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Deaf gamers really can get the rough end of the stick when it comes to
software titles over the last eight years or so. The advent of the sound
card, and more importantly the beginning of it's widespread use, has seen
the accessibility of games for deaf gamers go from 100% down to almost
0% in some cases. Of course sound cards are not the sole reason. CD-ROM
drives meant that games designers suddenly went from having 1.44MB to
650MB to store their games on and this had a catastrophic effect on games
for deaf gamers.
If
we look at the adventure game genre we can see what damage these technical
innovations have done. Let's take The Secret of Monkey Island. When this
game first came out there was no way speech could be implemented into
the game as it was released on floppy disk. All dialogue, information
etc. was in text. The text was big, easy to read and placed next to the
characters who were conversing. Deaf gamers enjoyed Monkey Island in exactly
the same way as a hearing person could enjoy it. If you look a modern
day adventure game like Schizm for example it doesn't contain any text
dialogue at all. Everything is spoken and for a deaf gamer it is just
pointless and the only enjoyment you will gain from it is if you manage
to obtain a refund. The problem exists in most genres but we have mentioned
the adventure genre as it was one that was always thought to be suitable
for deaf gamers and this is not now the case. Thankfully LucasArts, for
one, have continued to use subtitles (although it was unusual that Grim
Fandango had to be patched to have subtitles in the cutscenes) but over
the years the use of subtitles has become the exception more than the
rule.
It
is somewhat clinical to say that deaf gamers simply miss out on just the
verbal information. Music, ambient sound effects etc. are all there for
a hearing gamer. Playing a FPS game such as Unreal Tournament, Quake III
and Jedi Outcast has many disadvantages for deaf gamer. Let's say we're
playing Jedi Outcast and we come to a door that is locked. A hearing gamer
gets to listen for enemy presence behind the door. He/She might be able
to hear Stormtroopers on the other side and in doing so, prepares themselves
for the inevitable attack. Of course a deaf gamer will be oblivious to
this and walk straight into an attack unprepared. Games shouldn't have
the same disadvantages as real life for a deaf person. There are ways
and methods that could be used to make everyone equal, something that's
an uphill struggle in the real world, in games playing. What if a visual
icon appeared to indicate nearby enemies. This is a simple solution and
yet it is hardly ever used. One other such method could be using bass
to give tactile feedback to the gamer in order to suggest danger for example.
We
have begun to look at bass as a method of tactile feedback ever since
Eponine did her review of Morrowind a couple of weeks ago now. This is
what Eponine had to say about Morrowind's suitability for deaf gamers:
There
are some issues for deaf gamers though. There are three main cut scenes,
one at the beginning of the game, one important one in the middle of
the main quest and one at the end of the main quest that are inexplicably
not subtitled. This is very disappointing. There
are two other major annoyances. First, there is a music cue that you
are in danger that is not represented in subtitle mode at all. Secondly
if an enemy comes up behind you and takes a swing and misses there is
no visual indication that you are under attack. Luckily there are workarounds
for both of these: The background music and danger music are easily
replaceable, I was able to swap the normal music with a silent MP3 and
the danger music with an MP3 of low rumbling that I can feel through
a subwoofer at my feet. To make sure I know when an enemy is attacking
me from behind I always use the 3rd person view when travelling.
One other small annoyance is that the subtitles give no indication of
which character is speaking. Walking through a crowd can be very confusing
with no clue of who said what. It would have been easy to put the character
names in the subtitles or colour code each characters' speech.
The
section in blue text describes how Eponine managed to combat some of the
problems through use of her own initiative. To counter the problem of
attacks from behind she used the third person view but rather more interesting
is her solution to the problem of being notified of an enemy presence.
' I was able to swap the normal music with a
silent MP3 and the danger music with an MP3 of low rumbling that I can
feel through a subwoofer at my feet.' Eponine implemented a
low rumbling MP3 so that her subwoofer could give a strong tactile feedback
whenever danger was present. This is a method which is used to some degree
in certain console games through force feedback. Smash Court Tennis (PS2)
for example, uses a pulsating beat when you get to matchpoint in order
to rouse tension and it works very nicely. When it comes to PC titles
though, force feedback is not an option because most gamers still don't
have force feedback devices and as most PC titles are controlled by mouse
and keyboard this is still going to be a problem anyway. Feedback though
bass vibrations are an option though.
Videologic
ZXR-500 5.1

