From j.chetwynd at btinternet.com Sat Dec 1 01:42:10 2007 From: j.chetwynd at btinternet.com (=?UTF-8?B?In46Jycg44GC44KK44GM44Go44GG44GU44GW44GE44G+44GX44Gf?= =?UTF-8?B?44CCIg==?=) Date: Sat, 1 Dec 2007 06:42:10 +0000 Subject: [games_access] Beyond GDC to Documentation In-Reply-To: <000501c833bf$d6fd3e30$6501a8c0@Inspiron> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIwEKCwA <000501c833bf$d6fd3e30$6501a8c0@Inspiron> Message-ID: <7272F7B6-09E4-4B2F-A546-13DD639D99F2@btinternet.com> Speaking from my experience, ten years is not long enough. I can imagine it being another thirty.... Conferences are fine for meeting and greeting, those that came to Brighton will know it helps to place a face. They also raise general awareness, in an indefinable way. And it's also possible to generate business, though usually this is confirmed after the event. However as I mentioned earlier there is much useful work to be done in publishing white papers, standards and guidelines. These are then available for interested parties at any time of their choosing. They also provide evidence of change, and something to "Shout About". Indeed if there is some amazing breakthrough a conference is a fantastic place to be. But we're not there yet. I took a group of adults with learning disabilities to try the pre-alpha eye toy at GDC Europe one year, it was way ahead of the field at the time. My feeling is that too much time is spent chatting and commiserating, which could be more usefully directed at conceiving, writing, editing and publishing documentation. Well usually I just let it pass ~:" I happen to be acutely aware this documentation is needed. The web is moving from a model of static documents to one more nearly identifiable with gaming environments. regards Jonathan Chetwynd Accessibility Consultant on Media Literacy and the Internet On 1 Dec 2007, at 02:14, Robert Florio wrote: That's really pathetic the way I think about it Reid 10 years to be implemented. No offense I'm just stating what it is. For those of us who directly are impacted by the lack of design in this industry it is so damn frustrating. I think we need to reach to a higher power outside that will interact for us. Maybe we can call Greenpeace get their connections? See if we can get some of their senators on our side. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access- bounces at igda.org] On Behalf Of Reid Kimball Sent: Friday, November 30, 2007 7:05 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News Talking to other audiences is fine and valuable but we can't abandon the main games industry. We've made a lot of progress. You can't see it right now, but I know we have. People have heard of us, they've seen our work. That's step one. Steps two and three will come. It often takes 10 years for an industry to adopt radically new ways of thinking and unfortunately, accessibility does complicate the design and tech requirements which requires developers to think differently. On Nov 30, 2007 3:01 PM, Thomas Westin wrote: > Hi > > just want to add I've started to become a bit cynical about GDC > after four > years of low number of attendees. I'm also disappointed by this, > but for > other reasons than the GDC judges > > Let's not forget GDC is just one conference, although the biggest it's > perhaps not the best - low numbers of attendees is really not our > problem, > it's the industry's problem, that they can't see the importance of > accessibility for the future of the industry. We're here to help, but since > the industry (with a few exceptions/individuals) isn't listening at > GDC, > they do listen elsewhere. > > I'd say we should aim for other conferences where people have > interest and > time to listen to us. FuturePlay was a great success; let's focus on similar > conferences where we can succeed rather than getting disappointed > at GDC. > > /Thomas > > > > 30 nov 2007 kl. 20.00 skrev d. michelle hinn: > > > > Well, there's lots to do, that's for sure. We also can't forget > that some of > us (you, me, Richard, others) were hit by the GDC flu and/or had to > go to > hospital (my kidney nightmare) and the selection committee doesn't > allow you > to petition for that. That DRAMATICALLY impacted a lot of our > sessions and > Idol went way differently than we'd planned for. So we had a lot of > bad luck > last year that isn't the fault of anyone -- but it did impact how our > proposals were viewed. > > > As a group, we just need to remember that we are a group. We are a volunteer > group. But we are a group and we do a lot! And every time we get a > chance we > have to remember to talk about the group. Sure, we all have individual > goals, jobs, lives, etc -- but if we all remembered to mention that > we are a > part of this group, this movement, I think it would go a long > way....especially when it's something good! :) > > > Michelle > > > Sounds like a challenge. It's too bad there was a bad reputation now about > our group. Just feels the fighter though to get the word out about > our > initiatives even more. Still baffles my mind like game > accessibility is > just not excepted at all by the mainstream game design community. > Until > someday, some mainstream game designers are injured and can't find > their > favorite games anymore and then we'll see. But apparently the last 20 years > they've all been pretty invulnerable. > > Robert > > ________________________________ > > From: games_access-bounces at igda.org [mailto:games_access- > bounces at igda.org] > On Behalf Of d. michelle hinn > Sent: Friday, November 30, 2007 12:48 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] GDC 2008: VERY Bad News > > Hey, > > The only feedback I've gotten was informal from people I know who work there > -- the sessions weren't judged on content as much as based on low > numbers of > attendees and a lot of bad press from GDC07 (many people on the > advisory > boards for each section (audio, design, etc) gossiped, Idol > participants > complained...and, yeah, that web archive was mentioned -- google, > etc are > not our friends). So we live and learn. I'm not going to go into > specifics > because it will hurt us to go into it and we don't need that -- > There's too > much to do and we cannot spend the little time we have until GDC08 > talking > about what happened after GDC07. I know I brought it up because, > yes, I was > angry that morning because the low number of acceptances for this > year was > what I was afraid might happen. But I was also angry because I really, > really killed myself over the proposals for this year. > > Unfortunately, it's not academia so they won't ever provide us with concrete > comments or a feedback page about what we could have done better/differently > or even what they hated. And it's not a blind review either. Basically this > year we need to atone and re-earn respect as a group. >From what I've heard, > however, if you have never had a proposal accepted that you turned in, they > were EVEN MORE likely to not take a chance on your proposal...so I > guess we > are lucky that we got three sessions (two were solicited but even > those went > through a bit of a review as well). > > So when you say you can pay your own way...do you mean that you > want to buy > your own pass? > > We'll have accessibility arcade and the meet and greet to show some > stuff at > -- we won't have as much room but we should have stuff for people > to look at > and some of the stuff are great conversation starters. So we won't > need as > much this year -- my broken controller (the Quad Controller that > has now > been broken TWICE by airport security so it really looks bad) is > quite the > conversation piece. I think I could have just carried that around at > FuturePlay all day to get the word out about accessibility! :D > > Michelle > > > Hi, > > > > > I'm sorry to hear about the passes. I'll be driving from Reno to SF > so I can > take all my accessible hardware if need be. (If there is space to demo > them?) > > > > Michelle, did they provide us with specific feedback on those > proposals? > what were the main criteria for not accepting them? > > > > > I can pay my own way to GDC since I have some money left from my grant that > I need to spend before august, after UNR decided not to approve my > travel > request to Futureplay. Besides it's cheap for me to go there anyway. > > > > Cheers Eelke > > > > > > > > > On 27/11/2007, Reid Kimball wrote: > While this is isn't the ideal situation it's not a total loss for the > group and we have to work within our resources to do the best we can. > > If only three of us can come, then I suggest we don't bring any > hardware accessories. Instead, let's create flyer's and brochures > about the accessories. Maybe even produce videos of people using > them. > > I also recommend that because we are a smaller group this year, we > try > to have personal meetings with game developers to talk about how we > can help them. > > -Reid > > On Nov 27, 2007 12:25 PM, d. michelle hinn < hinn at uiuc.edu> wrote: >> >> >> Ok... >> >> >> So remember when I was writing for days straight for all the GDC > submissions >> without a whole lot of help? All submissions have been accepted >> now so we >> have some bad, bad music to face. I never did put up all the final >> submissions on the WIKI -- I was too tired after the deadline and it > doesn't >> matter as much now. I'll get them up for archive reasons. >> >> >> Well...we've been hit by reality this year. I hate to bring this up again >> but I feel that I have to -- A lot of public word got out about >> our big >> post-GDC fight last year (it's archived on the net...). I'm not >> saying > that >> it was any one person or any one comment -- I can't even look at the > archive > >> without beating myself up about it because I felt like I had really, > really >> let everyone down. I got the proposals and the passes but I couldn't make >> our showing work in the best way possible. I couldn't be everywhere >> advertising our sessions. I was far from perfect, we were all far >> from >> perfect, we had big dreams but not enough people doing the work. I'm not >> saying everything goes back to that but we had a big year last year, had >> more than enough passes for everyone...and that was then. It's >> hard for >> me...well, it's very sad for me to realize that we had it so great >> last > year >> and we didn't recognize it, we didn't have enough real help when push > came >> to shove (or suitcase pulling came to suitcase pulling back and forth > every >> day to the convention center). All the "should of" "would have" >> "could > have" >> things are coming back to haunt me. I stopped flogging myself about this > a >> while ago and thought that I had come to peace with it but I realize now >> that I still haven't stopped flogging myself about not being superhuman. > I >> know. I know. Stop it. >> >> >> So...we only had one proposal accepted. All the acceptances are in >> now. >> Reid's [cc] poster (downgraded from a 20 minute talk but I think this > will >> get more people) submission. >> [ https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6456 ] >> >> >> The other two were IGDA solicited (ie, they did not go through the > system) >> -- accessibility arcade and the SIG meet and greet. That buys us two more >> passes -- one is mine since I'm SIG chair and one was for Eelke >> for the > meet >> and greet because he helped on the proposals. >> >> >> I'm going to try and talk to everyone I can think of to try and get a few >> more passes because one of those is a roundtable and was solicited by > IGDA >> (that was NOT in the proposal process) and it's accessibility arcade. To >> pull that off, we need more people. I hope that this gets us a few >> more >> passes. >> >> >> The booth is out of question unless we can get some SERIOUS money >> FAST. I > am >> trying every angle I can think of but so far no luck. The booth SPACE > costs >> $5100 for 10x10 booth -- add on about $3000 more for the "required" > minimum >> of stuff we have to provide...no way. IF we get an expo booth it will get > us >> more EXPO passes, which will restrict those with these passes to just > being >> able to get into the expo area (no talks, etc). That's the reality. >> >> >> I'm sorry to have to tell you this and I'm sorry for the anger/ >> sadness in > my >> tone. We are not going to be able to bring everyone we want to. I >> cannot > say >> when or if I'll hear if we can get more passes. I know some of you >> have >> already made flight and hotel arrangements. If you are one of these > people, >> please check with your airlines, etc for the last date to cancel without >> penalty. >> >> >> So three passes...that's it. That's where we are at. I will let you know > if >> the pass situation changes but for now it doesn't look great. We now have >> fifteen fewer passes so those of us in attendance are going to >> have to > try >> and talk our asses off at GDC. >> >> >> Michelle >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > -- > > ------------------------------------------------------------------------ ---- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > > ------------------------------------------------------------------------ ---- > > > _______________________________________________ > games_access mailing list > > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Sat Dec 1 02:26:45 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 30 Nov 2007 23:26:45 -0800 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> Message-ID: Please, can we stop with the negative talk about GDC and the game industry? I work in the game industry for LucasArts. Just last week I talked to a highly respected programmer and he's 100% behind us and wants to talk about what we can do to improve accessibility in our games after our current milestone is finished. There are dozens of people at LucasArts that support game accessibility. Nintendo totally gets it, EA Games totally gets it with their Family Play modes in their sports games. Peter Molyneux gets it, Will Wright... the list goes on and on. It's offensive to me when people of this SIG accuse developers of not caring because WE DO CARE. The last thing you want to do is insult the people you have to work with. It's the quickest way to turn them away from our cause. So, instead of complaining, lets do something about it! First, everyone here needs to understand what it's like for developers and why it's so hard for them to adopt accessibility features. 1. Limited financial resources - Games are very expensive to make and any new features adds to the cost. Before you can add accessibility features you must have a game and that's where most of the money is spent first. 2. Limited time - Game development is incredibly complex and hard to tame. No matter how much extra time gets budgeted into the production schedule, it always runs out well before all tasks are complete. When this happens, features get cut in order to save the core of the game and again, without a game, there can't be any accessibility features. Because this usually happens so late, there isn't enough time to work on accessibility features before the game has to ship. 3. Limited information - Even if a developer was pro-active and scheduled the development of accessibility features into the games' development schedule, there's still a major lack of knowledge and tools that enable them to do their job. The SIG has been thinking about accessibility features for years and we have all the solutions, but developers don't yet. We need to make ourselves known and readily available to help them. What can we do to solve these issues? We need to develop our relationships with developers and offer our assistance. Our attempts to work with GarageGames is a good start. When a new game is announced we should contact them and offer our expertise. We have GOT to get a website up so that we can communicate our abilities and expertise to our target audiences (game developers). But there are technical issues and many of us are volunteers and so things move very slowly. Several of us are writing guidelines for implementing certain features but again, this is a slow process. Others are doing research. Going to conferences is awesome. Writing articles to Gamasutra is great as well. Eitan is right, we have to "sell" our expertise. It's not that developers don't care, they don't know that they SHOULD care. -Reid From eelke.folmer at gmail.com Sat Dec 1 03:17:57 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sat, 1 Dec 2007 00:17:57 -0800 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> Message-ID: <836db6300712010017jfe1a297tfd5fc483093b545d@mail.gmail.com> With so many interesting talks going on and such expensive prices for the passes game developers rather go to talks on the geometry shaders used in Assassin's creed then listen to our talks. Given the current state of the games industry with the ever increasing budgets and high risks of failure, many game companies struggle for survival, so there is really no incentive for them to make games accessible UNLESS we can sketch out the potential payoffs, which is hard for certain disabilities. I think 10 or 20 years ago we could have had a bigger impact since game development didn't involve so much money and risk. Given that observation, why not focus on those who will shape the future of the games industry? --> Independent game developers. Cheers Eelke On 30/11/2007, Thomas Westin wrote: > Hi > > just want to add I've started to become a bit cynical about GDC after four > years of low number of attendees. I'm also disappointed by this, but for > other reasons than the GDC judges > > Let's not forget GDC is just one conference, although the biggest it's > perhaps not the best - low numbers of attendees is really not our problem, > it's the industry's problem, that they can't see the importance of > accessibility for the future of the industry. We're here to help, but since > the industry (with a few exceptions/individuals) isn't listening at GDC, > they do listen elsewhere. > > I'd say we should aim for other conferences where people have interest and > time to listen to us. FuturePlay was a great success; let's focus on similar > conferences where we can succeed rather than getting disappointed at GDC. > > /Thomas > > > > 30 nov 2007 kl. 20.00 skrev d. michelle hinn: > > > Well, there's lots to do, that's for sure. We