The Vergecast - The smells and tastes of a great video game
Episode Date: May 19, 2024Today on the flagship podcast of refillable scent cartridges: Producer Andru Marino tries out a gadget called the Gamescent, an AI-powered scent machine that syncs with your gaming and movie watchin...g experience. He walks David Pierce through the experience and whether integrating olfaction could be the future of gaming. We also hear from Nimesha Ranasinghe, an assistant professor at the University of Maine working on taste sensations and taste simulation in virtual reality experiences, which can lead to adding another sense into the world of gaming. Further reading: A Brief History of Smell-O-Vision “Scent of Mystery”, the First and Only Use of Smell-O-Vision The sights, smells, and sprays of ‘Iron Man 3’ in 4DX The iSmell story Smell-O-Vision is REAL: Linus Tech Tips VR pioneer Jaron Lanier on dystopia, empathy, and the future of the internet The sense of taste in virtual reality Virtual lemonade sends colour and taste to a glass of water Email us at vergecast@theverge.com or call us at 866-VERGE11, we love hearing from you. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Welcome to the Vergecast, the flagship podcast of refillable scent cartridges.
I'm your friend David Pierce, and this is the third episode in our four episode series,
sponsored by Visible Wireless, about the five senses of gaming.
So like I said, this is the third one of five senses.
The last one was about hearing.
We talked about audio-only video games.
The one before that was touch.
We talked about the N64 joystick crisis, both super fun episodes.
If you haven't listened to them, go do so.
But I would be lying to if I said this is not the episode I was the most excited about.
We gave our producer Andrew Marino, I would say the roughly impossible task of taking the two senses that make the least sense in the context of this series and trying to figure them both out.
Those two senses are taste and smell.
How do you do that in games?
Let's find out.
Andrew Marino, welcome.
Hi, hi, David.
You knew I was going to give you this episode, didn't you?
I would have fought for it.
I'm glad.
So, where do you want to start?
I feel like we just sort of sent you on a like, God only knows where this is going to go adventure.
Let's see, let's see what you can come up with.
Yeah.
Where do you want to start?
Okay, so let's just bring up the idea of where smell would even go in this stuff, right?
Okay.
So you may remember the term smell ovision.
Oh, yeah.
Yes.
I honestly could not tell you if that's a real thing that.
ever existed or not, but I have heard, I have heard of Smellivision before.
Yeah, people just use it as a term for like broadcasting smells, you know, but it was actually
a product at one point. There was a movie in 1960 called the scent of mystery.
And it was a movie that used this technology called Spell of Vision. They had like this whole machine built
where there was like, kind of like how a soundtrack in a film strip would be.
Like, there's just triggers for when scents would come.
Throughout the film, there was like 15 cents that were deployed into the audience.
So there was a villain in the movie who smoked a pipe.
So whenever that villain was on screen, you could smell the tobacco from his pipe.
And it was supposed to be like the future of cinema.
They were just like, we got sound, we got visuals.
Now we got to add another thing and that's smell.
The other important part of movies.
Now, like, you still kind of see that.
I don't know if you've ever been to one of those four DX theater experiences.
Those are the ones with, like, the seats that rumble when there's action sequences and stuff, right?
To that extent, I think 4DX is super fun.
But every time there's one of these, I remember this thing from it was the Honey I Shrunk the Kids thing at Disney World,
which to me is like the canonical version of all of this to me.
And there's a moment in it where a bunch of rats are scurrying or,
round and they actually had the rats scurry underneath you and it freaked me out like genuinely
earnestly scared me. I'm still scar from that. It's so funny you brought that up. I remember the
tails. There's tails on the bottom of the chair. It's awful. I don't like it at all. And so that forever
has ruined the idea of 40x for me, even though I think the like rumble when you're in the car
thing is actually pretty cool. Yeah. A lot of them don't do the sense. Apparently there's a theater in
Japan that has like a thousand different sense you can load into a movie. But,
But we're talking about video games here.
So how do we do this in video games?
Yeah, that seems like a really different problem to me.
