smell

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Matt Barton's picture

Matt's Podcast 13: Backwardness compatibility, Smelly Games, Why Stories and Graphics Suck, Matt's Turn to the Darkside

Smell me!Smell me!Hi, guys! I'm back with a little podcast here addressing some of the popular threads raised right here at Armchair Arcade. After a special announcement and some talk about my Unity game project, I talk about smelly game environments, three games that made me want to own a system, and backward compatibility. I even briefly kvetch about Tera! Thanks to Mark, Rob D., and Clok for those fun topics!

Download the podcast here.

Matt Barton's picture

Role of Smell and Taste in Games

I was just thinking that gaming is the most sensual of all forms of all creative expressions save tribal dancing. It incorporates sight, sound, and touch. Tribal dancing and mystical ceremonies, of course, incorporates smell (burning torches, incense, etc.) and possibly taste (alcohol, herbs, feasts, delicacies, etc.) It seems to me that some interesting game ideas open up if you allow for taste and smell. How could game designers make games that utilized smell and taste?

Smell seems to be right around the corner. Consider The Scentscape. Imagine crawling through a dungeon and smelling the reassuring aroma of your burning torch. Imagine really being able to smell that famous "napalm in the morning," or the exotic flowers and plants in games like Riven. I don't imagine many people would want to smell rotting corpses, but I suppose that could be done, too, just to add to the horror. This could, of course, become part of the gameplay in adventures and such--an "aroma puzzle." Or it could heighten the feeling of immersion if you could smell a creature before you could see or hear it!

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