also can't forget that some of > us (you, me, Richard, others) were hit by the GDC flu and/or had to go to > hospital (my kidney nightmare) and the selection committee doesn't allow you > to petition for that. That DRAMATICALLY impacted a lot of our sessions and > Idol went way differently than we'd planned for. So we had a lot of bad luck > last year that isn't the fault of anyone -- but it did impact how our > proposals were viewed. > > > As a group, we just need to remember that we are a group. We are a volunteer > group. But we are a group and we do a lot! And every time we get a chance we > have to remember to talk about the group. Sure, we all have individual > goals, jobs, lives, etc -- but if we all remembered to mention that we are a > part of this group, this movement, I think it would go a long > way....especially when it's something good! :) > > > Michelle > > > Sounds like a challenge. It's too bad there was a bad reputation now about > our group. Just feels the fighter though to get the word out about our > initiatives even more. Still baffles my mind like game accessibility is > just not excepted at all by the mainstream game design community. Until > someday, some mainstream game designers are injured and can't find their > favorite games anymore and then we'll see. But apparently the last 20 years > they've all been pretty invulnerable. > > Robert > > ________________________________ > > From: games_access-bounces at igda.org > [mailto:games_access-bounces at igda.org] On Behalf Of d. > michelle hinn > Sent: Friday, November 30, 2007 12:48 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] GDC 2008: VERY Bad News > > Hey, > > The only feedback I've gotten was informal from people I know who work there > -- the sessions weren't judged on content as much as based on low numbers of > attendees and a lot of bad press from GDC07 (many people on the advisory > boards for each section (audio, design, etc) gossiped, Idol participants > complained...and, yeah, that web archive was mentioned -- google, etc are > not our friends). So we live and learn. I'm not going to go into specifics > because it will hurt us to go into it and we don't need that -- There's too > much to do and we cannot spend the little time we have until GDC08 talking > about what happened after GDC07. I know I brought it up because, yes, I was > angry that morning because the low number of acceptances for this year was > what I was afraid might happen. But I was also angry because I really, > really killed myself over the proposals for this year. > > Unfortunately, it's not academia so they won't ever provide us with concrete > comments or a feedback page about what we could have done better/differently > or even what they hated. And it's not a blind review either. Basically this > year we need to atone and re-earn respect as a group. >From what I've heard, > however, if you have never had a proposal accepted that you turned in, they > were EVEN MORE likely to not take a chance on your proposal...so I guess we > are lucky that we got three sessions (two were solicited but even those went > through a bit of a review as well). > > So when you say you can pay your own way...do you mean that you want to buy > your own pass? > > We'll have accessibility arcade and the meet and greet to show some stuff at > -- we won't have as much room but we should have stuff for people to look at > and some of the stuff are great conversation starters. So we won't need as > much this year -- my broken controller (the Quad Controller that has now > been broken TWICE by airport security so it really looks bad) is quite the > conversation piece. I think I could have just carried that around at > FuturePlay all day to get the word out about accessibility! :D > > Michelle > > > Hi, > > > > > I'm sorry to hear about the passes. I'll be driving from Reno to SF so I can > take all my accessible hardware if need be. (If there is space to demo > them?) > > > > Michelle, did they provide us with specific feedback on those proposals? > what were the main criteria for not accepting them? > > > > > I can pay my own way to GDC since I have some money left from my grant that > I need to spend before august, after UNR decided not to approve my travel > request to Futureplay. Besides it's cheap for me to go there anyway. > > > > Cheers Eelke > > > > > > > > > On 27/11/2007, Reid Kimball wrote: > While this is isn't the ideal situation it's not a total loss for the > group and we have to work within our resources to do the best we can. > > If only three of us can come, then I suggest we don't bring any > hardware accessories. Instead, let's create flyer's and brochures > about the accessories. Maybe even produce videos of people using them. > > I also recommend that because we are a smaller group this year, we try > to have personal meetings with game developers to talk about how we > can help them. > > -Reid > > On Nov 27, 2007 12:25 PM, d. michelle hinn < hinn at uiuc.edu> wrote: > > > > > > Ok... > > > > > > So remember when I was writing for days straight for all the GDC > submissions > > without a whole lot of help? All submissions have been accepted now so we > > have some bad, bad music to face. I never did put up all the final > > submissions on the WIKI -- I was too tired after the deadline and it > doesn't > > matter as much now. I'll get them up for archive reasons. > > > > > > Well...we've been hit by reality this year. I hate to bring this up again > > but I feel that I have to -- A lot of public word got out about our big > > post-GDC fight last year (it's archived on the net...). I'm not saying > that > > it was any one person or any one comment -- I can't even look at the > archive > > > without beating myself up about it because I felt like I had really, > really > > let everyone down. I got the proposals and the passes but I couldn't make > > our showing work in the best way possible. I couldn't be everywhere > > advertising our sessions. I was far from perfect, we were all far from > > perfect, we had big dreams but not enough people doing the work. I'm not > > saying everything goes back to that but we had a big year last year, had > > more than enough passes for everyone...and that was then. It's hard for > > me...well, it's very sad for me to realize that we had it so great last > year > > and we didn't recognize it, we didn't have enough real help when push > came > > to shove (or suitcase pulling came to suitcase pulling back and forth > every > > day to the convention center). All the "should of" "would have" "could > have" > > things are coming back to haunt me. I stopped flogging myself about this > a > > while ago and thought that I had come to peace with it but I realize now > > that I still haven't stopped flogging myself about not being superhuman. > I > > know. I know. Stop it. > > > > > > So...we only had one proposal accepted. All the acceptances are in now. > > Reid's [cc] poster (downgraded from a 20 minute talk but I think this > will > > get more people) submission. > > [ > https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6456 > ] > > > > > > The other two were IGDA solicited (ie, they did not go through the > system) > > -- accessibility arcade and the SIG meet and greet. That buys us two more > > passes -- one is mine since I'm SIG chair and one was for Eelke for the > meet > > and greet because he helped on the proposals. > > > > > > I'm going to try and talk to everyone I can think of to try and get a few > > more passes because one of those is a roundtable and was solicited by > IGDA > > (that was NOT in the proposal process) and it's accessibility arcade. To > > pull that off, we need more people. I hope that this gets us a few more > > passes. > > > > > > The booth is out of question unless we can get some SERIOUS money FAST. I > am > > trying every angle I can think of but so far no luck. The booth SPACE > costs > > $5100 for 10x10 booth -- add on about $3000 more for the "required" > minimum > > of stuff we have to provide...no way. IF we get an expo booth it will get > us > > more EXPO passes, which will restrict those with these passes to just > being > > able to get into the expo area (no talks, etc). That's the reality. > > > > > > I'm sorry to have to tell you this and I'm sorry for the anger/sadness in > my > > tone. We are not going to be able to bring everyone we want to. I cannot > say > > when or if I'll hear if we can get more passes. I know some of you have > > already made flight and hotel arrangements. If you are one of these > people, > > please check with your airlines, etc for the last date to cancel without > > penalty. > > > > > > So three passes...that's it. That's where we are at. I will let you know > if > > the pass situation changes but for now it doesn't look great. We now have > > fifteen fewer passes so those of us in attendance are going to have to > try > > and talk our asses off at GDC. > > > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > > > _______________________________________________ > games_access mailing list > > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From barrie.ellis at oneswitch.org.uk Sat Dec 1 04:02:58 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Dec 2007 09:02:58 -0000 Subject: [games_access] GDC - more positive... Message-ID: <04af01c833f8$f856c040$0202a8c0@oneswitch> Agreed! I contacted Bizarre Creations recently about adding accessibility features to Project Gotham Racing, a bit too late really... ----------------------------------- Would you please consider the following for various disabled gamers? Fully reconfigurable controls - that even allows for the more simple Xbox arcade stick to work with your game. A few ordinary cars that aren't too fast. A quick start option from the go. An oval test track. Here's the reply from Sarah Chudley, Bizarre's commercial director: -------------------------------- Hi Barrie, Sorry about the delay in getting back to you - this has been passed over to me to chase up. I'm currently investigating if anything can be done in terms of PGR4 or The Club, which is nearly finished, but we're also thinking about these points for the future. So leave it with me and I'll hope to be back to you shortly. All the best, and thanks for the mail, Sarah --------------------------------- Embarrasingly for me - this is the first company I've contacted, beyond Sony and the umbrella groups. Seems pretty positive. Let's keep building, and waving the IGDA GASIG flag - and let's keep contacting companies with specific recommendations that aren't too scary to implement. Foremostly - let's keep things easy to understand for people that this stuff is still brand new to. I don't think it will be 10 years before a mainstream game has accessibility features, because there's already games out there with them. Getting some kind of standards going - maybe.... Let's make it quicker though if we can! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 7:26 AM Subject: Re: [games_access] GDC 2008: VERY Bad News > Please, can we stop with the negative talk about GDC and the game > industry? I work in the game industry for LucasArts. Just last week I > talked to a highly respected programmer and he's 100% behind us and > wants to talk about what we can do to improve accessibility in our > games after our current milestone is finished. There are dozens of > people at LucasArts that support game accessibility. Nintendo totally > gets it, EA Games totally gets it with their Family Play modes in > their sports games. Peter Molyneux gets it, Will Wright... the list > goes on and on. > > It's offensive to me when people of this SIG accuse developers of not > caring because WE DO CARE. The last thing you want to do is insult the > people you have to work with. It's the quickest way to turn them away > from our cause. > > So, instead of complaining, lets do something about it! First, > everyone here needs to understand what it's like for developers and > why it's so hard for them to adopt accessibility features. > > 1. Limited financial resources - Games are very expensive to make and > any new features adds to the cost. Before you can add accessibility > features you must have a game and that's where most of the money is > spent first. > > 2. Limited time - Game development is incredibly complex and hard to > tame. No matter how much extra time gets budgeted into the production > schedule, it always runs out well before all tasks are complete. When > this happens, features get cut in order to save the core of the game > and again, without a game, there can't be any accessibility features. > Because this usually happens so late, there isn't enough time to work > on accessibility features before the game has to ship. > > 3. Limited information - Even if a developer was pro-active and > scheduled the development of accessibility features into the games' > development schedule, there's still a major lack of knowledge and > tools that enable them to do their job. The SIG has been thinking > about accessibility features for years and we have all the solutions, > but developers don't yet. We need to make ourselves known and readily > available to help them. > > What can we do to solve these issues? We need to develop our > relationships with developers and offer our assistance. Our attempts > to work with GarageGames is a good start. When a new game is announced > we should contact them and offer our expertise. > > We have GOT to get a website up so that we can communicate our > abilities and expertise to our target audiences (game developers). > > But there are technical issues and many of us are volunteers and so > things move very slowly. > > Several of us are writing guidelines for implementing certain features > but again, this is a slow process. Others are doing research. Going to > conferences is awesome. Writing articles to Gamasutra is great as > well. > > Eitan is right, we have to "sell" our expertise. It's not that > developers don't care, they don't know that they SHOULD care. > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sat Dec 1 09:11:06 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Dec 2007 14:11:06 -0000 Subject: [games_access] GDC 2008 - not so bad References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <836db6300712010017jfe1a297tfd5fc483093b545d@mail.gmail.com> Message-ID: <051a01c83424$041ebf10$0202a8c0@oneswitch> Certainly, approaching indie developers has been the most successful so far. Still getting fantastic support from Retro Remakes: www.retroremakes.com We can still do much to make things easier for these people, which could bleed into people getting mainstream gaming jobs. Barrie ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 8:17 AM Subject: Re: [games_access] GDC 2008: VERY Bad News > With so many interesting talks going on and such expensive prices for > the passes game developers rather go to talks on the geometry shaders > used in Assassin's creed then listen to our talks. Given the current > state of the games industry with the ever increasing budgets and high > risks of failure, many game companies struggle for survival, so there > is really no incentive for them to make games accessible UNLESS we can > sketch out the potential payoffs, which is hard for certain > disabilities. I think 10 or 20 years ago we could have had a bigger > impact since game development didn't involve so much money and risk. > Given that observation, why not focus on those who will shape the > future of the games industry? --> Independent game developers. > > Cheers Eelke > > > > > On 30/11/2007, Thomas Westin wrote: >> Hi >> >> just want to add I've started to become a bit cynical about GDC after >> four >> years of low number of attendees. I'm also disappointed by this, but for >> other reasons than the GDC judges >> >> Let's not forget GDC is just one conference, although the biggest it's >> perhaps not the best - low numbers of attendees is really not our >> problem, >> it's the industry's problem, that they can't see the importance of >> accessibility for the future of the industry. We're here to help, but >> since >> the industry (with a few exceptions/individuals) isn't listening at GDC, >> they do listen elsewhere. >> >> I'd say we should aim for other conferences where people have interest >> and >> time to listen to us. FuturePlay was a great success; let's focus on >> similar >> conferences where we can succeed rather than getting disappointed at GDC. >> >> /Thomas >> >> >> >> 30 nov 2007 kl. 20.00 skrev d. michelle hinn: >> >> >> Well, there's lots to do, that's for sure. We also can't forget that some >> of >> us (you, me, Richard, others) were hit by the GDC flu and/or had to go to >> hospital (my kidney nightmare) and the selection committee doesn't allow >> you >> to petition for that. That DRAMATICALLY impacted a lot of our sessions >> and >> Idol went way differently than we'd planned for. So we had a lot of bad >> luck >> last year that isn't the fault of anyone -- but it did impact how our >> proposals were viewed. >> >> >> As a group, we just need to remember that we are a group. We are a >> volunteer >> group. But we are a group and we do a lot! And every time we get a chance >> we >> have to remember to talk about the group. Sure, we all have individual >> goals, jobs, lives, etc -- but if we all remembered to mention that we >> are a >> part of this group, this movement, I think it would go a long >> way....especially when it's something good! :) >> >> >> Michelle >> >> >> Sounds like a challenge. It's too bad there was a bad reputation now >> about >> our group. Just feels the fighter though to get the word out about our >> initiatives even more. Still baffles my mind like game accessibility is >> just not excepted at all by the mainstream game design community. Until >> someday, some mainstream game designers are injured and can't find their >> favorite games anymore and then we'll see. But apparently the last 20 >> years >> they've all been pretty invulnerable. >> >> Robert >> >> ________________________________ >> >> From: games_access-bounces at igda.org >> [mailto:games_access-bounces at igda.org] On Behalf Of d. >> michelle hinn >> Sent: Friday, November 30, 2007 12:48 PM >> To: IGDA Games Accessibility SIG Mailing List >> Subject: Re: [games_access] GDC 2008: VERY Bad News >> >> Hey, >> >> The only feedback I've gotten was informal from people