[games_access] Fw: Gamasutra: bridging academics and mainstream gaming
Barrie Ellis
barrie.ellis at oneswitch.org.uk
Fri Nov 17 08:45:25 EST 2006
(sorry about previous e-mail, and again...)
Thanks for the link, Tim:
(http://gamasutra.com/features/20061110/hopson_01.shtml)
I liked this quote regarding pursuading developers to take note of academic
suggestions:
"Feasible for one person to implement. It's much easier to convince one
person than ten. If a suggestion can be taken to heart by one designer who
can then turn around and implement it in just his own area of
responsibility, that's a lot more likely to happen than a change that
requires the entire design team to agree."
We can refer people to "The Pyramid", "Archaist", "Clockwiser", "Demon
Attack" and others from the Retro Remakes 2006 competition. 3 month time
scale to make an entire game and add accessibility features. What's the
main-stream developers real excuse for not bothering to add accessibility
features? Hmm?
Barrie
www.OneSwitch.org.uk
>
>
>
> ----- Original Message -----
> From: "Tim Chase" <agdev at thechases.com>
> To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
> Sent: Monday, November 13, 2006 5:38 PM
> Subject: [games_access] Gamasutra: bridging academics and mainstream
> gaming
>
>
>> Got this one today on my Gamasutra feed:
>>
>> http://gamasutra.com/features/20061110/hopson_01.shtml
>>
>> It has some good guidelines for taking the more academic research
>> (regarding making games accessible in the context of this list), and
>> presenting it in a palatable way to mainstream game programmers.
>>
>> Hope ya'll find it useful...
>>
>> -tim
>>
>>
>>
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