Yeah.
You can't just, like, load the track with the smells, I guess.
Right, because it's so interactive.
Once we got into, like, the desktop era of computers, there was this company called
I Smell.
Amazing.
Which is just an amazing name for Risenk.
And this is in the 90s.
So they were ahead of their time on I Smell.
Yeah.
In 1999, there was like a USB device.
You'd plug into your computer.
It would work with, like, websites and programmers to install these, like, smell activation files,
where it would release a scent when you click on something in a game or a website.
You know, imagine Tomb Raider.
You're going through different spots and, you know, smelling mold and mildew and animals and tapestries.
And the shoot-em-up games.
Of course, that can get pretty gross.
When you say this game stinks, it might be a compliment.
That never took off in 2006 PC World Magazine,
listed I Smell is one of the worst
tech products of all time.
Oof. That's tough.
So there's a lot of challenges
there. I don't know if people were ready
for scent in video games.
We're still getting the visuals
and sound rate at that point.
But now technology has progressed,
David. Guys, guys, guys, guys,
okay, smell a vision.
It's real.
There's been lots of prototypes I've seen.
Linus Tech Tips did a video
with something called the Cilia.
which worked with a game called Adventure Climb VR.
Oh my God.
I can totally...
I can totally smell the water.
This fan will blow scents on you if you're in like the wooded area or like near water.
Okay.
There's some innovative stuff there.
But I actually found one product that is shipping does add scent to your game.
And they promise to work with any video game console and any streaming platform.
It's called GameCent.
Have you heard of this?
I'm guessing this is the sort of thing that we would have seen and been like, well, that'll
never amount to anything.
And then just all sort of forgot about in this long history of smell products.
Yeah.
But you're telling me it's real.
It's real.
We're here.
Smell Vision is back in games.
It's made by a company called Elevated Perceptions.
You can buy it right now on Amazon.
You can hook it up to your Xbox.
You can hook it up to your switch or whatever.
It's like this hexagon box that you hook up.
to your console. It has six spray nozzles, each with a different fragrance. So when you're
playing a game, it will just eject some. It's like an oil diffuser. Okay. Sure. And it's powered by
AI. Oh, God. Andrew. Well, that's the end of the episode. No, David, hear me out. AI is going
to solve smell of vision. Okay. We're finally at a point where this is actually going to work.
Because, you know, previously in all these examples I talked about, you have to map it to the game, to the movie, before you play it, you know?
Like the track you're talking about it actually doesn't work if you don't have the like cue points for the sense.
Exactly. So you'd have to work with the video game developer. You'd have to work with the movie distributor to sync everything.
But what GameCent is doing instead is you're actually just running an audio signal to the GameCent from your game console through this little adapt.
which syncs to that hexagon box called the atomizer.
And so the adapter is listening to the sound in the game, sending it to a cloud server,
and then some AI software is figuring out what those sounds are,
and then it tells the atomizer to deploy those scents.
So it's related to what you're hearing in the game.
I can't tell if you just describe something really clever
or that is like the most hacky hack in the history of hacks.
And I think it's actually probably both.
as I'm thinking about this now.
I think so.
Yeah, it's super clever because, yeah, you don't have to map it to any game.
You can use literally any game.
You can watch literally any movie with it.
It's a lot of smells, though, Andrew.
What are the scents in this thing?
It's a lot of smells.
The starter pack that comes with it is gunfire, racing cars, explosions,
forest, storm, and then a neutralizing scent.
We're called clean air scent.
So those are the six that come in the box.
I love, you can just tell what kind of game and movie they're designing this for,
that three of them are just action movie things.
Yeah, so like the game scent hears gunshot noises.
It will deploy the gunfire smell.
If you hear leaves rustling and birds chirping,
you might smell the forest scent from the device.