I know who work >> there >> -- the sessions weren't judged on content as much as based on low numbers >> of >> attendees and a lot of bad press from GDC07 (many people on the advisory >> boards for each section (audio, design, etc) gossiped, Idol participants >> complained...and, yeah, that web archive was mentioned -- google, etc are >> not our friends). So we live and learn. I'm not going to go into >> specifics >> because it will hurt us to go into it and we don't need that -- There's >> too >> much to do and we cannot spend the little time we have until GDC08 >> talking >> about what happened after GDC07. I know I brought it up because, yes, I >> was >> angry that morning because the low number of acceptances for this year >> was >> what I was afraid might happen. But I was also angry because I really, >> really killed myself over the proposals for this year. >> >> Unfortunately, it's not academia so they won't ever provide us with >> concrete >> comments or a feedback page about what we could have done >> better/differently >> or even what they hated. And it's not a blind review either. Basically >> this >> year we need to atone and re-earn respect as a group. >From what I've >> heard, >> however, if you have never had a proposal accepted that you turned in, >> they >> were EVEN MORE likely to not take a chance on your proposal...so I guess >> we >> are lucky that we got three sessions (two were solicited but even those >> went >> through a bit of a review as well). >> >> So when you say you can pay your own way...do you mean that you want to >> buy >> your own pass? >> >> We'll have accessibility arcade and the meet and greet to show some stuff >> at >> -- we won't have as much room but we should have stuff for people to look >> at >> and some of the stuff are great conversation starters. So we won't need >> as >> much this year -- my broken controller (the Quad Controller that has now >> been broken TWICE by airport security so it really looks bad) is quite >> the >> conversation piece. I think I could have just carried that around at >> FuturePlay all day to get the word out about accessibility! :D >> >> Michelle >> >> >> Hi, >> >> >> >> >> I'm sorry to hear about the passes. I'll be driving from Reno to SF so I >> can >> take all my accessible hardware if need be. (If there is space to demo >> them?) >> >> >> >> Michelle, did they provide us with specific feedback on those proposals? >> what were the main criteria for not accepting them? >> >> >> >> >> I can pay my own way to GDC since I have some money left from my grant >> that >> I need to spend before august, after UNR decided not to approve my travel >> request to Futureplay. Besides it's cheap for me to go there anyway. >> >> >> >> Cheers Eelke >> >> >> >> >> >> >> >> >> On 27/11/2007, Reid Kimball wrote: >> While this is isn't the ideal situation it's not a total loss for the >> group and we have to work within our resources to do the best we can. >> >> If only three of us can come, then I suggest we don't bring any >> hardware accessories. Instead, let's create flyer's and brochures >> about the accessories. Maybe even produce videos of people using them. >> >> I also recommend that because we are a smaller group this year, we try >> to have personal meetings with game developers to talk about how we >> can help them. >> >> -Reid >> >> On Nov 27, 2007 12:25 PM, d. michelle hinn < hinn at uiuc.edu> wrote: >> > >> > >> > Ok... >> > >> > >> > So remember when I was writing for days straight for all the GDC >> submissions >> > without a whole lot of help? All submissions have been accepted now so >> we >> > have some bad, bad music to face. I never did put up all the final >> > submissions on the WIKI -- I was too tired after the deadline and it >> doesn't >> > matter as much now. I'll get them up for archive reasons. >> > >> > >> > Well...we've been hit by reality this year. I hate to bring this up >> again >> > but I feel that I have to -- A lot of public word got out about our >> big >> > post-GDC fight last year (it's archived on the net...). I'm not saying >> that >> > it was any one person or any one comment -- I can't even look at the >> archive >> >> > without beating myself up about it because I felt like I had really, >> really >> > let everyone down. I got the proposals and the passes but I couldn't >> make >> > our showing work in the best way possible. I couldn't be everywhere >> > advertising our sessions. I was far from perfect, we were all far from >> > perfect, we had big dreams but not enough people doing the work. I'm >> not >> > saying everything goes back to that but we had a big year last year, >> had >> > more than enough passes for everyone...and that was then. It's hard >> for >> > me...well, it's very sad for me to realize that we had it so great >> last >> year >> > and we didn't recognize it, we didn't have enough real help when push >> came >> > to shove (or suitcase pulling came to suitcase pulling back and forth >> every >> > day to the convention center). All the "should of" "would have" "could >> have" >> > things are coming back to haunt me. I stopped flogging myself about >> this >> a >> > while ago and thought that I had come to peace with it but I realize >> now >> > that I still haven't stopped flogging myself about not being >> superhuman. >> I >> > know. I know. Stop it. >> > >> > >> > So...we only had one proposal accepted. All the acceptances are in >> now. >> > Reid's [cc] poster (downgraded from a 20 minute talk but I think this >> will >> > get more people) submission. >> > [ >> https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6456 >> ] >> > >> > >> > The other two were IGDA solicited (ie, they did not go through the >> system) >> > -- accessibility arcade and the SIG meet and greet. That buys us two >> more >> > passes -- one is mine since I'm SIG chair and one was for Eelke for >> the >> meet >> > and greet because he helped on the proposals. >> > >> > >> > I'm going to try and talk to everyone I can think of to try and get a >> few >> > more passes because one of those is a roundtable and was solicited by >> IGDA >> > (that was NOT in the proposal process) and it's accessibility arcade. >> To >> > pull that off, we need more people. I hope that this gets us a few >> more >> > passes. >> > >> > >> > The booth is out of question unless we can get some SERIOUS money >> FAST. I >> am >> > trying every angle I can think of but so far no luck. The booth SPACE >> costs >> > $5100 for 10x10 booth -- add on about $3000 more for the "required" >> minimum >> > of stuff we have to provide...no way. IF we get an expo booth it will >> get >> us >> > more EXPO passes, which will restrict those with these passes to just >> being >> > able to get into the expo area (no talks, etc). That's the reality. >> > >> > >> > I'm sorry to have to tell you this and I'm sorry for the anger/sadness >> in >> my >> > tone. We are not going to be able to bring everyone we want to. I >> > cannot >> say >> > when or if I'll hear if we can get more passes. I know some of you >> have >> > already made flight and hotel arrangements. If you are one of these >> people, >> > please check with your airlines, etc for the last date to cancel >> without >> > penalty. >> > >> > >> > So three passes...that's it. That's where we are at. I will let you >> know >> if >> > the pass situation changes but for now it doesn't look great. We now >> have >> > fifteen fewer passes so those of us in attendance are going to have to >> try >> > and talk our asses off at GDC. >> > >> > >> > Michelle >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> > >> > >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> >> -- >> ---------------------------------------------------------------------------- >> Eelke Folmer Assistant Professor >> Department of CS&E/171 >> University of Nevada Reno, Nevada 89557 >> Game interaction design www.helpyouplay.com >> ---------------------------------------------------------------------------- >> >> >> _______________________________________________ >> games_access mailing list >> >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Sat Dec 1 11:05:12 2007 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Dec 2007 11:05:12 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> Message-ID: <6.1.0.6.2.20071201103852.01d66f38@enigami.com> Reid is right. There are developers right now who want their work to be accessible. This SIG could right now facilitate that by: 1. Providing, distributing, and publicizing a concise, specific set of functional criteria that define what means accessible. 2. Compiling, publishing, and publicizing an annual list of which companies and games meet those criteria. 3. Maintaining a forum (The currently rather drifting Game Accessibility Project comes to mind) where developers can go for immediate help. I'm a developer of games that are accessible. Have shipped 22 different revenue-generating products in a wide variety of vertical markets in the last 30 years. Am neither stupid nor lazy. And don't see any of the 3 above items. None of the 3 items should take long to build as a first cut. And if not from this SIG, then from where? John Bannick CTO 7-128 Software At 02:26 AM 12/1/2007, you wrote: >Please, can we stop with the negative talk about GDC and the game >industry? I work in the game industry for LucasArts. Just last week I >talked to a highly respected programmer and he's 100% behind us and >wants to talk about what we can do to improve accessibility in our >games after our current milestone is finished. There are dozens of >people at LucasArts that support game accessibility. Nintendo totally >gets it, EA Games totally gets it with their Family Play modes in >their sports games. Peter Molyneux gets it, Will Wright... the list >goes on and on. > >It's offensive to me when people of this SIG accuse developers of not >caring because WE DO CARE. The last thing you want to do is insult the >people you have to work with. It's the quickest way to turn them away >from our cause. > >So, instead of complaining, lets do something about it! First, >everyone here needs to understand what it's like for developers and >why it's so hard for them to adopt accessibility features. > >1. Limited financial resources - Games are very expensive to make and >any new features adds to the cost. Before you can add accessibility >features you must have a game and that's where most of the money is >spent first. > >2. Limited time - Game development is incredibly complex and hard to >tame. No matter how much extra time gets budgeted into the production >schedule, it always runs out well before all tasks are complete. When >this happens, features get cut in order to save the core of the game >and again, without a game, there can't be any accessibility features. >Because this usually happens so late, there isn't enough time to work >on accessibility features before the game has to ship. > >3. Limited information - Even if a developer was pro-active and >scheduled the development of accessibility features into the games' >development schedule, there's still a major lack of knowledge and >tools that enable them to do their job. The SIG has been thinking >about accessibility features for years and we have all the solutions, >but developers don't yet. We need to make ourselves known and readily >available to help them. > >What can we do to solve these issues? We need to develop our >relationships with developers and offer our assistance. Our attempts >to work with GarageGames is a good start. When a new game is announced >we should contact them and offer our expertise. > >We have GOT to get a website up so that we can communicate our >abilities and expertise to our target audiences (game developers). > >But there are technical issues and many of us are volunteers and so >things move very slowly. > >Several of us are writing guidelines for implementing certain features >but again, this is a slow process. Others are doing research. Going to >conferences is awesome. Writing articles to Gamasutra is great as >well. > >Eitan is right, we have to "sell" our expertise. It's not that >developers don't care, they don't know that they SHOULD care. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >11/30/2007 12:12 PM From barrie.ellis at oneswitch.org.uk Sat Dec 1 11:47:24 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Dec 2007 16:47:24 -0000 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> Message-ID: <053001c83439$da0092b0$0202a8c0@oneswitch> A little harsh, John perhaps? 1. Has been covered to various degrees here: http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm http://www.ics.forth.gr/hci/ua-games/game-over/ http://www.helpyouplay.com/welcome.html (and other places too). 2. Is is a good point. But there's so few mainstream developers making deliberate accessibity efforts that take into account specific disabilities. Here's a list of some: http://www.oneswitch.org.uk/2/pioneers.htm http://gameaccessibility.blogspot.com/ 3. Forums here: http://www.game-accessibility.com/forum/ http://www.retroremakes.com/forum2/forumdisplay.php?f=84 http://ablegamers.com/component/option,com_fireboard/Itemid,606/ We need the support of more people though! Barrie www.OneSwitch.org.uk www.igda.org/accessibility ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 4:05 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Reid is right. > > There are developers right now who want their work to be accessible. > > This SIG could right now facilitate that by: > > 1. Providing, distributing, and publicizing a concise, specific set of > functional criteria that define what means accessible. > 2. Compiling, publishing, and publicizing an annual list of which > companies and games meet those criteria. > 3. Maintaining a forum (The currently rather drifting Game Accessibility > Project comes to mind) where developers can go for immediate help. > > I'm a developer of games that are accessible. > Have shipped 22 different revenue-generating products in a wide variety of > vertical markets in the last 30 years. > Am neither stupid nor lazy. > And don't see any of the 3 above items. > > None of the 3 items should take long to build as a first cut. > > And if not from this SIG, then from where? > > John Bannick > CTO > 7-128 Software > > > At 02:26 AM 12/1/2007, you wrote: >>Please, can we stop with the negative talk about GDC and the game >>industry? I work in the game industry for LucasArts. Just last week I >>talked to a highly respected programmer and he's 100% behind us and >>wants to talk about what we can do to improve accessibility in our >>games after our current milestone is finished. There are dozens of >>people at LucasArts that support game accessibility. Nintendo totally >>gets it, EA Games totally gets it with their Family Play modes in >>their sports games. Peter Molyneux gets it, Will Wright... the list >>goes on and on. >> >>It's offensive to me when people of this SIG accuse developers of not >>caring because WE DO CARE. The last thing you want to do is insult the >>people you have to work with. It's the quickest way to turn them away >>from our cause. >> >>So, instead of complaining, lets do something about it! First, >>everyone here needs to understand what it's like for developers and >>why it's so hard for them to adopt accessibility features. >> >>1. Limited financial resources - Games are very expensive to make and >>any new features adds to the cost. Before you can add accessibility >>features you must have a game and that's where most of the money is >>spent first. >> >>2. Limited time - Game development is incredibly complex and hard to >>tame. No matter how much extra time gets budgeted into the production >>schedule, it always runs out well before all tasks are complete. When >>this happens, features get cut in order to save the core of the game >>and again, without a game, there can't be any accessibility features. >>Because this usually happens so late, there isn't enough time to work >>on accessibility features before the game has to ship. >> >>3. Limited information - Even if a developer was pro-active and >>scheduled the development of accessibility features into the games' >>development schedule, there's still a major lack of knowledge and >>tools that enable them to do their job. The SIG has been thinking >>about accessibility features for years and we have all the solutions, >>but developers don't yet. We need to make ourselves known and readily >>available to help them. >> >>What can we do to solve these issues? We need to develop our >>relationships with developers and offer our assistance. Our attempts >>to work with GarageGames is a good start. When a new game is announced >>we should contact them and offer our expertise. >> >>We have GOT to get a website up so that we can communicate our >>abilities and expertise to our target audiences (game developers). >> >>But there are technical issues and many of us are volunteers and so >>things move very slowly. >> >>Several of us are writing guidelines for implementing certain features >>but again, this is a slow process. Others are doing research. Going to >>conferences is awesome. Writing articles to Gamasutra is great as >>well. >> >>Eitan is right, we have to "sell" our expertise. It's not that >>developers don't care, they don't know that they SHOULD care. >> >>-Reid >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>11/30/2007 12:12 PM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 12:24:07 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 11:24:07 -0600 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <6.1.0.6.2.20071201103852.01d66f38@enigami.com> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> Message-ID: All of the things John mentions are projects we have talked about and/or taken passes at (the top ten list from two years ago and now the new project that Barrie has started up, etc). Others have brought up other ideas that we've either done or attempted and then the projects lost momentum. All these things are great but there's a problem...these things also take active volunteers in the SIG and from that perspective our numbers are low. So we need people who are willing to put in the time and may/may not get any reimbursement for that time and every project cannot be started and maintained by me. So instead of continuing to criticize ourselves (I know...I started it but I was