[games_access] Re: Top 10 accessibility features in mainstream games

hinn at uiuc.edu hinn at uiuc.edu
Thu Mar 30 17:52:19 EST 2006


i need to dig up my old microsoft research stuff (don't worry
-- it's been published in journals so it's not as exciting as
it might have sounded at first) because i know that they spent
a LOT of time painstakingly working on the tutorial for age of
empires. might be a nice example for #7. also, ssx tricky had
some really good "practice areas" for those trying to learn
new tricks. i'll look at that tonight and try to write
something more coherent...that is, if i am more coherent later
tonight! :)

---- Original message ----
>Date: Fri, 31 Mar 2006 00:34:04 +0200
>From: "AudioGames.net" <richard at audiogames.net>  
>Subject: [games_access] Re: Top 10 accessibility features in
mainstream games  
>To: "IGDA Games Accessibility SIG Mailing List"
<games_access at igda.org>
>
>   Hiya Reid,
>
>   You were there, weren't you? So you contributed to
>   the initiative.. ;)
>   Ok, I was the first to start writing, but still...
>
>   Here's what I got now:
>
>     ------------------------------------------------
>
>    
>
>  Top 10 accessibility features in mainstream games (?)
>
>     by Richard van Tol, Tim Chase, Reid Kimball (and
>                    others…join in!)
>
>    
>
>   1.                             Bullet time: Bullet
>   time is a concept introduced in recent films and
>   computer games whereby the passage of time is
>   displayed as extremely slow or frozen moments in
>   order to allow a viewer to observe imperceptibly
>   fast events (such as flying bullets)[1]. Although it
>   is often used to create a dramatic effect, bullet
>   time gives players with a slower reaction speed (for
>   instance caused by a physical disability) the
>   possibility to play the game at a slower rate,
>   giving the player a chance in the game.
>
>   2.                             Extensive auditory
>   feedback: some games, especially in the
>   fighting/beat’m’up genre, features extensive
>   auditory feedback, enabling gamers with a visual
>   impairment to play (and even win) the game. Good
>   example are Tekken, Soul Calibar, Mortal Kombat,
>   Grand Theft Auto.
>
>   3.                             “Not only convey
>   meaning by colour only, but by other distinctions as
>   well” (rewrite!). A good example is Bejeweled[2],
>   which uses shapes and colour to distinguish the
>   different elements of the puzzle.
>
>   4.                             Subtitles and
>   captioning: Several games, like Zork: Grand
>   Inquisitor and Halflife 2 offer closed captioning,
>   which provides text descriptions in the game for
>   both audible dialog and sound effects. In addition
>   to hearing impaired or deaf gamers, many hearing
>   players use subtitles and players not familiar with
>   the games' native language find them helpful.
>
>   5.                             Scalable / Zoomable
>   (?) game visuals: Windows Vista’s Winesweeper is
>   fully scalable, including the fonts (although this
>   might be a lame example). Several games allow you to
>   extensively zoom in/out on the game while others
>   give the player tools for zooming (binoculars, rifle
>   scopes). Examples include:
>
>   6.                             Customizable
>   controls: … (note: also include the easiness with
>   which to find such options – where are they
>   located in the game?)
>
>   7.                             “Training”
>   option: some games gradually introduce the gamer to
>   the functionality of the game. This enables gamers
>   to learn the game while playing instead of forcing
>   them to read the manual prior to playing the game. 
>    Kevin!
>
>   8.                             "Scalable
>   difficulty": The "Handicap" option in Everybody's
>   Golf 2 / Hot Shots Golf 2 allows gamers of differing
>   abilities to compete more fairly against one
>   another. Also, the Novice/Easy option makes playing
>   the game much easier (no hook and slice on shots).
>>
>   9.                             …
>
>   10.                        …
>
>    
>
>   -----------------
>
>   [1]  http://en.wikipedia.org/wiki/Bullet_time
>
>   [2] 
>   http://www.mumbojumbo.com/retail/g.bejeweled2.html
>
>    
>
>     ------------------------------------------------
>
>    
>   Need some good terminlogy... anyone?
>    
>   Richard
>    
>
>   ----- Original Message -----
>   From: "Reid Kimball" <rkimball at gmail.com>
>   To: "IGDA Games Accessibility SIG Mailing List"
>   <games_access at igda.org>
>   Sent: Thursday, March 30, 2006 6:37 PM
>   Subject: Re: Top 10 accessibility features in
>   mainstream games
>   (was:[games_access] GDC '06 report of Day 1)
>
>   I'm so glad someone took the initiative to start up
>   this list! It
>   should be a great one.
