[games_access] Robert' s game constraints and success

hinn at uiuc.edu hinn at uiuc.edu
Tue Jan 3 00:47:02 EST 2006


Hi everyone -- Just a quick note about the forum on the IGDA
site -- we monitor it but notes there don't get to us as
quickly as they do on this list (we're a little slower to see
messages there). So for your best bet for feedback from the
group, posting to this email list is ideal. As you can see --
quicker responses here! :)

With regard to Lynn's idea about UDL -- I don't see why it
couldn't be used as a guideline for what we, as a SIG, have
been writing about and developing. What we've been working on
is not at all at odds with UDL/UDG.

We'll be having a meeting next Wednesday (Jan 11), which I'll
announce in more detail later in the week. Since we now have
under three months until GDC, we're really focused on getting
those materials ready and then resuming work on the book that
we are working on after the conference is over. Perhaps, Lynn,
the short paper you are working on might be adapted and
included as a chapter in the book? Something to think about!
It's an edited book so we'll be having lots of contributors.

Michelle
Chair, IGDA Game Accessibility SIG

---- Original message ----
>Date: Mon, 2 Jan 2006 16:39:44 -0500
>From: "Robert Florio" <arthit73 at cablespeed.com>  
>Subject: [games_access] Robert' s game constraints and success  
>To: <games_access at igda.org>
>
>   Barrie and Lynn including others,  thanks for
>   getting back to me.  I'll definitely check out those
>   games especially the one up for an award. I just
>   recorded me playing The Matrix: Path of Neo with my
>   quad controller today which I will put on my web
>   site very soon.  This game is my favorite game and
>   most anticipated game and most accessible game I've
>   played yet. For starters limitations are below. 
>   They are mine.  A quadriplegic of C4 level.
>    
>   1. Too many button combinations requiring multiple
>   button presses rapidly or together.
>           Example: fighting games to access
>   combination push X+A followed by arrow up, down.
>           Example: action-adventure games holding in
>   trigger or L button Xbox and PS2 while performing
>   actions with other buttons.
>           Example: racing games holding in button for
>   acceleration, power slide, shifting gears while
>   driving and changing mirror options.
>            Example: first-person shooters PC and
>   consoles. Running with character and aiming camera
>   angle to shoot at selected characters.
>    
>   2. Unable to switch weapons in gameplay without
>   pressing start most of the time.  Path of Neo is not
>   very bad.
>    
>   These are a few I know there are more I just haven't
>   written them down.  I need to think about it more. 
>    
>   Successful features in games are followed below.
>    
>   1. Easy weapons selection one being attacked without
>   pressing start such as slow motion or slowing time
>   down.  The Matrix: Path of Neo is an excellent
>   example.
>    
>   2. One button posture position not holding.
>           Example: The Matrix: Path of Neo options to
>   toggle or hold for focus slowing time down
>   performing special moves. Push the button once and
>   the Bard drains the focus keeping slow motion one.
>   Would be impossible holding that button while
>   performing actions with my mouth controller. 
>   Imagine sucking on the whole for holding the focus
>   and sucking on the whole next to it for a kick it
>   doesn't work and then puffing at the same time.
>           Example: Lara Croft: Tomb Raider Angel of
>   darkness. To crouch push button once and she stays
>   in crouched position push it again and she stays on
>   her stomach.
>    
>   3. Mario Cart for Nintendo is excellent for simple
>   maneuvering and great car control very sensitive.
>           Example: car controls are easy but most hold
>   in acceleration button bottom lip which works for
>   me. Now geared changing and switching partners on
>   the car a special feature in the game is easy enough
>   with a side switch or puff.  Must let go of
>   accelerator though.
>    
>   These are a few of my issues I've come across very
>   frequently with games out there today. I think the
>   three-dimensional gaming world is mostly unavoidable
>   because that is the trend these days and it will
>   most likely not change back to two-dimensional if
>   you might be worried about some motion sickness.  I
>   think that's a part of games today which makes it a
>   huge selling point because of its three-dimensional
>   next level generation.
>    
>   Lynn I read some of your points about universal game
>   design and think along the same lines of using them
>   games for developmental and prevention tools.  That
>   is exactly what I got into this to develop games for
>   those in my same situation in rehab or home or in
>   hospitals to cope with their disability and to learn
>   and interact with their peers again.  This sounds
>   great I would love to work with you anyway. Where
>   are you located perhaps I can attend your
>   conferences or perhaps I could put together some of
>   my own studies along with anyone else interested
>   possibly in the future.  I am a game student right
>   now 23 living in Maryland.  Traveling is difficult
>   unfortunately.  Studying at the Art Institute online
>   Game Art and Design Program bachelors.  I can't wait
>   for classes to start again.  Everything from story,
>   character development, storyboarding,
>   three-dimensional modeling, character modeling,
>   environment modeling, skin or map creation and
>   animation.  I'm getting very good and comfortable
>   with my mouthstick which is a huge accomplishment
>   and I'm so excited to be working with you guys.  I
>   welcome much more comments.
>    
>   Should these issues be posted on the IGDN
>   accessibility thread?  I would like to post this
>   thread their anyway.
>    
>   Robert Florio
>
>   www.RobertFlorio.com All about Art and Game
>   Accessibility
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