really mad after killing myself over the proposals at deadline), the industry, the GDC etc...who from WITHIN this SIG can put in the time needed for these things AND actually follow through? No, it's not fair that we aren't in a position to reimburse people for time and that won't change in the near future. But it's something that will have to change and it will change but we can't just wait for that day to come (because it won't come if we don't put in the sweat equity now). People need to honestly commit the time and work because they believe in making change. Take some of that anger and tell me what YOU are willing to do to help us make change. Take ownership of something on behalf of the SIG. Ideas are great...but we need people who will put in the work so that the "SIG" is able to do these things. So who will join in putting in some volunteer time so that these ideas can become reality? Michelle >Reid is right. > >There are developers right now who want their work to be accessible. > >This SIG could right now facilitate that by: > >1. Providing, distributing, and publicizing a concise, specific set >of functional criteria that define what means accessible. >2. Compiling, publishing, and publicizing an annual list of which >companies and games meet those criteria. >3. Maintaining a forum (The currently rather drifting Game >Accessibility Project comes to mind) where developers can go for >immediate help. > >I'm a developer of games that are accessible. >Have shipped 22 different revenue-generating products in a wide >variety of vertical markets in the last 30 years. >Am neither stupid nor lazy. >And don't see any of the 3 above items. > >None of the 3 items should take long to build as a first cut. > >And if not from this SIG, then from where? > >John Bannick >CTO >7-128 Software > > >At 02:26 AM 12/1/2007, you wrote: >>Please, can we stop with the negative talk about GDC and the game >>industry? I work in the game industry for LucasArts. Just last week I >>talked to a highly respected programmer and he's 100% behind us and >>wants to talk about what we can do to improve accessibility in our >>games after our current milestone is finished. There are dozens of >>people at LucasArts that support game accessibility. Nintendo totally >>gets it, EA Games totally gets it with their Family Play modes in >>their sports games. Peter Molyneux gets it, Will Wright... the list >>goes on and on. >> >>It's offensive to me when people of this SIG accuse developers of not >>caring because WE DO CARE. The last thing you want to do is insult the >>people you have to work with. It's the quickest way to turn them away >>from our cause. >> >>So, instead of complaining, lets do something about it! First, >>everyone here needs to understand what it's like for developers and >>why it's so hard for them to adopt accessibility features. >> >>1. Limited financial resources - Games are very expensive to make and >>any new features adds to the cost. Before you can add accessibility >>features you must have a game and that's where most of the money is >>spent first. >> >>2. Limited time - Game development is incredibly complex and hard to >>tame. No matter how much extra time gets budgeted into the production >>schedule, it always runs out well before all tasks are complete. When >>this happens, features get cut in order to save the core of the game >>and again, without a game, there can't be any accessibility features. >>Because this usually happens so late, there isn't enough time to work >>on accessibility features before the game has to ship. >> >>3. Limited information - Even if a developer was pro-active and >>scheduled the development of accessibility features into the games' >>development schedule, there's still a major lack of knowledge and >>tools that enable them to do their job. The SIG has been thinking >>about accessibility features for years and we have all the solutions, >>but developers don't yet. We need to make ourselves known and readily >>available to help them. >> >>What can we do to solve these issues? We need to develop our >>relationships with developers and offer our assistance. Our attempts >>to work with GarageGames is a good start. When a new game is announced >>we should contact them and offer our expertise. >> >>We have GOT to get a website up so that we can communicate our >>abilities and expertise to our target audiences (game developers). >> >>But there are technical issues and many of us are volunteers and so >>things move very slowly. >> >>Several of us are writing guidelines for implementing certain features >>but again, this is a slow process. Others are doing research. Going to >>conferences is awesome. Writing articles to Gamasutra is great as >>well. >> >>Eitan is right, we have to "sell" our expertise. It's not that >>developers don't care, they don't know that they SHOULD care. >> >>-Reid >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>11/30/2007 12:12 PM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 12:31:24 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 11:31:24 -0600 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <053001c83439$da0092b0$0202a8c0@oneswitch> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Ins piron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <053001c83439$da0092b0$0202a8c0@oneswitch> Message-ID: Agreed, Barrie -- we need the support of more PEOPLE WORKING not just people saying what needs to be done. It's easy to come up with lists and lists of ideas -- we have no shortage of those. We do have a severe shortage of people willing to put in their personal time if they really do believe in fighting for this issue. I'd like to see ideas presented with "and this is what I will do to help get this started in the SIG..." or "here's what I just did and I hope SIG members can help this grow..." rather than "The SIG Should Do..." Michelle >A little harsh, John perhaps? > >1. Has been covered to various degrees here: > >http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >http://www.ics.forth.gr/hci/ua-games/game-over/ >http://www.helpyouplay.com/welcome.html > >(and other places too). > >2. Is is a good point. But there's so few mainstream developers >making deliberate accessibity efforts that take into account >specific disabilities. Here's a list of some: > >http://www.oneswitch.org.uk/2/pioneers.htm >http://gameaccessibility.blogspot.com/ > >3. Forums here: > >http://www.game-accessibility.com/forum/ >http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >http://ablegamers.com/component/option,com_fireboard/Itemid,606/ > >We need the support of more people though! > >Barrie >www.OneSwitch.org.uk >www.igda.org/accessibility > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 4:05 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set >>of functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game >>Accessibility Project comes to mind) where developers can go for >>immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide >>variety of vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >>>things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 1 12:35:24 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 12:35:24 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkKiwA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIwkKiwA Message-ID: <003601c83440$8e28d0d0$6501a8c0@Inspiron> Hi Eitan. I disagree though I think getting government on our side is our best bet. It takes millions of dollars to develop games and it doesn't look like that's going to happen anytime soon to get into mainstream media for the industry to pick it up and say, oh yeah why have we been ignoring this obvious things like that. The federal government regulations for law doesn't help us at all because the private sector is where the mainstream games are. I think it's a really good chance to get some senators to help us. Anybody in? No? I guess it is dead then. It's kind of getting frustrating to hear people say like I've been suggesting for a while to take this path and then nobody wants to do it so why not? We haven't done that path yet. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eitan Glinert Sent: Friday, November 30, 2007 11:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News It is law, at least federally: http://www.section508.gov/ The gov't doesn't regulate private industry in this regard, and I don't think lobbying is going to change that. The best way to get through to industry is to show profitability; do so, and others will follow. That said, I understand that many people spent a lot time working on the proposals, and that it's sad that most got rejected. I also know that our SIG's acceptance rate actually isn't that bad, GDC rejected *tons* of talks this year, since so many people want to speak. So try not to worry too much about talks that didn't get in, and let's focus on making the most out of what we've got! If we're concerned with low talk attendance numbers, let's figure out a new way to sell this so that we can increase the number of people who show up for our presentations. Cheers, Eitan On Nov 30, 2007 9:10 PM, Robert Florio wrote: Perhaps we should take the Hillary Clinton path? Start soliciting or lobbying senators for a change. Backed up by leading government and university research backing petitions to get the industry to respond by law? It is dramatic but it will be very effective. Honestly it should the law I think. No if and or buts about it. That's the job of our government to stand up for people who can't speak for themselves. Countless other committees have gotten together and did speak up for those who couldn't, making sure that their rights were heard. If the largest conference in the world will ignore us maybe we can get someone on our side that they can't. I have to say it really is disappointing to see the low numbers of attendees at that conference. And then hear the response just walking around talking to developers they just seem clueless. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto: games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Friday, November 30, 2007 7:05 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News Talking to other audiences is fine and valuable but we can't abandon the main games industry. We've made a lot of progress. You can't see it right now, but I know we have. People have heard of us, they've seen our work. That's step one. Steps two and three will come. It often takes 10 years for an industry to adopt radically new ways of thinking and unfortunately, accessibility does complicate the design and tech requirements which requires developers to think differently. On Nov 30, 2007 3:01 PM, Thomas Westin wrote: > Hi > > just want to add I've started to become a bit cynical about GDC after four > years of low number of attendees. I'm also disappointed by this, but for > other reasons than the GDC judges > > Let's not forget GDC is just one conference, although the biggest it's > perhaps not the best - low numbers of attendees is really not our problem, > it's the industry's problem, that they can't see the importance of > accessibility for the future of the industry. We're here to help, but since > the industry (with a few exceptions/individuals) isn't listening at GDC, > they do listen elsewhere. > > I'd say we should aim for other conferences where people have interest and > time to listen to us. FuturePlay was a great success; let's focus on similar > conferences where we can succeed rather than getting disappointed at GDC. > > /Thomas > > > > 30 nov 2007 kl. 20.00 skrev d. michelle hinn: > > > > Well, there's lots to do, that's for sure. We also can't forget that some of > us (you, me, Richard, others) were hit by the GDC flu and/or had to go to > hospital (my kidney nightmare) and the selection committee doesn't allow you > to petition for that. That DRAMATICALLY impacted a lot of our sessions and > Idol went way differently than we'd planned for. So we had a lot of bad luck > last year that isn't the fault of anyone -- but it did impact how our > proposals were viewed. > > > As a group, we just need to remember that we are a group. We are a volunteer > group. But we are a group and we do a lot! And every time we get a chance we > have to remember to talk about the group. Sure, we all have individual > goals, jobs, lives, etc -- but if we all remembered to mention that we are a > part of this group, this movement, I think it would go a long > way....especially when it's something good! :) > > > Michelle > > > Sounds like a challenge. It's too bad there was a bad reputation now about > our group. Just feels the fighter though to get the word out about our > initiatives even more. Still baffles my mind like game accessibility is > just not excepted at all by the mainstream game design community. Until > someday, some mainstream game designers are injured and can't find their > favorite games anymore and then we'll see. But apparently the last 20 years > they've all been pretty invulnerable. > > Robert > > ________________________________ > > From: games_access-bounces at igda.org [mailto: games_access-bounces at igda.org] > On Behalf Of d. michelle hinn > Sent: Friday, November 30, 2007 12:48 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] GDC 2008: VERY Bad News > > Hey, > > The only feedback I've gotten was informal from people I know who work there > -- the sessions weren't judged on content as much as based on low numbers of > attendees and a lot of bad press from GDC07 (many people on the advisory > boards for each section (audio, design, etc) gossiped, Idol participants > complained...and, yeah, that web archive was mentioned -- google, etc are > not our friends). So we live and learn. I'm not going to go into specifics > because it will hurt us to go into it and we don't need that -- There's too > much to do and we cannot spend the little time we have until GDC08 talking > about what happened after GDC07. I know I brought it up because, yes, I was > angry that morning because the low number of acceptances for this year was > what I was afraid might happen. But I was also angry because I really, > really killed myself over the proposals for this year. > > Unfortunately, it's not academia so they won't ever provide us with concrete > comments or a feedback page about what we could have done better/differently > or even what they hated. And it's not a blind review either. Basically this > year we need to atone and re-earn respect as a group. >From what I've heard, > however, if you have never had a proposal accepted that you turned in, they > were EVEN MORE likely to not take a chance on your proposal...so I guess we > are lucky that we got three sessions (two were solicited but even those went > through a bit of a review as well). > > So when you say you can pay your own way...do you mean that you want to buy > your own pass? > > We'll have accessibility arcade and the meet and greet to show some stuff at > -- we won't have as much room but we should have stuff for people to look at > and some of the stuff are great conversation starters. So we won't need as > much this year -- my broken controller (the Quad Controller that has now > been broken TWICE by airport security so it really looks bad) is quite the > conversation piece. I think I could have just carried that around at > FuturePlay all day to get the word out about accessibility! :D > > Michelle > > > Hi, > > > > > I'm sorry to hear about the passes. I'll be driving from Reno to SF so I can > take all my accessible hardware if need be. (If there is space to demo > them?) > > > > Michelle, did they provide us with specific feedback on those proposals? > what were the main criteria for not accepting them? > > > > > I can pay my own way to GDC since I have some money left from my grant that > I need to spend before august, after UNR decided not to approve my travel > request to Futureplay. Besides it's cheap for me to go there anyway. > > > > Cheers Eelke > > > > > > > > > On 27/11/2007, Reid Kimball wrote: > While this is isn't the ideal situation it's not a total loss for the > group and we have to work within our resources to do the best we can. > > If only three of us can come, then I suggest we don't bring any > hardware accessories. Instead, let's create flyer's and brochures > about the accessories. Maybe even produce videos of people using them. > > I also recommend that because we are a smaller group this year, we try > to have personal meetings with game developers to talk about how we > can help them. > > -Reid > > On Nov 27, 2007 12:25 PM, d. michelle hinn < hinn at uiuc.edu> wrote: > > > > > > Ok... > > > > > > So remember when I was writing for days straight for all the GDC > submissions > > without a whole lot of help? All submissions have been accepted now so we > > have some bad, bad music to face. I never did put up all the final > > submissions on the WIKI -- I was too tired after the deadline and it > doesn't > > matter as much now. I'll get them up for archive reasons. > > > > > > Well...we've been hit by reality this year. I hate to bring this up again > > but I feel that I have to -- A lot of public word got out about our big > > post-GDC fight last year (it's archived on the net...). I'm not saying > that > > it was any one person or any one comment -- I can't even look at the > archive > > > without beating myself up about it because I felt like I had really, > really > > let everyone down. I got the proposals and the passes but I couldn't make > > our showing work in the best way possible. I couldn't be everywhere > > advertising our sessions. I was far from perfect, we were all far from > > perfect, we had big dreams but not enough people doing the work. I'm not > > saying everything goes back to that but we had a big year last year, had > > more than enough passes for everyone...and that was then. It's hard for > > me...well, it's very sad for me to realize that we had it so great last > year > > and we didn't recognize it, we didn't have enough real help when push > came > > to shove (or suitcase pulling came to suitcase pulling back and forth > every > > day to the convention center). All the "should of" "would have" "could > have" > > things are coming back to haunt me. I stopped flogging myself about this > a > > while ago and thought that I had come to peace with it but I realize now > > that I still haven't stopped