[games_access] Complaint regarding Florian Eckhardt

d. michelle hinn hinn at uiuc.edu
Sat Jun 3 16:44:51 EDT 2006


Yep, that's what we did at the GDC with our accessibility arcade. The 
trouble was...attendance. But that only put our accessibility 
tutorial developer kidnapping plot to make them attend next year's 
tutorial into plan...oops! Did I give away too much?

There are some VERY embarrassing pix of me VERY ineptly tying a BBC 
rep's hands behind his back from GDC in March...lol.

Michelle

>It might be better to make the developers to try to play games without
>the sound and see how they can do with the game! !  Try to play a game
>like DOOM with only one hand, or even better only with one foot and
>count how times they get kill. Some times action is better then words! 
>Experience can be the best teacher! 
>
>
>
>K wrote:
>
>
>>>yikes. You know...why shouldn't we include some
>>>of these remarks in our talks?
>>
>>>From a dev perspective, I think those remarks are motivational- to help
>>developers view the issue as one of corporate citizenship and morality.
>That
>>is why I am interested in accessible gaming- because it's the right
>thing to
>>do, not because I really think it is an ENORMOUS market for my
>PARTICULAR
>>product. Our sales won't quadruple from designing accessibility
>features,
>>and while the more popular games (like a Doom title) would likely see a
>>measurable rise in sales (just because so many disabled gamers would
>want a
>>hit game, just by definition of what makes a hit game popular to gamers
>>without gameplay-impacting disabilities). But for most games, the
>commercial
>>benefits are a little more dubious/slippery to try to calculate.
>>
>>By appealing to developer morality in addition to the bottom line
>benefits,
>>you will be sending a message that I think will help motivate people
>who are
>>otherwise skeptical about the financial benefits of accessibility
>features.
>>If you tell me I can invest in feature x and sell to another 100
>players,
>>I'd have to consider, overall, how that really does or doesn't impact
>us and
>>if it's worth it business-wise. But as I mentioned, I didn't have to
>stop
>>and consider ANYTHING when I first became aware of the accessibility
>issues
>>with games because helping people appeals to my basic morals. It's a
>very
>>easy way to pitch it in that sense. Who wouldn't read those comments and
>>want to put in accessibility features just to counter that unfortunate
>>element in society?
>>
>>-Kelly
>>
>>PS
>>
>>I am the indie dev who posted previously about how we can make our games
>>more accessible. We will have a free trial of the education game this
>coming
>>week for anyone who might want to play and give me feedback about what
>was
>>not accessibility friendly enough (it is a point-and-click interface
>>throughout, with very minimal keyboard entry for registration and
>entering
>>optional player names (you can accept the defaults) so it would require
>any
>>player to have a mouse or pointing device). I also have free review
>copies
>>now (full non-trial versions) for anyone who is interested and able to
>>provide accessibility feedback or a game review on their site linked to
>our
>>site. The product is an educational game for parents to play with teens,
>>called The Sex Ed Game. More info at www.isergames.com
>>
>>_______________________________________________
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>>
>
>-----------
>Thank You,
>
>Tom Roome
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