:24:51,240 Speaker 4: Wow. 458 00:24:52,040 --> 00:24:54,400 Speaker 2: I really do hope that game developers check this out 459 00:24:54,440 --> 00:24:56,520 Speaker 2: because I'd love to see what kind of games come 460 00:24:56,560 --> 00:24:58,639 Speaker 2: out in the next few years that use this technology, 461 00:24:59,160 --> 00:25:02,480 Speaker 2: because this isn't just a niche feature. It really can't 462 00:25:02,520 --> 00:25:04,960 Speaker 2: open up games for an entire community of people who've 463 00:25:04,960 --> 00:25:07,880 Speaker 2: been shut out of video games, and that can open 464 00:25:08,000 --> 00:25:13,000 Speaker 2: up new ways for everyone to connect. I remember early Quarantine, 465 00:25:13,640 --> 00:25:17,840 Speaker 2: my niece was in a different state, and when we 466 00:25:17,920 --> 00:25:20,879 Speaker 2: wanted to communicate, she didn't call me. She said, Yo, 467 00:25:21,000 --> 00:25:24,600 Speaker 2: let's get on Fortnite, and that's how we talked. We 468 00:25:24,720 --> 00:25:29,000 Speaker 2: got in Fortnite and we ran around and build stuff, 469 00:25:29,160 --> 00:25:31,880 Speaker 2: and you know, she showed me some weird little structure 470 00:25:31,920 --> 00:25:33,960 Speaker 2: that she'd built and her friends are running around in there, 471 00:25:34,280 --> 00:25:37,600 Speaker 2: and like, that's how we talked. And so video games 472 00:25:37,680 --> 00:25:42,640 Speaker 2: now are, for better or worse, where people spend time 473 00:25:42,720 --> 00:25:43,280 Speaker 2: with each other. 474 00:25:44,000 --> 00:25:46,920 Speaker 1: If they're immersive, right, it's a form of immersion. 475 00:25:47,359 --> 00:25:49,920 Speaker 6: And so I think that, like you know, any tool 476 00:25:50,040 --> 00:25:53,359 Speaker 6: that can can enable access to video games could also 477 00:25:53,520 --> 00:25:56,920 Speaker 6: enable access to a whole host of immersive experiences as well, 478 00:25:57,359 --> 00:26:00,840 Speaker 6: like being able to like tour apartments, for example, without 479 00:26:00,960 --> 00:26:04,040 Speaker 6: having to visit that apartment or two or a different city. 480 00:26:04,560 --> 00:26:08,280 Speaker 7: There's potential to bring nastick something like nastick into the 481 00:26:08,359 --> 00:26:12,840 Speaker 7: real world as well. Really yeah, navigation through the real 482 00:26:12,960 --> 00:26:16,719 Speaker 7: world using you know, you have a blind person outside 483 00:26:16,920 --> 00:26:20,000 Speaker 7: or in a building, you know, pointing in some direction, 484 00:26:20,200 --> 00:26:23,080 Speaker 7: maybe with your camera or something else, and having it 485 00:26:23,200 --> 00:26:24,879 Speaker 7: say what what's around you. 486 00:26:26,280 --> 00:26:28,879 Speaker 2: This is a pretty interesting idea because it could be 487 00:26:28,920 --> 00:26:31,639 Speaker 2: an augmented version of what blind and low vision users 488 00:26:31,680 --> 00:26:34,359 Speaker 2: have found in the meta smart glasses. If you haven't 489 00:26:34,359 --> 00:26:36,240 Speaker 2: seen our episode on that, you can check that out. 490 00:26:36,600 --> 00:26:39,520 Speaker 2: But instead of AI as most people think of it, 491 00:26:39,880 --> 00:26:42,639 Speaker 2: this would be layering a video game kind of on 492 00:26:42,800 --> 00:26:43,600 Speaker 2: top of reality. 493 00:26:47,240 --> 00:26:49,960 Speaker 1: An example that I like to give is New York's 494 00:26:50,040 --> 00:26:50,560 Speaker 1: Pen Station. 495 00:26:51,160 --> 00:26:54,400 Speaker 6: It's the busiest train station in the world, and it's 496 00:26:55,359 --> 00:26:58,480 Speaker 6: massively complex to someone who's never been there before, with 497 00:26:58,640 --> 00:27:01,720 Speaker 6: multiple railroads and subway lines and you know, et cetera. 498 00:27:01,800 --> 00:27:02,280 Speaker 1: It's huge. 499 00:27:03,040 --> 00:27:07,399 Speaker 6: And imagine being able to like swipe by like tapping 500 00:27:07,480 --> 00:27:11,359 Speaker 6: the side of an earbut and exploring kind of circularly 501 00:27:12,000 --> 00:27:14,520 Speaker 6: and being able to hear spatial audio of like what's 502 00:27:14,600 --> 00:27:15,760 Speaker 6: around you at Penn Station. 