Like, if you played this podcast through the game scent,
I'll just play some thunder and rain sounds right.
now. The game scent should hear that and then it will deploy the storm scent. So they want people
to use this for movies and whatever too. Okay. So you mentioned a few minutes ago that this thing
is available to buy on Amazon. I'm begging you to tell me that was foreshadowing and that you have
one of these things and you can tell me how it works. Oh yeah. I got the game sent. So after this
little break we'll have, I'll get into my experience with using the game scent and see how it actually
does with smell of vision in
2024. Oh my God, the suspense is
killing me. All right, we'll be right back.
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We're back.
Andrew Marino.
You have a GameCent in your life right now and you have not told me about it.
I am desperate to know about your experience with the GameCent.
How to go.
Yeah, I was so excited to play with this.
I reached out to GameSent and the company sent me a unit to try out for the Vergecast.
When I got the package, immediately it had a very strong set.
Yeah, I think so oil leaked or something because it's very strong.
And so as I was opening the glass vials of fragrance, I noticed that one of them was actually shattered.
Oh no.
The clean air scent.
It's broken.
I wonder if that's why it was all oily.
What I was spelling was clean air apparently.
Apparently. Better that than like gunfire or explosions, though, I guess.
Yeah. Yeah. So all these little vials of oil, they probably should have used different canisters.
Like, they're just generic glass containers. You can screw the nozzle spray thing on it.
But yeah. So I didn't have the neutralizer scent anymore. But I felt that was okay because my entire apartment smelled like clean air for a few days.
You just had infinite neutralizer smell for a while.
Yeah.
Yeah, exactly. But it was actually pretty easy to set up in my living room. Usually, as you know, devices that are connected to the internet and Bluetooth can be a pain in the butt. So I was actually surprised how easy it was to set up. I hooked it up to my Nintendo Switch, plug it into the audio adapter. I put the atomizer on my coffee table. And I was sitting on the couch, plugged it in the wall. And the first game I wanted to try it out with was Mario Kart. For the first lap or two, it wasn't really doing anything. I couldn't smell anything.
But then suddenly something came through outside of that clean air scent.
Oh, I'm getting a new smell.
Oh.
I don't know.
I don't know what it is.
So it was working, but some of the scents were just, like, too hard to figure out, like, storm scent versus forest scent.
Can you see the scents coming out, by the way?
Like, is there a steam thing coming out?
You can see it working. There's like a cloud of puff coming out, and you will smell it for sure.
Even if you can't tell exactly what it is.
Yeah. Eventually it started to make sense.
Oh, I'm getting a very like burnt kind of smell. I think that's the racing cars.
I'm on the third lap and it just triggered that.
So it kind of smells like burning tire.
I got the racing car smell from playing Mario Car.
As you can expect that just kept going off for a bit.
Yeah, it's just racing cars the whole time.
Right, because you're always hearing turbo boosts and engines revving and all that.
Some other things I would activate the game sent during Mario Kart was Grumble Volcano, that course.
There's like an erupting volcano in the beginning, and that deployed the explosion sent.
Bullet Bill, that big bullet that whizzes past you or hits you, depending where you are in the race.
that got the gunfire scent.
Oh, this is a new smell.
It's very smoky smell.
So overall, it does work.
I also played this with Animal Crossing.
I know these are probably not the best case in errors,
but they said you could use it with anything.
Yeah.
I got the forest scent immediately when I was in Animal Crossing on my island.
I have a lot of trees.
So overall, it does kind of work.
Does it add anything, though?
Like, does it, do you feel like it made Mario Kart more exciting or immersive to have this working?
Yeah, I don't think so.
I think maybe if I'm using it longer over time and I'm not noticing it, like, if I crashed horribly in Mario Kart, I smell that burning tires scent.
It might be a little bit more powerful.
Also, you kind of have to have the atomizer fairly close to you to, like, immediately smell it when it happens.
If you put it a little too far away from you, it might take a bit for the scent to come up.
But if it's more experiential environment thing, you may not change scents very often.
Like if you're in a forest in Zelda or something, you're probably there for a long time.
But I'm not sure if it's all there yet.
Like I'm not more immersed in Mario Car.
Well, I kind of, I have sort of two theories about that.