flogging myself about not being superhuman. > I > > know. I know. Stop it. > > > > > > So...we only had one proposal accepted. All the acceptances are in now. > > Reid's [cc] poster (downgraded from a 20 minute talk but I think this > will > > get more people) submission. > > [ https://www.cmpevents.com/GD08/a.asp?option=C &V=11&SessID=6456 ] > > > > > > The other two were IGDA solicited (ie, they did not go through the > system) > > -- accessibility arcade and the SIG meet and greet. That buys us two more > > passes -- one is mine since I'm SIG chair and one was for Eelke for the > meet > > and greet because he helped on the proposals. > > > > > > I'm going to try and talk to everyone I can think of to try and get a few > > more passes because one of those is a roundtable and was solicited by > IGDA > > (that was NOT in the proposal process) and it's accessibility arcade. To > > pull that off, we need more people. I hope that this gets us a few more > > passes. > > > > > > The booth is out of question unless we can get some SERIOUS money FAST. I > am > > trying every angle I can think of but so far no luck. The booth SPACE > costs > > $5100 for 10x10 booth -- add on about $3000 more for the "required" > minimum > > of stuff we have to provide...no way. IF we get an expo booth it will get > us > > more EXPO passes, which will restrict those with these passes to just > being > > able to get into the expo area (no talks, etc). That's the reality. > > > > > > I'm sorry to have to tell you this and I'm sorry for the anger/sadness in > my > > tone. We are not going to be able to bring everyone we want to. I cannot > say > > when or if I'll hear if we can get more passes. I know some of you have > > already made flight and hotel arrangements. If you are one of these > people, > > please check with your airlines, etc for the last date to cancel without > > penalty. > > > > > > So three passes...that's it. That's where we are at. I will let you know > if > > the pass situation changes but for now it doesn't look great. We now have > > fifteen fewer passes so those of us in attendance are going to have to > try > > and talk our asses off at GDC. > > > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > -- > > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > > ---------------------------------------------------------------------------- > > > _______________________________________________ > games_access mailing list > > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Sat Dec 1 12:43:30 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 12:43:30 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxkKiwA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIxkKiwA Message-ID: <003b01c83441$aff58180$6501a8c0@Inspiron> Hi Reid. So basically if you ask a developer face-to-face they're not going to admit of course that they don't support game accessibility, but the proof is in the pudding. There just is no initiative to do it. If what you're saying, "they don't know that they need to do it" to me doesn't make sense because I don't understand what that means maybe. I understand the points you made also about funding, about time and things like that, and the schedule, it just seems like, if they cared they would do something. It doesn't take a rocket scientist to sit down and go over some of the basic issues and start developing around needs. I think these discussions are good somehow we might find a different direction that we need. Especially for those of us that feel frustrated and just need to talk about it. As I don't like avoiding issues but confronting them. Because then people start thinking they wish they said something or the topic was brought up in and misunderstandings happen if something was never talked about. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Saturday, December 01, 2007 2:27 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News Please, can we stop with the negative talk about GDC and the game industry? I work in the game industry for LucasArts. Just last week I talked to a highly respected programmer and he's 100% behind us and wants to talk about what we can do to improve accessibility in our games after our current milestone is finished. There are dozens of people at LucasArts that support game accessibility. Nintendo totally gets it, EA Games totally gets it with their Family Play modes in their sports games. Peter Molyneux gets it, Will Wright... the list goes on and on. It's offensive to me when people of this SIG accuse developers of not caring because WE DO CARE. The last thing you want to do is insult the people you have to work with. It's the quickest way to turn them away from our cause. So, instead of complaining, lets do something about it! First, everyone here needs to understand what it's like for developers and why it's so hard for them to adopt accessibility features. 1. Limited financial resources - Games are very expensive to make and any new features adds to the cost. Before you can add accessibility features you must have a game and that's where most of the money is spent first. 2. Limited time - Game development is incredibly complex and hard to tame. No matter how much extra time gets budgeted into the production schedule, it always runs out well before all tasks are complete. When this happens, features get cut in order to save the core of the game and again, without a game, there can't be any accessibility features. Because this usually happens so late, there isn't enough time to work on accessibility features before the game has to ship. 3. Limited information - Even if a developer was pro-active and scheduled the development of accessibility features into the games' development schedule, there's still a major lack of knowledge and tools that enable them to do their job. The SIG has been thinking about accessibility features for years and we have all the solutions, but developers don't yet. We need to make ourselves known and readily available to help them. What can we do to solve these issues? We need to develop our relationships with developers and offer our assistance. Our attempts to work with GarageGames is a good start. When a new game is announced we should contact them and offer our expertise. We have GOT to get a website up so that we can communicate our abilities and expertise to our target audiences (game developers). But there are technical issues and many of us are volunteers and so things move very slowly. Several of us are writing guidelines for implementing certain features but again, this is a slow process. Others are doing research. Going to conferences is awesome. Writing articles to Gamasutra is great as well. Eitan is right, we have to "sell" our expertise. It's not that developers don't care, they don't know that they SHOULD care. -Reid _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 1 12:46:52 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 12:46:52 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykKywA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIykKywA Message-ID: <003c01c83442$28257b10$6501a8c0@Inspiron> I think that's an excellent perspective Eelke. Coming to the independent people instead. I'm glad you brought this up I think in the back of my mind I was thinking this might be the reason of low attendance because it cost so much for the passes they'd rather spend their time on what they know they're looking for to learn instead of something they're not sure of will benefit them. Which gives me an idea. Instead of going in alone on these conferences lie not trying to collaborate with some independent publishers at the conferences at their own speeches seeing if they will tie in with us the accessibility because they already have their huge crowd, it will be a way for everyone in the crowd who might want to view or see what we have to say, but they'd rather be somewhere else learning it from a direct example. In the same room where they want to be first. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eelke Folmer Sent: Saturday, December 01, 2007 3:18 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News With so many interesting talks going on and such expensive prices for the passes game developers rather go to talks on the geometry shaders used in Assassin's creed then listen to our talks. Given the current state of the games industry with the ever increasing budgets and high risks of failure, many game companies struggle for survival, so there is really no incentive for them to make games accessible UNLESS we can sketch out the potential payoffs, which is hard for certain disabilities. I think 10 or 20 years ago we could have had a bigger impact since game development didn't involve so much money and risk. Given that observation, why not focus on those who will shape the future of the games industry? --> Independent game developers. Cheers Eelke On 30/11/2007, Thomas Westin wrote: > Hi > > just want to add I've started to become a bit cynical about GDC after four > years of low number of attendees. I'm also disappointed by this, but for > other reasons than the GDC judges > > Let's not forget GDC is just one conference, although the biggest it's > perhaps not the best - low numbers of attendees is really not our problem, > it's the industry's problem, that they can't see the importance of > accessibility for the future of the industry. We're here to help, but since > the industry (with a few exceptions/individuals) isn't listening at GDC, > they do listen elsewhere. > > I'd say we should aim for other conferences where people have interest and > time to listen to us. FuturePlay was a great success; let's focus on similar > conferences where we can succeed rather than getting disappointed at GDC. > > /Thomas > > > > 30 nov 2007 kl. 20.00 skrev d. michelle hinn: > > > Well, there's lots to do, that's for sure. We also can't forget that some of > us (you, me, Richard, others) were hit by the GDC flu and/or had to go to > hospital (my kidney nightmare) and the selection committee doesn't allow you > to petition for that. That DRAMATICALLY impacted a lot of our sessions and > Idol went way differently than we'd planned for. So we had a lot of bad luck > last year that isn't the fault of anyone -- but it did impact how our > proposals were viewed. > > > As a group, we just need to remember that we are a group. We are a volunteer > group. But we are a group and we do a lot! And every time we get a chance we > have to remember to talk about the group. Sure, we all have individual > goals, jobs, lives, etc -- but if we all remembered to mention that we are a > part of this group, this movement, I think it would go a long > way....especially when it's something good! :) > > > Michelle > > > Sounds like a challenge. It's too bad there was a bad reputation now about > our group. Just feels the fighter though to get the word out about our > initiatives even more. Still baffles my mind like game accessibility is > just not excepted at all by the mainstream game design community. Until > someday, some mainstream game designers are injured and can't find their > favorite games anymore and then we'll see. But apparently the last 20 years > they've all been pretty invulnerable. > > Robert > > ________________________________ > > From: games_access-bounces at igda.org > [mailto:games_access-bounces at igda.org] On Behalf Of d. > michelle hinn > Sent: Friday, November 30, 2007 12:48 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] GDC 2008: VERY Bad News > > Hey, > > The only feedback I've gotten was informal from people I know who work there > -- the sessions weren't judged on content as much as based on low numbers of > attendees and a lot of bad press from GDC07 (many people on the advisory > boards for each section (audio, design, etc) gossiped, Idol participants > complained...and, yeah, that web archive was mentioned -- google, etc are > not our friends). So we live and learn. I'm not going to go into specifics > because it will hurt us to go into it and we don't need that -- There's too > much to do and we cannot spend the little time we have until GDC08 talking > about what happened after GDC07. I know I brought it up because, yes, I was > angry that morning because the low number of acceptances for this year was > what I was afraid might happen. But I was also angry because I really, > really killed myself over the proposals for this year. > > Unfortunately, it's not academia so they won't ever provide us with concrete > comments or a feedback page about what we could have done better/differently > or even what they hated. And it's not a blind review either. Basically this > year we need to atone and re-earn respect as a group. >From what I've heard, > however, if you have never had a proposal accepted that you turned in, they > were EVEN MORE likely to not take a chance on your proposal...so I guess we > are lucky that we got three sessions (two were solicited but even those went > through a bit of a review as well). > > So when you say you can pay your own way...do you mean that you want to buy > your own pass? > > We'll have accessibility arcade and the meet and greet to show some stuff at > -- we won't have as much room but we should have stuff for people to look at > and some of the stuff are great conversation starters. So we won't need as > much this year -- my broken controller (the Quad Controller that has now > been broken TWICE by airport security so it really looks bad) is quite the > conversation piece. I think I could have just carried that around at > FuturePlay all day to get the word out about accessibility! :D > > Michelle > > > Hi, > > > > > I'm sorry to hear about the passes. I'll be driving from Reno to SF so I can > take all my accessible hardware if need be. (If there is space to demo > them?) > > > > Michelle, did they provide us with specific feedback on those proposals? > what were the main criteria for not accepting them? > > > > > I can pay my own way to GDC since I have some money left from my grant that > I need to spend before august, after UNR decided not to approve my travel > request to Futureplay. Besides it's cheap for me to go there anyway. > > > > Cheers Eelke > > > > > > > > > On 27/11/2007, Reid Kimball wrote: > While this is isn't the ideal situation it's not a total loss for the > group and we have to work within our resources to do the best we can. > > If only three of us can come, then I suggest we don't bring any > hardware accessories. Instead, let's create flyer's and brochures > about the accessories. Maybe even produce videos of people using them. > > I also recommend that because we are a smaller group this year, we try > to have personal meetings with game developers to talk about how we > can help them. > > -Reid > > On Nov 27, 2007 12:25 PM, d. michelle hinn < hinn at uiuc.edu> wrote: > > > > > > Ok... > > > > > > So remember when I was writing for days straight for all the GDC > submissions > > without a whole lot of help? All submissions have been accepted now so we > > have some bad, bad music to face. I never did put up all the final > > submissions on the WIKI -- I was too tired after the deadline and it > doesn't > > matter as much now. I'll get them up for archive reasons. > > > > > > Well...we've been hit by reality this year. I hate to bring this up again > > but I feel that I have to -- A lot of public word got out about our big > > post-GDC fight last year (it's archived on the net...). I'm not saying > that > > it was any one person or any one comment -- I can't even look at the > archive > > > without beating myself up about it because I felt like I had really, > really > > let everyone down. I got the proposals and the passes but I couldn't make > > our showing work in the best way possible. I couldn't be everywhere > > advertising our sessions. I was far from perfect, we were all far from > > perfect, we had big dreams but not enough people doing the work. I'm not > > saying everything goes back to that but we had a big year last year, had > > more than enough passes for everyone...and that was then. It's hard for > > me...well, it's very sad for me to realize that we had it so great last > year > > and we didn't recognize it, we didn't have enough real help when push > came > > to shove (or suitcase pulling came to suitcase pulling back and forth > every > > day to the convention center). All the "should of" "would have" "could > have" > > things are coming back to haunt me. I stopped flogging myself about this > a > > while ago and thought that I had come to peace with it but I realize now > > that I still haven't stopped flogging myself about not being superhuman. > I > > know. I know. Stop it. > > > > > > So...we only had one proposal accepted. All the acceptances are in now. > > Reid's [cc] poster (downgraded from a 20 minute talk but I think this > will > > get more people) submission. > > [ > https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6456 > ] > > > > > > The other two were IGDA solicited (ie, they did not go through the > system) > > -- accessibility arcade and the SIG meet and greet. That buys us two more > > passes -- one is mine since I'm SIG chair and one was for Eelke for the > meet > > and greet because he helped on the proposals. > > > > > > I'm going to try and talk to everyone I can think of to try and get a few > > more passes because one of those is a roundtable and was solicited by > IGDA > > (that was NOT in the proposal process) and it's accessibility arcade. To > > pull that off, we need more people. I hope that this gets us a few more > > passes. > > > > > > The booth is out of question unless we can get some SERIOUS money FAST. I > am > > trying every angle I can think of but so far no luck. The booth SPACE > costs > > $5100 for 10x10 booth -- add on about $3000 more for the "required" > minimum > > of stuff we have to provide...no way. IF we get an expo booth it will get > us > > more EXPO passes, which will restrict those with these passes to just > being > > able to get into the expo area (no talks, etc). That's the reality. > > > > > > I'm sorry to have to tell you this and I'm sorry for the anger/sadness in > my > > tone. We are not going to be able to bring everyone we want to. I cannot > say > > when or if I'll hear if we can get more passes. I know some of you have > > already made flight and hotel arrangements. If you are one of these > people, > > please check with your airlines, etc for the last date to cancel without > > penalty. > > > > > > So three passes...that's it. That's where we are at. I will let you know > if > > the pass situation changes but for now it doesn't look great. We now have > > fifteen fewer passes so those of us in attendance are going to have to > try > > and talk our asses off at GDC. > > > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > > > _______________________________________________ > games_access mailing list > > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Sat Dec 1 12:51:14 2007 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Dec 2007 12:51:14 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> Message-ID: <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Michelle, Well put. So OK. I volunteer to assemble, contribute to, and be responsible for delivery of Item 1. This means: 1. Getting from you good folks any work in progress you want to share, synthesizing it into something that works, getting a quick review by anyone here who is interested, and delivering a first cut of SIG Game Accessibility Criteria. 