503 00:27:16,240 --> 00:27:19,040 Speaker 1: Oh, the ticket office is here, that's track twelve, that's 504 00:27:19,119 --> 00:27:20,320 Speaker 1: track thirteen. 505 00:27:20,160 --> 00:27:23,560 Speaker 6: Here's the McDonald's, or here's the shake shack, right we 506 00:27:23,680 --> 00:27:26,800 Speaker 6: have this physical world, we just have to create a 507 00:27:26,920 --> 00:27:28,639 Speaker 6: virtual representation of it first. 508 00:27:28,920 --> 00:27:31,760 Speaker 1: Let's say like a video game version, a digital version. 509 00:27:31,800 --> 00:27:35,000 Speaker 6: Oh so that like now, when we're in the physical world, 510 00:27:35,119 --> 00:27:37,760 Speaker 6: if the system knows where you are, it's the same 511 00:27:37,840 --> 00:27:41,040 Speaker 6: as napstick. You're exploring that environment, but you just happen 512 00:27:41,080 --> 00:27:42,760 Speaker 6: to be physically inside the place as well. 513 00:27:43,280 --> 00:27:46,040 Speaker 2: The video game stuff that I'm messing with and that 514 00:27:46,359 --> 00:27:49,480 Speaker 2: in the future gamers will be able to use ends 515 00:27:49,560 --> 00:27:51,960 Speaker 2: up kind of being like a trial run for using 516 00:27:52,040 --> 00:27:55,040 Speaker 2: this in real life at a train station or a 517 00:27:55,119 --> 00:27:55,879 Speaker 2: grocery store. 518 00:27:56,480 --> 00:27:59,480 Speaker 6: Yeah, that's a great way of thinking about it. Oftentimes 519 00:27:59,560 --> 00:28:03,560 Speaker 6: we think of the games that we prototype as being 520 00:28:04,680 --> 00:28:08,639 Speaker 6: almost like testing grounds, Right, that's our little our peatrie 521 00:28:08,720 --> 00:28:12,639 Speaker 6: dish really to test our systems. But it's just a 522 00:28:12,720 --> 00:28:16,320 Speaker 6: fake version of what might be a real world environment 523 00:28:16,400 --> 00:28:16,760 Speaker 6: as well. 524 00:28:18,280 --> 00:28:20,720 Speaker 2: If you told someone in twenty fifteen that they wouldn't 525 00:28:20,720 --> 00:28:23,080 Speaker 2: be able to walk to their mailbox without being recorded, 526 00:28:23,800 --> 00:28:26,520 Speaker 2: they would think that you were describing as science fiction dystopia. 527 00:28:27,000 --> 00:28:29,720 Speaker 2: If you say that now in twenty twenty five, they'd say, well, yeah, 528 00:28:29,840 --> 00:28:32,520 Speaker 2: you're just describing the basic function of my neighbor's ring 529 00:28:32,640 --> 00:28:37,480 Speaker 2: camera we now expect technology to keep expanding, so what 530 00:28:37,600 --> 00:28:41,719 Speaker 2: if we started expecting accessibility to advance also. I mean 531 00:28:41,880 --> 00:28:45,000 Speaker 2: five years ago, I thought Brian was nuts for thinking 532 00:28:45,040 --> 00:28:47,240 Speaker 2: that Ross Minor would be able to play a racing game. 533 00:28:47,440 --> 00:28:48,200 Speaker 4: And then this year I. 534 00:28:48,240 --> 00:28:50,400 Speaker 2: Walk into Ross's apartment and He's got a driving wheel 535 00:28:50,400 --> 00:28:51,120 Speaker 2: on his desk. 536 00:28:51,120 --> 00:28:51,840 Speaker 4: To play Fortza. 537 00:28:52,360 --> 00:28:56,120 Speaker 2: But this stuff doesn't just happen. It's the industry, it's 538 00:28:56,200 --> 00:28:59,600 Speaker 2: the universities, and it's the gamers. I'm not saying you 539 00:28:59,680 --> 00:29:02,720 Speaker 2: need to write a strongly worded email to Nintendo, but 540 00:29:03,200 --> 00:29:06,840 Speaker 2: you do have influence over things, and they do affect everyone. 