One is that maybe the problem is just that smell doesn't work.
like sound does. Like it sort of sounds like you're saying like what if the soundtrack of the movie
just played constantly for an hour? And I was like, well, they wouldn't do anything, right?
The fact that you can play music at specific points that does specific things is actually really
powerful in a way that just diffusing oil into the air. You just don't have that kind of control.
Right. But also then I'm like, what if there were just way more smells? What if instead of six,
it was like 6,000? And it could be like small explosion, big explosion. You're dying and
the explosion. Like maybe, maybe we just, instead of doing less of this, we need to do much,
much, much, much more of it. That's what I think. I think six cents are not enough. And technically
it's five because there's like the neutralizing odor. So I don't think it's, there's enough yet
for a full immersive experience. But I talked to the people at GameCent, they were experimenting
with daisy chaining a bunch of these. So you can buy a bunch and maybe put, you know, multiples of six
sense in your gaming setup.
So like forest plus gunshot equals war.
Yeah.
Oh, totally.
Yeah.
And they do plan on adding more scents to swap out.
Right now on the website, it says there will be a ocean scent.
Okay.
A sports arena scent.
Fresh cut grass.
There's a zombie smell that's going to be coming.
That's what they told me.
This is my new favorite job in the tech industry that I am desperate to know much.
more about is the smell designers for video games. That's a life goal right there. Yeah, they work with a
third party company to like design these custom scents for the game sense. So it's not just these
stock ones that they just buy, you know. But I would love for them to make like a bundle for certain
games. If there was like a Mario Kart bundle, I could have a racing car scent and like a banana
scent for the banana peels in the game. And then an ink smell for when you get bloopered. That would be
cool and you could, you know, have different packs for different games.
That's a really fun idea.
You buy the $70 game and for $15 more dollars, you get all the game smells.
Yeah.
I, like, weirdly feel like that would work.
I think so, too.
And I talked to the president of the company and the VP of marketing at the company about this.
And they, like, want to work with companies in movie production houses to make custom
sense for games and movies.
They said they would love the partner with, like, Dune and figure out what the spice
smells like.
in Dune, you know?
Oh, that's, that's very compelling.
Yeah.
So, David, would you use something like this for movies or games?
I think games, I actually find more interesting than movies.
And I think actually your spice example is sort of the perfect one, where to me, the idea
of having, like, lots of different smells kind of coming and going as you play a game or watch
a movie is probably just too hard to pull off.
Like, just because of what you're talking about, like, it has to diffuse oil into the air.
at a particular time.
But if I could sit down to play Dune
and it just kind of smelled a little like spice.
It's like, you know how when the room smells like popcorn,
like every movie's a little more enjoyable?
Like it's just that little thing that if I could just kind of,
or the thing people do where they like sink up the lights to the movie.
Yeah.
Just having that one little additional thing where instead of having everything on screen
have a smell,
you can just sort of have the game have a smell or like the world.
Like the, you mentioned the fresh cut grass thing.
And like I play a lot of FIFA.
and the idea of having that where I can sort of feel like I'm on a pitch,
even though I can't smell the sweaty dude next to me,
it just kind of smells like I'm on a soccer field.
That kind of does something for me and feels maybe slightly more achievable.
I'm just not convinced that the soundtrack a game with smells thing
is even technically possible.
But I hope I'm wrong.
I love the idea.
I think it's great that people have been working on this for like, what, 50 years now?
I think it'd be awesome if it worked.
I'm just not convinced it will.
Like even in that movie I mentioned,
the scent of mystery.
There was like a point where it will deploy a perfume scent of one of the characters
that was off-screen.
And so you knew this character was about to come in kind of thing.
So there's like a storytelling aspect too.
Yeah.
That you could totally take advantage of.
I love that.
You can smell the bad guy before the bad guy appears on screen.
Oh, totally.
Yeah.
This is great foreshadowing.
It really is.
Yeah, I want one.
I'm like, this thing is on Amazon, which is a real problem because I'm now tempted to buy it,
just because of the sheer sort of.
sort of delightful silliness of the whole thing.