2. Getting from anyone here who wants to contribute, and contributing to, a list of target developers, organizations, institutions, and distributors we send this to, getting a quick review, and delivering a first cut Distribution List. 3. Writing a first draft cover letter / promo piece, that is sent with the Criteria, getting a quick review, and delivering this first cut Cover Letter. All of the above sent to you, Michelle NLT 15 January, 2008. That way you get the volunteer work, you maintain control, and everyone is included. BTW. This isn't nearly as formidable as developing coding standards for the 50 engineers who did the software that laid out the NY Times, and surviving the process. Does this work for you, Michelle? John Bannick At 12:24 PM 12/1/2007, you wrote: >All of the things John mentions are projects we have talked about and/or >taken passes at (the top ten list from two years ago and now the new >project that Barrie has started up, etc). Others have brought up other >ideas that we've either done or attempted and then the projects lost >momentum. All these things are great but there's a problem...these things >also take active volunteers in the SIG and from that perspective our >numbers are low. So we need people who are willing to put in the time and >may/may not get any reimbursement for that time and every project cannot >be started and maintained by me. > >So instead of continuing to criticize ourselves (I know...I started it but >I was really mad after killing myself over the proposals at deadline), the >industry, the GDC etc...who from WITHIN this SIG can put in the time >needed for these things AND actually follow through? No, it's not fair >that we aren't in a position to reimburse people for time and that won't >change in the near future. But it's something that will have to change and >it will change but we can't just wait for that day to come (because it >won't come if we don't put in the sweat equity now). People need to >honestly commit the time and work because they believe in making change. >Take some of that anger and tell me what YOU are willing to do to help us >make change. Take ownership of something on behalf of the SIG. Ideas are >great...but we need people who will put in the work so that the "SIG" is >able to do these things. > >So who will join in putting in some volunteer time so that these ideas can >become reality? > >Michelle > >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set of >>functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game Accessibility >>Project comes to mind) where developers can go for immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide variety >>of vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >>>things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.16.12/1163 - Release Date: 12/1/2007 12:05 PM From arthit73 at cablespeed.com Sat Dec 1 12:52:26 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 12:52:26 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkLSwA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIwkLSwA Message-ID: <003e01c83442$efbce8c0$6501a8c0@Inspiron> Hi John. With what you said below I think you hit the nail on the head. Then we definitely need a web site and a forum. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of John Bannick Sent: Saturday, December 01, 2007 11:05 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News Reid is right. There are developers right now who want their work to be accessible. This SIG could right now facilitate that by: 1. Providing, distributing, and publicizing a concise, specific set of functional criteria that define what means accessible. 2. Compiling, publishing, and publicizing an annual list of which companies and games meet those criteria. 3. Maintaining a forum (The currently rather drifting Game Accessibility Project comes to mind) where developers can go for immediate help. I'm a developer of games that are accessible. Have shipped 22 different revenue-generating products in a wide variety of vertical markets in the last 30 years. Am neither stupid nor lazy. And don't see any of the 3 above items. None of the 3 items should take long to build as a first cut. And if not from this SIG, then from where? John Bannick CTO 7-128 Software At 02:26 AM 12/1/2007, you wrote: >Please, can we stop with the negative talk about GDC and the game >industry? I work in the game industry for LucasArts. Just last week I >talked to a highly respected programmer and he's 100% behind us and >wants to talk about what we can do to improve accessibility in our >games after our current milestone is finished. There are dozens of >people at LucasArts that support game accessibility. Nintendo totally >gets it, EA Games totally gets it with their Family Play modes in >their sports games. Peter Molyneux gets it, Will Wright... the list >goes on and on. > >It's offensive to me when people of this SIG accuse developers of not >caring because WE DO CARE. The last thing you want to do is insult the >people you have to work with. It's the quickest way to turn them away >from our cause. > >So, instead of complaining, lets do something about it! First, >everyone here needs to understand what it's like for developers and >why it's so hard for them to adopt accessibility features. > >1. Limited financial resources - Games are very expensive to make and >any new features adds to the cost. Before you can add accessibility >features you must have a game and that's where most of the money is >spent first. > >2. Limited time - Game development is incredibly complex and hard to >tame. No matter how much extra time gets budgeted into the production >schedule, it always runs out well before all tasks are complete. When >this happens, features get cut in order to save the core of the game >and again, without a game, there can't be any accessibility features. >Because this usually happens so late, there isn't enough time to work >on accessibility features before the game has to ship. > >3. Limited information - Even if a developer was pro-active and >scheduled the development of accessibility features into the games' >development schedule, there's still a major lack of knowledge and >tools that enable them to do their job. The SIG has been thinking >about accessibility features for years and we have all the solutions, >but developers don't yet. We need to make ourselves known and readily >available to help them. > >What can we do to solve these issues? We need to develop our >relationships with developers and offer our assistance. Our attempts >to work with GarageGames is a good start. When a new game is announced >we should contact them and offer our expertise. > >We have GOT to get a website up so that we can communicate our >abilities and expertise to our target audiences (game developers). > >But there are technical issues and many of us are volunteers and so >things move very slowly. > >Several of us are writing guidelines for implementing certain features >but again, this is a slow process. Others are doing research. Going to >conferences is awesome. Writing articles to Gamasutra is great as >well. > >Eitan is right, we have to "sell" our expertise. It's not that >developers don't care, they don't know that they SHOULD care. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >11/30/2007 12:12 PM _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From lynnmarentette at gmail.com Sat Dec 1 12:06:58 2007 From: lynnmarentette at gmail.com (Lynn Marentette) Date: Sat, 1 Dec 2007 12:06:58 -0500 Subject: [games_access] Jonathan Chetwynd's comment, Reid's comment In-Reply-To: References: Message-ID: <003001c8343c$9527ba30$c801000a@HOME> Hi. I think there are some barriers to game accessibility that go beyond changing the attitudes among game developers. I agree with Jonathan that we need to focus on what other things we can do that will make a difference. I just returned from a two-day assistive technology conference, and the only thing related to game accessibility was the materials from a booth regarding a community bowling program for people with visual impairments. Most of the software and devices discussed during workshops and demonstrated in the vendor's booths were geared to helping people increase literacy and language skills, carry out the hum-drum activities of daily living, access the computer, or gain job skills. Of course, these are important. Recreation and leisure activities were glaringly left out of the picture, which troubles me. There were many university students at this conference, and it is a shame that they left the conference without information about ways technology can support recreation and leisure activities- including playing games! My impression is that many of the AT folks are so focused on learning, literacy, education, development of daily living skills, job skills, and so forth, that they just don't have the inclination, or time, to think about the recreation/leisure needs of their students or clients. My colleague, Kelly Cross, a speech and language therapist, noticed this, too. On Thursday evening, I attended the regional meeting of the Research Triangle chapter of IGDA, held at Destineer Studios in Raleigh, N.C. I went to the presentation about leadership, which was worth my time. I had a chance to meet a woman who teaches computer programming and game design at a community college. Many of her students were there. In hindsight, I could have asked this group to provide me with a few brochures or short hand-outs, since there were probably 100-150 people in attendance. I had a chance to talk with a couple of people who work at Destineer and didn't get the impression that they would scoff at the ideas behind game accessibility. At any rate, this is what I can volunteer to do: Kelly and I will be participating in a poster session at another AT conference in February. We thought we could showcase some of the things that we're doing with our students from the "whole child" approach, which includes addressing leisure and recreational needs. Would there be a chance to obtain a few brochures about game accessibility to share with others at the upcoming AT conference? Thanks! Lynn Marentette Jonathan's comments: Speaking from my experience, ten years is not long enough. I can imagine it being another thirty.... Conferences are fine for meeting and greeting, those that came to Brighton will know it helps to place a face. They also raise general awareness, in an indefinable way. And it's also possible to generate business, though usually this is confirmed after the event. However as I mentioned earlier there is much useful work to be done in publishing white papers, standards and guidelines. These are then available for interested parties at any time of their choosing. They also provide evidence of change, and something to "Shout About". Indeed if there is some amazing breakthrough a conference is a fantastic place to be. But we're not there yet. I took a group of adults with learning disabilities to try the pre-alpha eye toy at GDC Europe one year, it was way ahead of the field at the time. My feeling is that too much time is spent chatting and commiserating, which could be more usefully directed at conceiving, writing, editing and publishing documentation. Well usually I just let it pass ~:" I happen to be acutely aware this documentation is needed. The web is moving from a model of static documents to one more nearly identifiable with gaming environments. regards Jonathan Chetwynd Accessibility Consultant on Media Literacy and the Internet http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------ Message: 2 Please, can we stop with the negative talk about GDC and the game industry? I work in the game industry for LucasArts. Just last week I talked to a highly respected programmer and he's 100% behind us and wants to talk about what we can do to improve accessibility in our games after our current milestone is finished. There are dozens of people at LucasArts that support game accessibility. Nintendo totally gets it, EA Games totally gets it with their Family Play modes in their sports games. Peter Molyneux gets it, Will Wright... the list goes on and on. It's offensive to me when people of this SIG accuse developers of not caring because WE DO CARE. The last thing you want to do is insult the people you have to work with. It's the quickest way to turn them away from our cause. So, instead of complaining, lets do something about it! First, everyone here needs to understand what it's like for developers and why it's so hard for them to adopt accessibility features. 1. Limited financial resources - Games are very expensive to make and any new features adds to the cost. Before you can add accessibility features you must have a game and that's where most of the money is spent first. 2. Limited time - Game development is incredibly complex and hard to tame. No matter how much extra time gets budgeted into the production schedule, it always runs out well before all tasks are complete. When this happens, features get cut in order to save the core of the game and again, without a game, there can't be any accessibility features. Because this usually happens so late, there isn't enough time to work on accessibility features before the game has to ship. 3. Limited information - Even if a developer was pro-active and scheduled the development of accessibility features into the games' development schedule, there's still a major lack of knowledge and tools that enable them to do their job. The SIG has been thinking about accessibility features for years and we have all the solutions, but developers don't yet. We need to make ourselves known and readily available to help them. What can we do to solve these issues? We need to develop our relationships with developers and offer our assistance. Our attempts to work with GarageGames is a good start. When a new game is announced we should contact them and offer our expertise. We have GOT to get a website up so that we can communicate our abilities and expertise to our target audiences (game developers). But there are technical issues and many of us are volunteers and so things move very slowly. Several of us are writing guidelines for implementing certain features but again, this is a slow process. Others are doing research. Going to conferences is awesome. Writing articles to Gamasutra is great as well. Eitan is right, we have to "sell" our expertise. It's not that developers don't care, they don't know that they SHOULD care. -Reid ------------------------------ Message: 3 Date: Sat, 1 Dec 2007 00:17:57 -0800 From: "Eelke Folmer" Subject: Re: [games_access] GDC 2008: VERY Bad News To: "IGDA Games Accessibility SIG Mailing List" Message-ID: <836db6300712010017jfe1a297tfd5fc483093b545d at mail.gmail.com> Content-Type: text/plain; charset=ISO-8859-1 With so many interesting talks going on and such expensive prices for the passes game developers rather go to talks on the geometry shaders used in Assassin's creed then listen to our talks. Given the current state of the games industry with the ever increasing budgets and high risks of failure, many game companies struggle for survival, so there is really no incentive for them to make games accessible UNLESS we can sketch out the potential payoffs, which is hard for certain disabilities. I think 10 or 20 years ago we could have had a bigger impact since game development didn't involve so much money and risk. Given that observation, why not focus on those who will shape the future of the games industry? --> Independent game developers. Cheers Eelke ******************************************* From hinn at uiuc.edu Sat Dec 1 12:58:01 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 11:58:01 -0600 Subject: [games_access] GDC 2008: VERY Bad News Message-ID: Agreed, Barrie -- we need the support of more PEOPLE WORKING not just people saying what needs to be done. It's easy to come up with lists and lists of ideas -- we have no shortage of those. We do have a severe shortage of people willing to put in their personal time if they really do believe in fighting for this issue. I'd like to see ideas presented with "and this is what I will do to help get this started in the SIG..." or "here's what I just did and I hope SIG members can help this grow..." rather than "The SIG Should Do..." Michelle >>A little harsh, John perhaps? >> >>1. Has been covered to various degrees here: >> >>http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>http://www.ics.forth.gr/hci/ua-games/game-over/ >>http://www.helpyouplay.com/welcome.html >> >>(and other places too). >> >>2. Is is a good point. But there's so few mainstream developers >>making deliberate accessibity efforts that take into account >>specific disabilities. Here's a list of some: >> >>http://www.oneswitch.org.uk/2/pioneers.htm >>http://gameaccessibility.blogspot.com/ >> >>3. Forums here: >> >>http://www.game-accessibility.com/forum/ >>http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >> >>We need the support of more people though! >> >>Barrie >>www.OneSwitch.org.uk >>www.igda.org/accessibility >> >>----- Original Message ----- From: "John Bannick" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Saturday, December 01, 2007 4:05 PM >>Subject: Re: [games_access] GDC 