541 00:29:07,160 --> 00:29:10,080 Speaker 2: I mean, look, I personally do not need Knavstick and 542 00:29:10,160 --> 00:29:12,600 Speaker 2: I don't need Survey Air, but I am more likely 543 00:29:12,680 --> 00:29:14,280 Speaker 2: to buy a game if I know that it means 544 00:29:14,320 --> 00:29:16,560 Speaker 2: that I might get to play co op with Ross. 545 00:29:17,000 --> 00:29:19,440 Speaker 2: The stuff that people like Brian and Vishnu and Ross 546 00:29:19,600 --> 00:29:22,960 Speaker 2: build is gonna make games more interesting for everyone. I mean, 547 00:29:23,120 --> 00:29:26,160 Speaker 2: who knows, Maybe someone listening to this right now, maybe 548 00:29:26,240 --> 00:29:34,000 Speaker 2: you could end up contributing something to that process. And 549 00:29:34,280 --> 00:29:36,440 Speaker 2: thank you for listening to kill Switch. This was a 550 00:29:36,480 --> 00:29:38,280 Speaker 2: fun one to do, and hey, if you got any 551 00:29:38,320 --> 00:29:40,120 Speaker 2: ideas for the next one, you can hit us on 552 00:29:40,200 --> 00:29:44,360 Speaker 2: email at kill Switch at Kaleidoscope dot NYC, or we're 553 00:29:44,400 --> 00:29:47,960 Speaker 2: on Instagram at kill Switch Pod. And if you listen 554 00:29:48,040 --> 00:29:50,800 Speaker 2: all the way through our first double episode, hopefully that 555 00:29:50,960 --> 00:29:53,200 Speaker 2: means you liked it. So you know, get that phone 556 00:29:53,240 --> 00:29:56,640 Speaker 2: out and please leave us a review. I know people 557 00:29:56,680 --> 00:29:58,320 Speaker 2: say it all the time, but it really helps other 558 00:29:58,360 --> 00:30:01,520 Speaker 2: people find the show, which he'll us keep doing our thing. 559 00:30:02,000 --> 00:30:05,239 Speaker 2: Killswitch is hosted by Me Dexter Thomas. It's produced by 560 00:30:05,280 --> 00:30:09,320 Speaker 2: Sena Ozaki, Darluck Potts, and Julia Nutter. A theme song 561 00:30:09,480 --> 00:30:12,240 Speaker 2: is by me and Kyle Murdoch and Kyle also mixed 562 00:30:12,280 --> 00:30:16,120 Speaker 2: the show from Kaleidoscope. Our executive producers are Ozma Lashin, 563 00:30:16,320 --> 00:30:20,920 Speaker 2: Mangesh Hatigador, and Kate Osmore from iHeart Our executive producers 564 00:30:21,000 --> 00:30:24,440 Speaker 2: are Katrina Norvil and Nikki Etour. Oh one more thing. 565 00:30:24,480 --> 00:30:26,240 Speaker 2: Oh this is for all my game developers out there 566 00:30:26,240 --> 00:30:28,760 Speaker 2: who are listening to this. You might have been a 567 00:30:28,840 --> 00:30:31,640 Speaker 2: little disappointed to hear that they're making these plugins for 568 00:30:31,760 --> 00:30:34,160 Speaker 2: Unreal Engine, because look, Unreal is great. A lot of 569 00:30:34,280 --> 00:30:36,360 Speaker 2: blockbuster games are built on it, but it's just that 570 00:30:36,440 --> 00:30:37,960 Speaker 2: it's kind of for the big time games. You know, 571 00:30:38,040 --> 00:30:40,280 Speaker 2: why would you leave the independent game developers out, the 572 00:30:40,360 --> 00:30:43,760 Speaker 2: ones who you know, use different software, cheaper development software 573 00:30:43,880 --> 00:30:46,560 Speaker 2: like say Unity. Well, I asked Brian about that. 574 00:30:47,360 --> 00:30:50,240 Speaker 6: I wanted to follow the model that happened with Fortsa, 575 00:30:50,880 --> 00:30:55,320 Speaker 6: where like a major developer had this feature incorporated into 576 00:30:55,360 --> 00:30:59,560 Speaker 6: their game that got noticed by the whole industry. That's 577 00:30:59,560 --> 00:31:02,720 Speaker 6: an important and first domino to fall. And so we 578 00:31:02,960 --> 00:31:05,160 Speaker 6: do want to make a Unity equivalent of the plug 579 00:31:05,200 --> 00:31:08,520 Speaker 6: in as well. But we chose Unreal first for that reason, 580 00:31:08,880 --> 00:31:12,360 Speaker 6: so that we could work more closely with some of 581 00:31:12,400 --> 00:31:15,440 Speaker 6: the bigger developers, work through all the kinks with their 582 00:31:15,520 --> 00:31:19,520 Speaker 6: larger teams they would have more resources, and then figure 583 00:31:19,560 --> 00:31:22,120 Speaker 6: out how to tailor both that Unreal Engine plug in 584 00:31:22,560 --> 00:31:25,160 Speaker 6: and how to do things right on Unity for the 585 00:31:25,240 --> 00:31:27,440 Speaker 6: smaller indie developers the first time. 586 00:31:28,120 --> 00:31:30,080 Speaker 2: So there's your answer, and you know I get the 587 00:31:30,160 --> 00:31:35,160 Speaker 2: approach anyway, Catch on the next one, good guy,