>
>   Here's my write up for captioning. Let me know if it
>   needs to be shortened.
>
>   Subtitles and captioning: Closed captioning provides
>   text descriptions
>   in game for both audible dialog and sound effects.
>   In addition to
>   hearing impaired or deaf gamers, many hearing
>   players use subtitles
>   and players not familiar with the games' native
>   language find them
>   helpful. Examples of games that have used CC are
>   Zork: Grand
>   Inquisitor, Halflife 2 and Doom3[CC] (a modification
>   for Doom3).
>
>   -Reid
>
>   On 3/30/06, AudioGames.net <richard at audiogames.net>
>   wrote:
>   >
>   > Hi,
>   >
>   > Working on an outline document now:
>   >
>   >  ________________________________
>   >
>   >
>   >
>   >
>   > Top 10 things that make regular games more
>   accessible
>   >
>   > Top 10 list of accessibility features in regular
>   games
>   >
>   > Top 10 list of coffee musical songs issues
>   >
>   > Top 10 list of accessible features in mainstream
>   games
>   >
>   >
>   >
>   > Top 10 accessibility features in mainstream games
>   (?)
>   >
>   > by Richard van Tol (and others…join in!)
>   >
>   >
>   >
>   > 1.                             Bullet time: Bullet
>   time is a concept
>   > introduced in recent films and computer games
>   whereby the passage of time
>   > is
>   > displayed as extremely slow or frozen moments in
>   order to allow a viewer
>   > to
>   > observe imperceptibly fast events (such as flying
>   bullets)[1]. Although it
>   > is often used to create a dramatic effect, bullet
>   time gives players with
>   > a
>   > slower reaction speed (for instance caused by a
>   physical disability) the
>   > possibility to play the game at a slower rate,
>   giving the player a chance
>   > in
>   > the game.
>   >
>   > 2.                             Extensive auditory
>   feedback: some games,
>   > especially in the fighting/beat'm'up genre,
>   features extensive auditory
>   > feedback, enabling gamers with a visual impairment
>   to play (and even win)
>   > the game. Good example are Tekken, Soul Calibar,
>   Mortal Kombat, Grand
>   > Theft
>   > Auto.
>   >
>   > 3.                             "Not only convey
>   meaning by colour only,
>   > but
>   > by other distinctions as well" (rewrite!). A good
>   example is Bejeweled[2],
>   > which uses shapes and colour to distinguish the
>   different elements of the
>   > puzzle. (we'd better not mention bad examples,such
>   as Chuzzle[3]).
>   >
>   > 4.                             Subtitles and
>   captioning: Halflife 2 >>> I
>   > bet Reid can write an excellent five line summary?
>   >
>   > 5.                             Scalable / Zoomable
>   (?) game visuals:
>   > Windows
>   > Vista's Winesweeper is fully scalable, including
>   the fonts (although this
>   > might be a lame example). Several games allow you
>   to extensively zoom
>   > in/out
>   > on the game while others give the player tools for
>   zooming (binoculars,
>   > rifle scopes). Examples include:
>   >
>   > 6.                             Customizable
>   controls: … (note: also
>   > include
>   > the easiness with which to find such options –
>   where are they located in
>   > the
>   > game?)
>   >
>   > 7.                             Training: some
>   games gradually introduce
>   > the
>   > gamer to the functionality of the game. This
>   enables gamers to learn the
>   > game while playing instead of forcing them to read
>   the manual prior to
>   > playing the game.   Kevin!
>   >
>   > 8.                             …
>   >
>   > 9.                             …
>   >
>   > 10.                        …
>   >
>   >  ________________________________
>   >
>   >
>   >
>   > [1] http://en.wikipedia.org/wiki/Bullet_time
>   >
>   >
>   > [2]
>   http://www.mumbojumbo.com/retail/g.bejeweled2.html
>   >
>   >
>   > [3]
>   http://www.mumbojumbo.com/retail/g.chuzzle.html
>   >
>   >
>   >
>   >  ________________________________
>   >
>   >
>   >
>   >
>   > or have a look at the attachment if the email
>   messes things up :) I think
>   > having an archive of games with accessible
>   features make a great showcase!
>   > Certainly for http://www.game-accessibility.com
>   but also
>   > for the IGDA website?
>   >
>   >
>   >
>   > Sander, is there anywhere where we can create a
>   workplace for the "top 10
>   > accessibility features in meanstream games"- list
>   instead of a .doc
>   > document? Like the AG-database functionality? Or
>   the SIG-wiki?