2008: VERY Bad News >> >>>Reid is right. >>> >>>There are developers right now who want their work to be accessible. >>> >>>This SIG could right now facilitate that by: >>> >>>1. Providing, distributing, and publicizing a concise, specific >>>set of functional criteria that define what means accessible. >>>2. Compiling, publishing, and publicizing an annual list of which >>>companies and games meet those criteria. >>>3. Maintaining a forum (The currently rather drifting Game >>>Accessibility Project comes to mind) where developers can go for >>>immediate help. >>> >>>I'm a developer of games that are accessible. >>>Have shipped 22 different revenue-generating products in a wide >>>variety of vertical markets in the last 30 years. >>>Am neither stupid nor lazy. >>>And don't see any of the 3 above items. >>> >>>None of the 3 items should take long to build as a first cut. >>> >>>And if not from this SIG, then from where? >>> >>>John Bannick >>>CTO >>>7-128 Software >>> >>> >>>At 02:26 AM 12/1/2007, you wrote: >>>>Please, can we stop with the negative talk about GDC and the game >>>>industry? I work in the game industry for LucasArts. Just last week I >>>>talked to a highly respected programmer and he's 100% behind us and >>>>wants to talk about what we can do to improve accessibility in our >>>>games after our current milestone is finished. There are dozens of >>>>people at LucasArts that support game accessibility. Nintendo totally >>>>gets it, EA Games totally gets it with their Family Play modes in >>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>goes on and on. >>>> >>>>It's offensive to me when people of this SIG accuse developers of not >>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>people you have to work with. It's the quickest way to turn them away >>>>from our cause. >>>> >>>>So, instead of complaining, lets do something about it! First, >>>>everyone here needs to understand what it's like for developers and >>>>why it's so hard for them to adopt accessibility features. >>>> >>>>1. Limited financial resources - Games are very expensive to make and >>>>any new features adds to the cost. Before you can add accessibility >>>>features you must have a game and that's where most of the money is >>>>spent first. >>>> >>>>2. Limited time - Game development is incredibly complex and hard to >>>>tame. No matter how much extra time gets budgeted into the production >>>>schedule, it always runs out well before all tasks are complete. When >>>>this happens, features get cut in order to save the core of the game >>>>and again, without a game, there can't be any accessibility features. >>>>Because this usually happens so late, there isn't enough time to work >>>>on accessibility features before the game has to ship. >>>> >>>>3. Limited information - Even if a developer was pro-active and >>>>scheduled the development of accessibility features into the games' >>>>development schedule, there's still a major lack of knowledge and >>>>tools that enable them to do their job. The SIG has been thinking >>>>about accessibility features for years and we have all the solutions, >>>>but developers don't yet. We need to make ourselves known and readily >>>>available to help them. >>>> >>>>What can we do to solve these issues? We need to develop our >>>>relationships with developers and offer our assistance. Our attempts >>>>to work with GarageGames is a good start. When a new game is announced >>>>we should contact them and offer our expertise. >>>> >>>>We have GOT to get a website up so that we can communicate our >>>>abilities and expertise to our target audiences (game developers). >>>> >>>>But there are technical issues and many of us are volunteers and so >>>>things move very slowly. >>>> >>>>Several of us are writing guidelines for implementing certain features >>>>but again, this is a slow process. Others are doing research. Going to >>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>well. >>>> >>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>developers don't care, they don't know that they SHOULD care. >>>> >>>>-Reid >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. >>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>11/30/2007 12:12 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 1 12:57:01 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 12:57:01 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkLSwA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIwkLSwA Message-ID: <003f01c83443$9344ec40$6501a8c0@Inspiron> Hi John. I hope that you don't think anyone thinks that consensus is going around about " Am neither stupid nor lazy." Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of John Bannick Sent: Saturday, December 01, 2007 11:05 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News Reid is right. There are developers right now who want their work to be accessible. This SIG could right now facilitate that by: 1. Providing, distributing, and publicizing a concise, specific set of functional criteria that define what means accessible. 2. Compiling, publishing, and publicizing an annual list of which companies and games meet those criteria. 3. Maintaining a forum (The currently rather drifting Game Accessibility Project comes to mind) where developers can go for immediate help. I'm a developer of games that are accessible. Have shipped 22 different revenue-generating products in a wide variety of vertical markets in the last 30 years. Am neither stupid nor lazy. And don't see any of the 3 above items. None of the 3 items should take long to build as a first cut. And if not from this SIG, then from where? John Bannick CTO 7-128 Software At 02:26 AM 12/1/2007, you wrote: >Please, can we stop with the negative talk about GDC and the game >industry? I work in the game industry for LucasArts. Just last week I >talked to a highly respected programmer and he's 100% behind us and >wants to talk about what we can do to improve accessibility in our >games after our current milestone is finished. There are dozens of >people at LucasArts that support game accessibility. Nintendo totally >gets it, EA Games totally gets it with their Family Play modes in >their sports games. Peter Molyneux gets it, Will Wright... the list >goes on and on. > >It's offensive to me when people of this SIG accuse developers of not >caring because WE DO CARE. The last thing you want to do is insult the >people you have to work with. It's the quickest way to turn them away >from our cause. > >So, instead of complaining, lets do something about it! First, >everyone here needs to understand what it's like for developers and >why it's so hard for them to adopt accessibility features. > >1. Limited financial resources - Games are very expensive to make and >any new features adds to the cost. Before you can add accessibility >features you must have a game and that's where most of the money is >spent first. > >2. Limited time - Game development is incredibly complex and hard to >tame. No matter how much extra time gets budgeted into the production >schedule, it always runs out well before all tasks are complete. When >this happens, features get cut in order to save the core of the game >and again, without a game, there can't be any accessibility features. >Because this usually happens so late, there isn't enough time to work >on accessibility features before the game has to ship. > >3. Limited information - Even if a developer was pro-active and >scheduled the development of accessibility features into the games' >development schedule, there's still a major lack of knowledge and >tools that enable them to do their job. The SIG has been thinking >about accessibility features for years and we have all the solutions, >but developers don't yet. We need to make ourselves known and readily >available to help them. > >What can we do to solve these issues? We need to develop our >relationships with developers and offer our assistance. Our attempts >to work with GarageGames is a good start. When a new game is announced >we should contact them and offer our expertise. > >We have GOT to get a website up so that we can communicate our >abilities and expertise to our target audiences (game developers). > >But there are technical issues and many of us are volunteers and so >things move very slowly. > >Several of us are writing guidelines for implementing certain features >but again, this is a slow process. Others are doing research. Going to >conferences is awesome. Writing articles to Gamasutra is great as >well. > >Eitan is right, we have to "sell" our expertise. It's not that >developers don't care, they don't know that they SHOULD care. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >11/30/2007 12:12 PM _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 12:58:28 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 11:58:28 -0600 Subject: [games_access] GDC 2008: VERY Bad News Message-ID: All of the things John mentions are projects we have talked about and/or taken passes at (the top ten list from two years ago and now the new project that Barrie has started up, etc). Others have brought up other ideas that we've either done or attempted and then the projects lost momentum. All these things are great but there's a problem...these things also take active volunteers in the SIG and from that perspective our numbers are low. So we need people who are willing to put in the time and may/may not get any reimbursement for that time and every project cannot be started and maintained by me. So instead of continuing to criticize ourselves (I know...I started it but I was really mad after killing myself over the proposals at deadline), the industry, the GDC etc...who from WITHIN this SIG can put in the time needed for these things AND actually follow through? No, it's not fair that we aren't in a position to reimburse people for time and that won't change in the near future. But it's something that will have to change and it will change but we can't just wait for that day to come (because it won't come if we don't put in the sweat equity now). People need to honestly commit the time and work because they believe in making change. Take some of that anger and tell me what YOU are willing to do to help us make change. Take ownership of something on behalf of the SIG. Ideas are great...but we need people who will put in the work so that the "SIG" is able to do these things. So who will join in putting in some volunteer time so that these ideas can become reality? Michelle >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set >>of functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game >>Accessibility Project comes to mind) where developers can go for >>immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide >>variety of vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >>>things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 1 12:49:48 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 12:49:48 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykKywA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIykKywA Message-ID: <003d01c83442$913c8e90$6501a8c0@Inspiron> On the idea of independent developers. Strange attractors 2 has a kick ass new game. I would think if they could have had their own conference section if they make it big, we could tie in our points with their conference and have a huge platform to run on. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eelke Folmer Sent: Saturday, December 01, 2007 3:18 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News With so many interesting talks going on and such expensive prices for the passes game developers rather go to talks on the geometry shaders used in Assassin's creed then listen to our talks. Given the current state of the games industry with the ever increasing budgets and high risks of failure, many game companies struggle for survival, so there is really no incentive for them to make games accessible UNLESS we can sketch out the potential payoffs, which is hard for certain disabilities. I think 10 or 20 years ago we could have had a bigger impact since game development didn't involve so much money and risk. Given that observation, why not focus on those who will shape the future of the games industry? --> Independent game developers. Cheers Eelke On 30/11/2007, Thomas Westin wrote: > Hi > > just want to add I've started to become a bit cynical about GDC after four > years of low number of attendees. I'm also disappointed by this, but for > other reasons than the GDC judges > > Let's not forget GDC is just one conference, although the biggest it's > perhaps not the best - low numbers of attendees is really not our problem, > it's the industry's problem, that they can't see the importance of > accessibility for the future of the industry. We're here to help, but since > the industry (with a few exceptions/individuals) isn't listening at GDC, > they do listen elsewhere. > > I'd say we should aim for other conferences where people have interest and > time to listen to us. FuturePlay was a great success; let's focus on similar > conferences where we can succeed rather than getting disappointed at GDC. > > /Thomas > > > > 30 nov 2007 kl. 20.00 skrev d. michelle hinn: > > > Well, there's lots to do, that's for sure. We also can't forget that some of > us (you, me, Richard, others) were hit by the GDC flu and/or had to go to > hospital (my kidney nightmare) and the selection committee doesn't allow you > to petition for that. That DRAMATICALLY impacted a lot of our sessions and > Idol went way differently than we'd planned for. So we had a lot of bad luck > last year that isn't the fault of anyone -- but it did impact how our > proposals were viewed. > > > As a group, we just need to remember that we are a group. We are a volunteer > group. But we are a group and we do a lot! And every time we get a chance we > have to remember to talk about the group. Sure, we all have individual > goals, jobs, lives, etc -- but if we all remembered to mention that we are a > part of this group, this movement, I think it would go a long > way....especially when it's something good! :) > > > Michelle > > > Sounds like a challenge. It's too bad there was a bad reputation now about > our group. Just feels the fighter though to get the word out about our > initiatives even more. Still baffles my mind like game accessibility is > just not excepted at all by the mainstream game design community. Until > someday, some mainstream game designers are injured and can't find their > favorite games anymore and then we'll see. But apparently the last 20 years > they've all been pretty invulnerable. > > Robert > > ________________________________ > > From: games_access-bounces at igda.org > [mailto:games_access-bounces at igda.org] On Behalf Of d. > michelle hinn > Sent: Friday, November 30, 2007 12:48 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] GDC 2008: VERY Bad News > > Hey, > > The only feedback I've gotten was informal from people I know who work there > -- the sessions weren't judged on content as much as based on low numbers of > attendees and a lot of bad press from GDC07 (many people on the advisory > boards for each section (audio, design, etc) gossiped, Idol participants > complained...and, yeah, that web archive was mentioned -- google, etc are > not our friends). So we live and learn. I'm not going to go into specifics > because it will hurt us to go into it and we don't need that -- There's too > much to do and we cannot spend the little time we have until GDC08 talking > about what happened after GDC07. I know I brought it up because, yes, I was > angry that morning because the low number of acceptances for this year was > what I was afraid might happen. But I was also angry because I really, > really killed myself over the proposals for this year. > > Unfortunately, it's not academia so they won't ever provide us with concrete > comments or a feedback page about what we could have done better/differently > or even what they hated. And it's not a blind review either. Basically this > year we need to atone and re-earn respect as a group. >From what I've heard, > however, if you have never had a proposal accepted that you turned in, they > were EVEN MORE likely to not take a chance on your proposal...so I guess we > are lucky that we got three sessions (two were solicited but even those went > through a bit of a review as well). > > So when you say you can pay your own way...do you mean that you want to buy > your own pass? > > We'll have accessibility arcade and the meet and greet to show some stuff at > -- we won't have as much room but we should have stuff for people to look at > and some of the stuff are great conversation starters. So we won't need as > much this year -- my broken controller (the Quad Controller that has now > been broken TWICE by airport security so it really looks bad) is quite the > conversation piece. I think I could have just carried that around at > FuturePlay all day to get the word out about accessibility! :D > > Michelle > > > Hi, > > > > > I'm sorry to hear about the passes. I'll be driving from Reno to SF so I can > take all my accessible hardware if need be. (If there is space to demo > them?) > > > > Michelle, did they provide us with specific feedback on those proposals? > what were the main criteria for not accepting them? > > > > > I can pay my own way to GDC since I have some money left from my grant that > I need to spend before august, after UNR decided not to approve my travel > request to Futureplay. Besides it's cheap for me to go there anyway. > > > > Cheers Eelke > > > > > > > > > On 27/11/2007, Reid Kimball wrote: > While this is isn't the ideal situation it's not a total loss for the > group and we have to work within our resources to do the best we can. > > If only three of us can come, then I suggest we don't bring any > hardware accessories. Instead, let's create flyer's and brochures > about the accessories. Maybe even produce videos of people using them. > > I also recommend that because we are a smaller group this year, we try > to have personal meetings with game developers to talk about how we > can help them. > > -Reid > > On Nov 27, 2007 12:25 PM, d. michelle hinn < hinn at uiuc.edu> wrote: > > > > > > Ok... > > > > > > So remember when I was writing for days straight for all the GDC > submissions > > without a whole lot of help? All