Are you going to keep using yours now that you don't have to for the Vergecast anymore?
Do you think it'll still stay hooked up to the switch?
Probably not until they get new scents, I think.
It's pretty strong overall.
And after a while, it's like, I actually don't want to smell this forest smell.
A lot of it's very perfumy so far.
Has it lingered in your apartment?
Like, do you come home and you're like, hmm, smells like burnt tires?
Well, the box does.
the box with all the oil still inside it.
That's not great.
That's not great.
It's okay.
It neutralizes a lot of other orders in my apartment.
It's perfect.
I love it.
But, David, we're not done today.
We still have one more sense to talk about.
Oh, right.
Oh, man.
Which is, I would say, if anything, I would assume much weirder than this particular journey
that you've been on.
Oh, yeah, possibly.
We'll see.
We're going to tackle the question, what if you can taste your games?
Oh, man.
So after this break, we'll get into that.
I'm so excited.
We'll be right back.
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Welcome back.
It's time for maybe the weirdest sense in the five senses of video games.
Taste.
Andrew, it turns out Smell has a decades-long history in movies and video games.
Does taste, have there been people trying to make you taste video games since the 70s?
Well, so the first time we started talking about this, I remembered this 2017 podcast we did.
Our colleague Addie Robertson interviewed Jaron Lanier, who, you know, is a pioneer in that first phase of VR from the 80s and 90s.
At the time, he was promoting a book.
And in the book, he mentioned this VR taste simulator he tried from a Japanese company.
And then he talked about it on the podcast.
The next time I was in Japan, I tried this crazy thing.
And it was really hard to sterilize between users and really hard to initialize and really crazy.
But it was like this weird little morphing robot with little chemical squirters and you would stick it in your mouth and start chewing on it.
Wait, did it just look like a blob, like a little blob robot?
It was like this rubber thing with all these little robotic effectors inside it that could collapse or move.
And then they had like these little nozzles that would squirt flavors out of little holes in it.
I know.
That sounds really disgusting.
It's absolutely the most repulsive user interface item I have ever seen.
A, heck of a sales pitch.
B, I agree that does sound sort of disgusting.
Yeah, that is bizarre.
I would love to have seen what that looks like.
I would love to try it, honestly.
But you can imagine something like that is very hard to emulate.
Taste, putting something in your mouth, I haven't seen anything remotely close to what he was talking about there.
But I did find someone who is working on something.
in the world of taste simulation.
I'm Namesha Rana Singer.
I'm an assistant professor at University of Maine
in the School of Computing and Information Science.
So I talked to Namesha.
He was previously in this research group
at the University of Singapore,
focusing on human interaction and virtual reality.
And he specifically was interested in incorporating
taste sensation and simulation into this.
So the best way that is,
he was figuring it out was through controlling electrical currents and electrical pulses onto your
tongue to give different taste sensations. So like, you know, if you lick a battery, if you've ever done that,
sure. It's kind of like a soury kind of sharp taste. So he built on that idea. So I thought, like,
maybe we can focus on that and we can fine-tune the electrical stimuli, like reduce it to very, very,
very low electric current around like 100 microampere.
And then start studying like when we change the electric current and the frequency as
well as the different areas of the tongue, when we stimulate, how we can sort of relate
those electric stimuli like perception into like actual basic taste perceptions like salty, sour,
sweet and bitter sensations mainly.
You know, different currents attacking your touch.
tongue, maybe changing the temperature to make it hot or cold for like a spicy or minty feeling,
you know?
I had no idea this was like understood science that you could essentially push a taste onto
someone's tongue with electrical currents.
I guess I shouldn't be surprised by this, but that's very cool to have just learned about
just now.
Yeah, it's pretty wild.
Apparently it works.
There was an early prototype they worked on that was like a 3D printed spoon with
electronics inside it and little electrodes underneath the spoon. So when you put it on your tongue,
it would like zap these sensations. Whoa. So you, you bite the spoon and it's like cinnamon toast
crunch and then you bite the spoon again and it's like spaghetti. I don't know if it was that
advanced, but it was like, oh, maybe this tastes salty now. This is super sweet, you know? They also
had like metal chopsticks they worked on that was like a plus and minus kind of the circuit.