>   >
>   >
>   >
>   > Greets,
>   >
>   >
>   >
>   > Richard
>   >
>   >
>   >
>   > ----- Original Message -----
>   > From: Sander Huiberts
>   > To: IGDA Games Accessibility SIG Mailing List
>   > Sent: Thursday, March 30, 2006 11:04 AM
>   > Subject: Re: [games_access] GDC '06 report of Day
>   1
>   >
>   >
>   > If a game is rewarded at a certain place on the
>   net, eventually I can
>   > imagine that game developers do care....
>   >
>   > Let's have a place where gamers themselves can
>   submit "good cases". I'm
>   > willing to program a form or anything (I have to
>   reprogram some php-things
>   > on the AudioGames server anyway).
>   >
>   > submit a good game accessibility feature case
>   >
>   > name of game:
>   > developer:
>   > description of feature:
>   > (why is it useful?)
>   > send
>   >
>   > Or something like this.
>   >
>   > Then we put it on a/the site(s). And we can show
>   them to the rest of the
>   > world. And the rest of the world will become very
>   enthousiastic!
>   >
>   > The Sondor
>   >
>   >
>   > P.S. Michelle, you ARE my photo sister! So many
>   photos with the same point
>   > of view of same subjects. If you look through the
>   optical finder of your
>   > cam, are you a left-eye or a right-eye?
>   >
>   >
>   > AudioGames.net schreef:
>   > Great! I have already started a "" Top 10 list of
>   accessible things that
>   > games do right" ... maybe we should sync them... ?
>   >
>   >
>   > ----- Original Message ----- From: "d. michelle
>   hinn" <hinn at uiuc.edu>
>   > To: "IGDA Games Accessibility SIG Mailing List"
>   <games_access at igda.org>
>   > Sent: Wednesday, March 29, 2006 7:41 PM
>   > Subject: Re: [games_access] GDC '06 report of Day
>   1
>   >
>   >
>   >
>   > Yes, I second that! The whole week was great and
>   soon I'll unveil "Mission
>   > Positive Campaign: Press Releases Galore" (once I
>   have IGDA's permission
>   > to
>   > do those...) that I went on and on about last
>   week! Ok, basically the idea
>   > is that we will send press releases stating the
>   things that games do
>   > "right"
>   > with regard to accessibility in the hopes that
>   they will want to learn
>   > more.
>   > :) It beats "Mission Negative Campaign: Lawsuits
>   Galore"
>   >
>   > Kevin and I are definitely willing US university
>   funding people so if you
>   > need University support for a NSF grant or
>   something like that, we can
>   > lend
>   > a hand!
>   >
>   > Great day one write up. Now that I have the sig
>   blog password again, I'll
>   > link to it and be adding more news items each
>   week. :)
>   >
>   > M
>   >
>   >
>   > Hey everyone,
>   >
>   > I have begun posting daily reports of my time at
>   GDC '06. I have day 1
>   > posted with the other days to follow:
>   >
>   > Day 1:
>   > http://gamescc.rbkdesign.com/03.20.06_gdc.php
>   >
>   > Before I forget, I want to thank everyone for your
>   awesome support in
>   > the past year, this past week at GDC and you're
>   all an inspiration to
>   > me to keep working hard on developing closed
>   captioning for games.
>   >
>   > After the tutorial session on Monday I was so
>   motivated and
>   > enthusiastic for the future. I wanted to do
>   whatever I could. I've
>   > always had side projects I wanted to do that got
>   in the way of closed
>   > captioning in games but I've decided to put those
>   on hold. I want to
>   > revamp my gamescc.rbkdesign.com website, make it
>   more professional.
>   > Start writing a weekly column where I critique the
>   quality of closed
>   > captioning in games and make detailed
>   recommendations for how it can
>   > be included if not already. I'll be pursuing
>   alternate funding options
>   > and grants to help develop the CC software for
>   developers to use.
>   >
>   > I have a lot planned and I wanted to be sure I
>   thanked everyone for
>   > helping me and Games[CC] to get to where we are
>   today.
>   >
>   > -Reid
>   > _______________________________________________
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>   >
>   >
>   >
>   >  ________________________________
>   >
>   >
>   > _______________________________________________
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>   >
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.......................................
these are mediocre times and people are 
losing hope. it's hard for many people 
to believe that there are extraordinary 
things inside themselves, as well as 
others. i hope you can keep an open 
mind.
 -- "unbreakable"
.......................................


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