Do What I Say, Not What I Do
Friday, 19th March 2004
This article where Wired reviews LifeLine is interesting. LifeLine is a new game for PS2 featuring, instead of the ususal “hand-cramping sessions of frantic joystick movements and light-speed button pounding” an interface based on voice recognition and actual interaction with the game’s protagonist, Rio.
On the gameplay front, to have a game where your interaction with the character makes sense in terms of the plot is fairly unique (can’t think of any examples off the top of my head.. ) although I can imagine that trying to get Rio to do what you want could be quite difficult (”that thingy there… the whatsit, thingamajig….it’s blueish green.. it’s right in front of you… look, right there…*points wildly*) even if she does understand all the words.
Which could be an issue. My limited experience with voice recognition has been fairly shaky, annoying and generally aggrovating - but I’d certainly be interested to see how well this works - especially seeing as I appear to be developing RSI, and anything that helps me avoid frantic button pushing is a bonus.
Mike from Dubai:
Wow! Even if the game isn’t perfect, it’s a revolutionary step, a darn bold one to make by both accepting a slower rate of play, and by the voice controls. Personally, I’d love to see more intelligence built into games like any of the Tom Clancy series - interact not only with your team by voice, but FAIL to interact with them if you haven’t radios, are out of shouting distance, etc., and perhaps even talk with opponents instead of having only the option of killing them. Hmm, come to think of it, it’s a natural integration into something like The Elder Scrolls.
Anyway, for all of these games, the object is immersion, and using your voice is a step in the right direction.
Wednesday 24th, May 2006
at 4:35 am