They tried a soup bowl.
All these things, they wanted to make sure it all represented stuff that people were already used to putting in their mouth.
Sure.
We wanted to see a range of different food items and like a semi-liquid kind of food items like porridge and soups
and how we can sort of augment the flavors based on the electrical stimulation.
So that kind of thing only manipulates primary taste sensations, like you mentioned, salty, sour.
they also realize that individual senses influence each other.
So that can be a powerful tool.
They started adding like smell to give a more immersive experience in this drinking machine.
Much like the GameScent, you could engage food and drink smells in which totally influences the way you taste.
And then also they want to incorporate sight.
So they're experimenting with color.
If you go to a bar, they have these like beautiful like range of colors, cocktails.
And each and every color sort of gives.
us like some kind of like a pre sort of conceive or like an idea like this is going to be sweeter
this is going to be sour this is going to be sweet and sour and peter kind of like some idea right
based on the look and feel or based on our previous experiences so we wanted to expand on that idea
and then see like how we can create the same beverage but add the color and taste and smell
using the digital controls to see whether we can change the people's perception
So all that idea was made into this invention called the Virtual Cocktail.
So we got like a traditional martini glass and then 3D print like a structure, attach
the glass and then we also had an electronic control system and then like a tree smell chambers
and then three like air pumps.
Like the air pumps we use in like fish tanks like the tiny micro air pumps, we put them inside
and then we can release like three different smells on top of the beverage surface.
And then on the rim, instead of putting like a margarita, like a salt or sugar, we put those
electrodes and then now we can simulate the sourness or saltiness using the electrodes.
And then we also put like a RGB LED to change the color of a beverage.
So adding all that stuff together, like actually changed the way you would taste this
drink that was based, you know, it would just be water, you know?
Yeah.
That also sounds like an incredible gaming accessory.
I feel like he just describes something that I now want every time I do anything.
Yeah, I can imagine like in Fortnite, you're going to a bar in Fortnite and you're having like this in real life electronic tumbler of water and then you sip it and it sinks with the game like whatever you're tasting.
I don't know.
Yeah, like the mead you drink in like a medieval game actually tastes like mead as you're drinking it.
I want this so bad Andrew.
That sounds awesome.
Is this a real thing?
Did they actually like they made one of these, it sounds like is this.
a real thing. They demoed it at a virtual reality showcase a few years ago in London. It was really
popular. A lot of people wrote about it. Namesha said that they spun off the research into another
company that is actively working on this thing with the spoon version as well. It's very exciting.
There's also like another aspect of this that is outside of games. So like if you want to watch
the sodium or the sugar intake in your diet, you can kind of like, you know, have a spoon with
oatmeal and like hard to visually add salt with the spoon electronics. So I was like, oh, now
this is a little salt here, even though I'm not adding any salt. And then also just communicating
another form of sense to someone. How can we think of like these devices as communication devices
or communication media? For example, like how many times we go to like some other place or
some other like the restaurant and wondering like how can we send this sort of flavor or like the
dish to my girlfriend or my wife or like my parents or my sister or brother just for them to try
one of the sort of vision i have is also like create kind of like a flavor social media how can we
share flavors and i mean we do these kind of things every day like we take photos and try to
upload them into social media and explain things verbally one of the questions i asked is can we
do this in virtual reality environment with these kind of tools integrated so that you will get like a
much more believable sort of being their sensation, plus these taste and smell sensations
to sort of complete the experience.
That sounds very cool.
You know what it makes me think of is I had a conversation with Eric Yuan, the CEO of Zoom,
maybe six months into the pandemic.
So this is like four years ago now.
And I was talking to Eric like, okay, what's next?
We're all doing this now, but we're all rectangles.
And he had a bunch of ideas, but then he was like, what I want to have happen is I want to be
able to have a cup of coffee and share it with you on Zoom. And I remember having this idea of being
like, that is the most bananas thing I have ever heard in my entire life, but also very cool.
