[games_access] Re: Book chapter on UDL/UGD (Michelle), Robert's comments about games (games_access Digest, Vol 18, Issue 3)

hinn at uiuc.edu hinn at uiuc.edu
Tue Jan 3 22:11:57 EST 2006


Hi Lynn,

Go ahead and email me your paper off-list (hinn at uiuc.edu) when
you have it ready and then Thomas and I can look it over and
see where it fits in to the existing framework and give you
some more direction with regard to possible edits.

With regard to the elderly issue, yes we have talked about
this before but it is something that does keep coming up (ie,
how as we age we lose our vision, hearing, mobility, etc) and
is actually something that Japanese developers have paid
particular attention to (ie, Namco). That is one of our major
points we make when we talk to developers -- after all, as a
developer do you want to some day NOT be able to play the
games that you've dedicated your career to? It makes
accessibility something that everyone in the industry can
relate to, regardless of whether they have a disability currently.

Great thoughts and some great discussion on the list recently! :)

Michelle

---- Original message ----
>Date: Tue, 3 Jan 2006 21:33:30 -0500
>From: Lynn Marentette <lynnvm at alltel.net>  
>Subject: [games_access] Re: Book chapter on UDL/UGD
(Michelle), Robert's comments about games (games_access
Digest, Vol 18, Issue 3)  
>To: games_access at igda.org
>
>Hi.
>
>I 'd like to submit my paper for consideration for the book.
 I think 
>UDL is a great framework.
>
>Here are a couple of thoughts-  please excuse me if this
topic has been 
>tossed around previously...
>
>Some of Robert's descriptions about game constraints are
similar to the 
>problems older people have when they try to play games. For
example, my 
>dad is in his 70's and would enjoy playing some videogames
with my 15 
>-year-old nephew, but he has trouble with the buttons.    He
has to 
>wear his reading glasses to see what his fingers are doing on
the 
>controls, then peer over his glasses to look at the TV. 
Different 
>systems and games require different actions, so that can get 
>frustrating, too.
>
>My dad got his first computer ever just last year and I had
to give him 
>long-distance lessons over the phone so he could learn basic
things 
>like moving the mouse, dragging and dropping, the timing of
simple 
>click and point actions that are automatic for people who use
computers 
>regularly.
>
>  After that experience, I mailed my dad a book about
computers for 
>seniors.   My dad immediately signed up for a beginning computer 
>orientation class for seniors at the library, so now he's OK
with the 
>computer.
>
>  The library doesn't offer beginning computer game
orientation classes 
>for seniors- yet,  but maybe someday they will do this, IF we
can make 
>games more accessible.
>
>Lynn Marentette
>
>
>
>On Jan 3, 2006, at 12:00 PM, games_access-request at igda.org wrote:
>>
>>
>> Today's Topics:
>>
>>    1. Re: Robert' s game constraints and success
(hinn at uiuc.edu)
>>
>>
>>
----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Mon, 2 Jan 2006 23:47:02 -0600
>> From: <hinn at uiuc.edu>
>> Subject: Re: [games_access] Robert' s game constraints and
success
>> To: IGDA Games Accessibility SIG Mailing List
<games_access at igda.org>
>> Message-ID: <d053961e.74ae169e.81d9f00 at expms2.cites.uiuc.edu>
>> Content-Type: text/plain; charset=us-ascii
>>
>> 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
>>> ________________
>>> _______________________________________________
>>> games_access mailing list
>>> games_access at igda.org
>>> http://seven.pairlist.net/mailman/listinfo/games_access
>>
>>
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>>
>> End of games_access Digest, Vol 18, Issue 3
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>>
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