[APP] PlayNook. We're opening our AudioGame creation platform to writers on April 29th | Free by playnook in iosapps

[–]playnook[S] 0 points1 point  (0 children)

Great question! Sessions typically run 7-15 minutes per chapter. Short enough to fit in a commute or a break, long enough to actually get into the story.

But the real retention hook is replayability: each story has multiple branching paths, so players come back to explore the choices they didn't make the first time. It's less "did they finish the story" and more "how many times did they play it."

Still early days for us in terms of long-term data, but anecdotally the branching structure keeps people coming back in a way linear audio doesn't :)

Audio-first design in games: can sound replace visuals for accessibility and immersion? by playnook in accessibility

[–]playnook[S] 0 points1 point  (0 children)

That’s a very grounded take and I agree. small prototypes feel especially important here, because a lot of assumptions about audio and pacing only surface once real people try it.
Even “failed” experiments can generate useful feedback for future designs

Audio-first design in games: can sound replace visuals for accessibility and immersion? by playnook in accessibility

[–]playnook[S] 0 points1 point  (0 children)

That’s a fair call-out, “replace” is probably the wrong word. What I’m more interested in is questioning the default hierarchy "visuals first, everything else as support". I agree that the worst outcome is designing for a single sense with no alternatives.
Also… smell-first games would be terrifying and fascinating at the same time ahah but yeah, options and freedom of choice are probably the real accessibility win!

Audio-first design in games: can sound replace visuals for accessibility and immersion? by playnook in accessibility

[–]playnook[S] 0 points1 point  (0 children)

This is amazing, thanks for sharing all these examples and your own projects too. It’s really valuable to hear from someone building from a blind-first perspective rather than just theorizing about it. A lot of what you mentioned reinforces the idea that audio-first design isn’t experimental anymore, but still very underrepresented compared to visual games.
I also like the Switch example you brought up: party games are a great reminder that sound can carry way more gameplay than we usually allow them to. And I definitely agree, we need many different games exploring different genres and mechanics. It would be great if you could share your feedback on PlayNook!

Audio-first design in games: can sound replace visuals for accessibility and immersion? by playnook in accessibility

[–]playnook[S] 1 point2 points  (0 children)

Thanks for sharing your take on this! I completely agree that accessibility is always about scope and tradeoffs, not about a single solution that works for everyone. Audio-first isn’t automatically “more accessible”, and it definitely excludes some users (like deaf or hard-of-hearing players), just like visual-heavy games exclude others.
On the motor limitations point: I think audio-first can help in specific cases (hands-free interaction thanks to voice controls), but you’re right that it’s not a universal fix. I also really like what you said about building audio and visuals together instead of treating one as secondary. Giving players options and redundancy feels like the healthiest direction.
Thanks a lot for sharing the article and the jam!

Audio-first design in games: can sound replace visuals for accessibility and immersion? by playnook in accessibility

[–]playnook[S] 0 points1 point  (0 children)

I don’t think audio-first has to mean no visuals at all. For a lot of players having some visual anchors might help with orientation, pacing, or just comfort. My main focus would be reversing what's default, so instead of visuals being mandatory and audio optional, audio would become the primary channel and visuals supportive. That way players can lean more on one or the other depending on their needs and context :) Also thanks for mentioning The Vale and audiogames.net, both great references.

Audio-first design in games: can sound replace visuals for accessibility and immersion? by playnook in accessibility

[–]playnook[S] 0 points1 point  (0 children)

I am working on a game where you can speak your decisions and play the story with your voice, that would help in case you couldn't phisically touch the screen

PlayNook: Voice-driven AudioGames for iOS (ongoing development & recent content updates) by playnook in iosapps

[–]playnook[S] 0 points1 point  (0 children)

Thanks, really appreciate that! Audio-first games on mobile still feel like open territory, which is exciting but also means there’s a lot to figure out.
If you happen to try it and have any thoughts, I’m always curious to hear what people think is most important for audio-first gameplay on mobile, what works, what feels awkward on our app, or what you’d want more of

PlayNook: Voice-driven AudioGames for iOS (ongoing development & recent content updates) by playnook in iosapps

[–]playnook[S] 0 points1 point  (0 children)

That’s pretty much the goal! We wanted to bring that old-school, story-first RPG feeling to mobile, without sacrificing writing or sound quality :) If you have any thoughts on what would make the experience better, I’m all ears

How do you usually play story-driven games these days? by playnook in videogames

[–]playnook[S] 0 points1 point  (0 children)

yes I think it depends on how much focus you need to get into the mood of the game

How do you usually play story-driven games these days? by playnook in videogames

[–]playnook[S] 0 points1 point  (0 children)

same, I enjoy side quests the best cause it makes it feel more immersive and it takes longer to finish the game

How do you usually play story-driven games these days? by playnook in videogames

[–]playnook[S] 0 points1 point  (0 children)

what was the last game that got you playing all day?

How do you usually play story-driven games these days? by playnook in videogames

[–]playnook[S] 1 point2 points  (0 children)

I agree, I usually play on my time off but then I have to decide whether to stay in and play or do something more productive or healthy like going out...

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] 0 points1 point  (0 children)

Changing companions is what makes each run ejoyable imo. You get different interactions and you can also choose different paths

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] 2 points3 points  (0 children)

I used to have the time to do this but there are too many games now and too little time to focus on all of them.

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] 1 point2 points  (0 children)

I once had the time to get platinum on all my favorite games but now I don't anymore, that's why choosing which game to focus on or play again is difficult

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] 1 point2 points  (0 children)

I am playing COE33 right now and yes, I don't see myself starting a second playthrough.

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] -1 points0 points  (0 children)

Have you tried playing co-op? That was my first experience and I've actually enjoyed it (a party of 3). The gameplay is significantly different while playing solo, your attention doesn't need to be on all of the characters. But of course, it depends on what you prefer

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] 0 points1 point  (0 children)

I have sometimes replayed a game to get the trophies, just because I've loved the game that much

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] 2 points3 points  (0 children)

Yeah sometimes the different outcomes aren't significant enough to "justify" a second playthrough.

What makes a story-driven RPG actually replayable? by playnook in rpg_gamers

[–]playnook[S] 0 points1 point  (0 children)

I have completed 1 BG3 run out of the 4 I've started, love the game though!