And I feel like this is, this is how you do it, right? Like, this is that same kind of thing.
We've gone way past gaming here. But I think that's a really cool, interesting, scientific way
of approaching that idea of like, how do you and I actually share virtual experiences? Maybe he's not
wrong that between smell and taste, you actually get a pretty long way doing that.
I know. I would love to just email you a lemonade to...
I can sell up a lemonade stand and I can email you the drink.
Open the email, bite the spoon, lemonade.
Yeah. I don't know if that's utopia or dystopia, but I'm going to be thinking about that for a really long time.
All this stuff seems kind of silly, but when you think about the future of all this, when gaming becomes more immersive, there might be a point where the only thing that really pulls you out of that immersion is like,
Oh, why doesn't this bar smell like stale beer?
Why don't I feel any sensation when I'm restoring my hunger points in Minecraft?
Do you think maybe this stuff is just inevitable in video games once we get more immersive?
I sort of buy the argument, honestly.
I think to me, the first thing we have to solve and it's going to take a really long time is the haptic stuff, right?
Where I feel like where we are now is the thing that takes you out of it almost is no longer the graphics.
Like I feel like with the Vision Pro and even sort of the Quest 3, your brain is in the place that you are pretty successfully.
But then you reach out and touch something and there's no sensation of actually touching the thing or when you move.
It's obvious that you're not in the game moving.
So I really do sort of sincerely believe that someday when we want to play video games, we're going to have to put on like full body haptic suits.
And I'm actually fine with that future.
I think it's going to be awesome.
Like put on your wetsuit, put on your headset and like go play Call of Duty.
That's a world I'm very excited to live in.
But I think you're probably right that if and when we solve that problem, the next thing will be, well, this still doesn't feel like I'm grabbing anything because all of my other sensations are not there, right?
We will have solved sight.
We will have solved hearing and we will have solved touch.
And then there's two left.
And like as, you know, you've been talking about kind of through this whole segment, like, it's the way that those senses work together that makes them powerful.
And also, like, as I'm thinking about this now, the idea that smell could work in my headset actually,
seems like maybe it solves a bunch of problems that having work in my living room doesn't. Yeah,
when you got this thing right up to your face anyway. Yeah. So I think, like, I don't know,
I'm, this all feels like maybe it's like a 50 year problem and we'll have much bigger things to
deal with than smell. But I can sort of see why people continue to care about this. I'm imagining
like a whole helmet that has like a straw you're sipping and a thing that goes in your nose and the
gulls. Yeah, it's the combination of like the two beers on the side of. Yeah. It's the combination of like the two beers on the
side of your, on the side of your head in the hat, and a camelback that goes to your mouth
and like a motorcycle helmet that you're essentially just hotboxing with different smells all
the time.
Yeah.
That's just, that's how you play Animal Crossing.
Exactly.
It's a future I would love to live in.
This sounds great.
Apple, if you're listening, this is how you make the Vision Pro a success.
Andrew and I just figured it out.
We did it.
Make it stink.
All right.
Andrew, you did better on this project than I expected anyone possibly could.
This is very fun.
Oh, thanks.
Thank you for going on these bizarre adventures for us.
Oh, it was so fun.
Good.
All right.
We should get out of here.
That is it for the Vergecast.
Thank you to Andrew and everybody else who helped us with the show.
And thank you, as always, for listening.
Lots more on everything we talked about, including we'll link to Smell a Vision in the show notes.
If you buy it, tell us how you like it and what sense you would like to see.
If you have thoughts, questions, feelings.
Email us, Virgecast at theverge.com.
Call the hotline 866 Verge11.
This show is produced by Andrew Marino, Liam, James.
and Will Poor.
Vergecast is a Verge production,
part of the Vox Media Podcast Network.
We'll be back on Tuesday
to talk about surface stuff
and open AI stuff.
There's a whole lot of news happening.
So there's a lot to do
on the Vergecast in the next few weeks.
We'll see you then.
Rock and roll.