Thanks to the good people at Pure Digital (formerly known as Videologic)
we have been supplied with the ZXR-500 5.1 channel speaker system for
the very purpose of looking at how useful bass can be for a deaf gamer.
Previously, like most gamers, we didn't have a subwoofer and without the
help of Videologic we wouldn't have been able to look at the effect of
bass in games. Now I know that some of you may think a 5.1 speaker system
is a little bit of an overkill for a deaf gamer but this speaker set has
one big advantage over many others. Unlike other affordable speaker sets,
you can independently control the volumes for front, rear, central satellites
and, what we are really concerned about, the subwoofer. It is possible
to use just the subwoofer on it's own which is very handy for our needs.
Videologic
have always been well liked for the solid construction and performance
of their subwoofers and the ZXR-500 subwoofer is certainly no exception
to this. The beautifully designed silver unit boasts an output of 25 RMS
and two tuned bass ports. Even at full volume there appears to be no distortion
from the unit, which is very impressive indeed especially when you consider
at this price (£79.99) most subwoofers will distort when they go
above three quarters of their volume, or even less.
For
this review we set the ZXR-500 up and connected them to our Sonic Fury
sound card. If you look at the picture below of the control panel for
the Sonic Fury you can see that we selected the 6 speaker (5.1) option
and enabled the virtual 5.1 option. We found that this gave far superior
bass performance to any other option. You'll also notice that you can
adjust the power of the bass. If you value your relationship with the
neighbours don't turn this up full otherwise they'll bounce out of their
seats whilst you're playing. The manual fully explains how to setup up
the ZXR-500 system.

The
Games
Of course it would be impossible to backtrack and look at all the
games we have reviewed so I'll just mention a couple for the purpose of
this article.
Microsoft
Train Simulator (Microsoft)
Whilst this game had subtitles and captions it could still benefit from
that something extra. We're very pleased to tell you that the sensation
of the train moving along the track was excellently relayed through the
subwoofer. Even with the volume at a respectable level and your feet placed
on the floor, at a reasonable distance away from the subwoofer, the bass
feedback was amazing. The sensation increased and decreased with the speed
the train was travelling at, which was very pleasing. This is one title
where bass definitely improves the ambience of the game for the deaf gamer.
MotoGP
(THQ)
You would have expected a motorbike game to have provided superb feedback
through the subwoofer. Alas it was not so and only when the bike reached
top speed, or went over a rumble strip, could you really feel anything.
Definitely a missed opportunity.
Microsoft
Flight Simulator 2002 (Microsoft)
Like Train Simulator the sensations that come through the subwoofer are
truly amazing. The graduations in the aircraft's speed could easily be
felt through the subwoofer, even with your feet on the floor at a distance
from the subwoofer. The variation in the bass vibrations were truly stunning
and if you are a Flight Simulator fanatic then a good subwoofer comes
very highly recommended.
F12002
(EA Sports)
Whilst the bass variation and graduation with the engine speed was not
as sharp as in Flight Simulator or Train Simulator it was still worthwhile.
Overall the vibrations felt a little subdued and it was disappointing
to not feel anything when going over a rumble strip. However there were
greater bass vibrations when other cars were near you, which is good.
Age
of Wonders II (Take 2 Interactive)
OK so it's a turn-based strategy game and a bit of an unusual choice but
the music in the game had such a fantastic base line that I thought it
was worth a mention as I found the bass vibrations gave an enjoyable beat.
It didn't really add any depth to the gameplay but in a game like this
how could it?
Conclusion
Surprisingly bass has a lot to offer the deaf gamer. Of course it all
depends on how well bass has been used for the game in question. Flight
Simulator and Train Simulator are brilliant examples of what can be done
with bass and when used with a quality subwoofer such as the one that
comes with the very affordable ZXR-500 set, the vibration feedback is
very worthwhile indeed. Bass can indeed add an extra dimension to a game
for deaf gamers and games developers should look at this option when designing
a game. Catering for a deaf gamer is not simply about subtitles and captions.
Having an idea of the game's plot is one thing, being able to feel the
atmosphere of a game is something else and a goal that needs to be realised.

We
would like to say a very special thanks to David Harold at Pure Digital
for providing the ZXR-500 speaker set and making this article (and future
comments on bass in games) possible.
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