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An Interview with the Audio Only Game "Cadet 227" Creator

Cadet 227Cadet 227 is a very unique video game, there's no pictures. Made completely for the blind gamer, Cadet 227 is an audio only game. You play the role of a cadet trapped in some very unfriendly territory.  You'll use your keyboard and ears to navigate your way through monsters using only the sounds around you.

AbleGamers sat down with Alexander Shen of Shen Games to talk about his new product.

Steve Spohn, AbleGamers:  How did you come up with the idea for Cadet 227?  Do you have a friend or family member who inspired you to come up with a game for the visually impaired?

Alexander Shen, Cadet 227:  I actually spend a lot of my free time just thinking about games and their mechanics.  It’s always been fun for me to just pick up a game manual, often from tabletop games or card games, and read it to learn how it works.  I don’t know why.  It’s just so very interesting for me to learn new angles to approach the same “challenges” we face in all games.  All in all, I just really love games and how blessed I feel to be able to play them and enjoy them.

I take the train into work every day and often sit in the same train car every day.  I also often see the same blind man in the same train car on most of those days as well.  During one of my game pondering sessions I thought about games that this man potentially enjoys and began to think about how many accessible digital games, specifically for the blind, were readily available.  More importantly, how many of these games were free.  This got me thinking and scribbling down notes in my sketchbook.

Play the "Video"

Cadet 227 Trailer from Alexander Shen on Vimeo.

I did some research the only way I know how: the internet.  I found a few examples here and there for gaming for the blind, but it definitely wasn’t something returning an overwhelming amount of results.  I figured it was something that people just found too difficult to do or that they automatically assumed taking away the visual component of the game would render the game unplayable (or make it too boring).  Memories of game commentary and reviews came flooding into my head and I realized that though many times people say “the visuals were amazing”, they also say “I loved the story”.  That’s when I figured it was something doable and if no one else was going to readily attempt it, I would.

I ultimately just wanted to be able to share what I love with more people.

SS:  Have you attempted this kind of game before?

AS:  I have, actually.  I made a game called “Saber Duel” a little while ago as a simple challenge of making a game without visuals.  It’s like that scene from Star Wars IV where Luke is practicing his lightsaber against the floating droid and his vision is blocked.  It was a small game that simply tested reflexes based on sound.

I actually received a few nice e-mails from people who appreciated the game and how I was able to create an accessible experience for them.

SS:  Does removing the visual aspect of the video game make it easier to complete the game?

AS:  Sort of.  You save time not having to actually conceptualize and draw the actual elements that the player interacts with, shaving off many hours of physical work.  The problem is that you can no longer hide behind art either.  I’m sure you can recall reviews about games saying, “the game was okay, but the visuals were amazing,” and ultimately increasing the overall score of the game.  When visuals are gone, all other aspects of the game come into stronger focus.  Interactions become more important and critiqued more heavily.  Your story, your controls, your game is now scrutinized even more since more of the core is revealed.

Completing the game from a timeline standpoint may be easier, but the actual planning and designing of the game feels a lot harder.

SS:  Could you ever see major publishers making these kinds of games?

AS:  Honestly?  Probably not.  Not now anyway.  Publishers are in the business of making money.  I can’t fault them entirely for it since it’s exactly that: it’s a business.  They potentially take a lot of risk investing money in projects in hope of seeing a return.  I would figure that they couldn’t justify the cost for a game genre that doesn’t really have much of a history.  It’s just too “young” of a genre and there are too many unknowns.

Once more developers start creating projects, blind gaming will get more of a share the spotlight.  As soon as that happens, more blind individuals who had completely disregarded digital games may start to play them and then demand for them.  Once that happens, more developers may answer the call.  Once these kinds of statistics start coming in, Publishers may then be able to see the potential and focus efforts on accessible gaming.  We’re not there now, but I hope we can be one day.

SS:  The controls will be through the keyboard, have you considered adding mouse or assistive device support for those who need it?

AS:  I’m trying to focus on utilizing the least amount of input devices as possible to keep things simplified.  Once you get to the point where you struggle to remember or figure out how to interact with the game, you’ve lost the player and the suspension of disbelief is gone.  I’d rather a player think about the game’s puzzle than think about the game’s controls.

SS:  How many projects are you planning on doing?

AS:  I definitely will be doing the first one to completion and then track how it goes.  Thanks to the generous donators from the Kickstarter project, I am funded to purchase all the sounds needed for the game and don’t have to skimp on the elements that will (hopefully) make a very immersive experience.

I have plans for a second game in the same series as well, but I should really take things one step at a time.  I sometimes take on too many ideas and projects at once.

SS:  Can you explain project Kickstarter?

AS:  Kickstarter is actually a great site that allows individuals and groups to essentially “pitch” their project idea to the community.  Then members of the community can donate to help fund the project.  If the project is fully funded by the end of the funding period, then the project gets those funds to start creating.  If the project isn’t fully funded by the end of the funding period, no donator is obligated to any kind of payment.  It’s an all or nothing kind of deal.

I feel that this kind of funding model really highlights the community behind your project and how passionate they are about what you’re trying to achieve.  It’s really a great program.

SS:  How many more pledges do you need?

AS:  The funding is actually complete and I’m on my way to creating the project!  Thanks again to all the supporters!

SS:  Can our readers submit feedback directly to you?

AS:  Sure!  If you go to my site “alexandershen.com”, you will find a contact form.  Feel free to send along any messages my way.

SS:  Any message you would like to tell our audience?

AS:  I really hope that I can create an experience that is both engaging and entertaining.  I’ve been so lucky to be able to work and play in an industry that brings so much joy to me.  It is my hope to be able to continue to share that with as many people as possible.

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0 #1 COMMENT_TITLE_R E An Interview with the Audio Only Game "Cadet 227" CreatorMark 2010-04-27 22:26
Steve, this is a great interview and I am excited to see whee this project goes, keep us up to date.