Summary
You're sitting on the bus, idly reading the poorly composed grafitti on the back of the seat in front of you when your phone rings. An anxious voice whispers down the line, "Is it safe to talk?"
You reply that yes it is.
"Okay boss, I went to the office after-hours like you asked. The code you gave me worked and got me to the 25th floor, the place was covered in that yellow police tape, like I told you it would be. But I got the plans all the same, do you want me to email them to you?"
You tell him to email you the plans, he agrees and then hangs up.
When you arrive home you find a set of scanned blue-prints waiting in your email in-box. After looking through them, you find what your looking for. You call your agent working undercover in the labs and direct him over the phone to the hidden safe in the basement. Over the phone you hear the hiss of the well-hidden safe doors sliding back to reveal ...
The idea (as given in this nifty noir example) is to create an interactive experience/computer game that uses telephony as its primary, but not perhaps, exclusive medium. The gamespace would essentially exist through VOIP handled phone calls to and from "story-bots" with voice-recognition capabilites. Instuctions from the gamer would be processed by the telephone software looking for set commands or command key-word combinations, much in the same manner of the text-only adventure games of ancient gaming history. eg "What do you see?" prompts the agent to describe the room they are currently in. "Go through west door" or "west" would prompt the agent to move through the gamespace to where ever you commanded and the game would allow.
As shown in the example, the web could also be used to flesh out the gamespace by sending the user story-bot generated materials such as maps, photos, etc
The quite dramatic cost reduction in standard telephony brought about by VOIP networks means that the games could interface with the user from server generated calls (ie characters from the game could call the players) without drawing too much great a cost to passed on to the user. The increase in sophistication and accuracy of voice-recongition software also means that as long as the concept is geared towards prompting the players to respond within the command parameters, the software should be able to process their voice-commands without too much hassle.
Multiple characters, interesting interactive storylines, a stage as big as the writers' imaginations and a market who's only entry requirement is that they have access to a phone suggests, once a workable, scalable framework has been created, the sky may very well be the limit...
Dashboard
July 30
Butaniku has modified the tags (computer games phone games voip) for the business (ITT- Interactive Telephonic Theatre (urrgh that needs work)) 2:32 AM
Business Champion
- Butaniku
- Location: Brisbane, QLD, AU
- Last Login: 1 year, 2 months ago
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- Butaniku
- Location: Brisbane, QLD, AU
- Last Login: 1 year, 2 months ago
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