submissions have been accepted now so we > > have some bad, bad music to face. I never did put up all the final > > submissions on the WIKI -- I was too tired after the deadline and it > doesn't > > matter as much now. I'll get them up for archive reasons. > > > > > > Well...we've been hit by reality this year. I hate to bring this up again > > but I feel that I have to -- A lot of public word got out about our big > > post-GDC fight last year (it's archived on the net...). I'm not saying > that > > it was any one person or any one comment -- I can't even look at the > archive > > > without beating myself up about it because I felt like I had really, > really > > let everyone down. I got the proposals and the passes but I couldn't make > > our showing work in the best way possible. I couldn't be everywhere > > advertising our sessions. I was far from perfect, we were all far from > > perfect, we had big dreams but not enough people doing the work. I'm not > > saying everything goes back to that but we had a big year last year, had > > more than enough passes for everyone...and that was then. It's hard for > > me...well, it's very sad for me to realize that we had it so great last > year > > and we didn't recognize it, we didn't have enough real help when push > came > > to shove (or suitcase pulling came to suitcase pulling back and forth > every > > day to the convention center). All the "should of" "would have" "could > have" > > things are coming back to haunt me. I stopped flogging myself about this > a > > while ago and thought that I had come to peace with it but I realize now > > that I still haven't stopped flogging myself about not being superhuman. > I > > know. I know. Stop it. > > > > > > So...we only had one proposal accepted. All the acceptances are in now. > > Reid's [cc] poster (downgraded from a 20 minute talk but I think this > will > > get more people) submission. > > [ > https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6456 > ] > > > > > > The other two were IGDA solicited (ie, they did not go through the > system) > > -- accessibility arcade and the SIG meet and greet. That buys us two more > > passes -- one is mine since I'm SIG chair and one was for Eelke for the > meet > > and greet because he helped on the proposals. > > > > > > I'm going to try and talk to everyone I can think of to try and get a few > > more passes because one of those is a roundtable and was solicited by > IGDA > > (that was NOT in the proposal process) and it's accessibility arcade. To > > pull that off, we need more people. I hope that this gets us a few more > > passes. > > > > > > The booth is out of question unless we can get some SERIOUS money FAST. I > am > > trying every angle I can think of but so far no luck. The booth SPACE > costs > > $5100 for 10x10 booth -- add on about $3000 more for the "required" > minimum > > of stuff we have to provide...no way. IF we get an expo booth it will get > us > > more EXPO passes, which will restrict those with these passes to just > being > > able to get into the expo area (no talks, etc). That's the reality. > > > > > > I'm sorry to have to tell you this and I'm sorry for the anger/sadness in > my > > tone. We are not going to be able to bring everyone we want to. I cannot > say > > when or if I'll hear if we can get more passes. I know some of you have > > already made flight and hotel arrangements. If you are one of these > people, > > please check with your airlines, etc for the last date to cancel without > > penalty. > > > > > > So three passes...that's it. That's where we are at. I will let you know > if > > the pass situation changes but for now it doesn't look great. We now have > > fifteen fewer passes so those of us in attendance are going to have to > try > > and talk our asses off at GDC. > > > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > > > _______________________________________________ > games_access mailing list > > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 12:59:24 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 11:59:24 -0600 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <003e01c83442$efbce8c0$6501a8c0@Inspiron> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Ins piron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIwkLSwA <003e01c83442$efbce8c0$6501a8c0@Inspiron> Message-ID: Who will be a part of "We"? Michelle >Hi John. With what you said below I think you hit the nail on the head. > >Then we definitely need a web site and a forum. >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of John Bannick >Sent: Saturday, December 01, 2007 11:05 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] GDC 2008: VERY Bad News > >Reid is right. > >There are developers right now who want their work to be accessible. > >This SIG could right now facilitate that by: > >1. Providing, distributing, and publicizing a concise, specific set of >functional criteria that define what means accessible. >2. Compiling, publishing, and publicizing an annual list of which companies >and games meet those criteria. >3. Maintaining a forum (The currently rather drifting Game Accessibility >Project comes to mind) where developers can go for immediate help. > >I'm a developer of games that are accessible. >Have shipped 22 different revenue-generating products in a wide variety of >vertical markets in the last 30 years. >Am neither stupid nor lazy. >And don't see any of the 3 above items. > >None of the 3 items should take long to build as a first cut. > >And if not from this SIG, then from where? > >John Bannick >CTO >7-128 Software > > >At 02:26 AM 12/1/2007, you wrote: >>Please, can we stop with the negative talk about GDC and the game >>industry? I work in the game industry for LucasArts. Just last week I >>talked to a highly respected programmer and he's 100% behind us and >>wants to talk about what we can do to improve accessibility in our >>games after our current milestone is finished. There are dozens of >>people at LucasArts that support game accessibility. Nintendo totally >>gets it, EA Games totally gets it with their Family Play modes in >>their sports games. Peter Molyneux gets it, Will Wright... the list >>goes on and on. >> >>It's offensive to me when people of this SIG accuse developers of not >>caring because WE DO CARE. The last thing you want to do is insult the >>people you have to work with. It's the quickest way to turn them away >>from our cause. >> >>So, instead of complaining, lets do something about it! First, >>everyone here needs to understand what it's like for developers and >>why it's so hard for them to adopt accessibility features. >> >>1. Limited financial resources - Games are very expensive to make and >>any new features adds to the cost. Before you can add accessibility >>features you must have a game and that's where most of the money is >>spent first. >> >>2. Limited time - Game development is incredibly complex and hard to >>tame. No matter how much extra time gets budgeted into the production >>schedule, it always runs out well before all tasks are complete. When >>this happens, features get cut in order to save the core of the game >>and again, without a game, there can't be any accessibility features. >>Because this usually happens so late, there isn't enough time to work >>on accessibility features before the game has to ship. >> >>3. Limited information - Even if a developer was pro-active and >>scheduled the development of accessibility features into the games' >>development schedule, there's still a major lack of knowledge and >>tools that enable them to do their job. The SIG has been thinking >>about accessibility features for years and we have all the solutions, >>but developers don't yet. We need to make ourselves known and readily >>available to help them. >> >>What can we do to solve these issues? We need to develop our >>relationships with developers and offer our assistance. Our attempts >>to work with GarageGames is a good start. When a new game is announced >>we should contact them and offer our expertise. >> >>We have GOT to get a website up so that we can communicate our >>abilities and expertise to our target audiences (game developers). >> >>But there are technical issues and many of us are volunteers and so > >things move very slowly. >> >>Several of us are writing guidelines for implementing certain features >>but again, this is a slow process. Others are doing research. Going to >>conferences is awesome. Writing articles to Gamasutra is great as >>well. >> >>Eitan is right, we have to "sell" our expertise. It's not that >>developers don't care, they don't know that they SHOULD care. >> >>-Reid >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>11/30/2007 12:12 PM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 1 13:01:14 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 13:01:14 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxELiwA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com> AAAAADBf8GSYa4xDlD4sBa5lcIxELiwA Message-ID: <004001c83444$29c7a770$6501a8c0@Inspiron> Hi Michelle. You said about volunteering who can on the time? I certainly would be willing to work on with other people content for a web site but I don't know how to build web sites from scratch. And I would be willing to be a full-time member on the forum for moderating. What does this mean a new web site with a completely new forum set up because what happened to www.gameaccessibility.com . >From the suggestions John made. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Saturday, December 01, 2007 12:24 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008: VERY Bad News All of the things John mentions are projects we have talked about and/or taken passes at (the top ten list from two years ago and now the new project that Barrie has started up, etc). Others have brought up other ideas that we've either done or attempted and then the projects lost momentum. All these things are great but there's a problem...these things also take active volunteers in the SIG and from that perspective our numbers are low. So we need people who are willing to put in the time and may/may not get any reimbursement for that time and every project cannot be started and maintained by me. So instead of continuing to criticize ourselves (I know...I started it but I was really mad after killing myself over the proposals at deadline), the industry, the GDC etc...who from WITHIN this SIG can put in the time needed for these things AND actually follow through? No, it's not fair that we aren't in a position to reimburse people for time and that won't change in the near future. But it's something that will have to change and it will change but we can't just wait for that day to come (because it won't come if we don't put in the sweat equity now). People need to honestly commit the time and work because they believe in making change. Take some of that anger and tell me what YOU are willing to do to help us make change. Take ownership of something on behalf of the SIG. Ideas are great...but we need people who will put in the work so that the "SIG" is able to do these things. So who will join in putting in some volunteer time so that these ideas can become reality? Michelle >Reid is right. > >There are developers right now who want their work to be accessible. > >This SIG could right now facilitate that by: > >1. Providing, distributing, and publicizing a concise, specific set >of functional criteria that define what means accessible. >2. Compiling, publishing, and publicizing an annual list of which >companies and games meet those criteria. >3. Maintaining a forum (The currently rather drifting Game >Accessibility Project comes to mind) where developers can go for >immediate help. > >I'm a developer of games that are accessible. >Have shipped 22 different revenue-generating products in a wide >variety of vertical markets in the last 30 years. >Am neither stupid nor lazy. >And don't see any of the 3 above items. > >None of the 3 items should take long to build as a first cut. > >And if not from this SIG, then from where? > >John Bannick >CTO >7-128 Software > > >At 02:26 AM 12/1/2007, you wrote: >>Please, can we stop with the negative talk about GDC and the game >>industry? I work in the game industry for LucasArts. Just last week I >>talked to a highly respected programmer and he's 100% behind us and >>wants to talk about what we can do to improve accessibility in our >>games after our current milestone is finished. There are dozens of >>people at LucasArts that support game accessibility. Nintendo totally >>gets it, EA Games totally gets it with their Family Play modes in >>their sports games. Peter Molyneux gets it, Will Wright... the list >>goes on and on. >> >>It's offensive to me when people of this SIG accuse developers of not >>caring because WE DO CARE. The last thing you want to do is insult the >>people you have to work with. It's the quickest way to turn them away >>from our cause. >> >>So, instead of complaining, lets do something about it! First, >>everyone here needs to understand what it's like for developers and >>why it's so hard for them to adopt accessibility features. >> >>1. Limited financial resources - Games are very expensive to make and >>any new features adds to the cost. Before you can add accessibility >>features you must have a game and that's where most of the money is >>spent first. >> >>2. Limited time - Game development is incredibly complex and hard to >>tame. No matter how much extra time gets budgeted into the production >>schedule, it always runs out well before all tasks are complete. When >>this happens, features get cut in order to save the core of the game >>and again, without a game, there can't be any accessibility features. >>Because this usually happens so late, there isn't enough time to work >>on accessibility features before the game has to ship. >> >>3. Limited information - Even if a developer was pro-active and >>scheduled the development of accessibility features into the games' >>development schedule, there's still a major lack of knowledge and >>tools that enable them to do their job. The SIG has been thinking >>about accessibility features for years and we have all the solutions, >>but developers don't yet. We need to make ourselves known and readily >>available to help them. >> >>What can we do to solve these issues? We need to develop our >>relationships with developers and offer our assistance. Our attempts >>to work with GarageGames is a good start. When a new game is announced >>we should contact them and offer our expertise. >> >>We have GOT to get a website up so that we can communicate our >>abilities and expertise to our target audiences (game developers). >> >>But there are technical issues and many of us are volunteers and so >>things move very slowly. >> >>Several of us are writing guidelines for implementing certain features >>but again, this is a slow process. Others are doing research. Going to >>conferences is awesome. Writing articles to Gamasutra is great as >>well. >> >>Eitan is right, we have to "sell" our expertise. It's not that >>developers don't care, they don't know that they SHOULD care. >> >>-Reid >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>11/30/2007 12:12 PM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 13:05:08 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 12:05:08 -0600 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <003c01c83442$28257b10$6501a8c0@Inspiron> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIykKywA <003c01c83442$28257b10$6501a8c0@Inspiron> Message-ID: I agree and this is something I did try to do this year with one of our proposals but the session wasn't accepted -- so both the indie devs and the SIG got rejected. The idea was to have a panel of award-winning/nominated indie games that are also accessible (like Strange Attractors). So this year we did try for the first time to pull this off but the approach needs to be re-thought out. So we try again next year and at more indie oriented conferences. Michelle >I think that's an excellent perspective Eelke. Coming to the independent >people instead. > >I'm glad you brought this up I think in the back of my mind I was thinking >this might be the reason of low attendance because it cost so much for the >passes they'd rather spend their time on what they know they're looking for >to learn instead of something they're not sure of will benefit them. > >Which gives me an idea. > >Instead of going in alone on these conferences lie not trying to collaborate >with some independent publishers at the conferences at their own speeches >seeing if they will tie in with us the accessibility because they already >have their huge crowd, it will be a way for everyone in the crowd who might >want to view or see what we have to say, but they'd rather be somewhere else >learning it from a direct example. In the same room where they want to be >first. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Eelke Folmer >Sent: Saturday, December 01, 2007 3:18 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] GDC 2008: VERY Bad News > >With so many interesting talks going on and such expensive prices for >the passes game developers rather go to talks on the geometry shaders >used in Assassin's creed then listen to our talks. Given the current >state of the games industry with the ever increasing budgets and high >risks of failure, many game companies struggle for survival, so there >is really no incentive for them to make games accessible UNLESS we can >sketch out the potential payoffs, which is hard for certain >disabilities. I think 10 or 20 years ago we could have had a bigger >impact since game development didn't involve so much money and risk. >Given that observation, why not focus on those who will shape the >future of the games industry? --> Independent game developers. > >Cheers Eelke > > > > >On 30/11/2007, Thomas Westin wrote: >> Hi >> >> just want to add I've started to become a bit cynical about GDC after four >> years of low number of attendees. I'm also disappointed by this, but for >> other reasons than the GDC judges >> >> Let's not forget GDC is just one conference, although the biggest it's >> perhaps not the best - low numbers of attendees is really not our problem, >> it's the industry's problem, that they can't see the importance of >> accessibility for the future of the industry. We're here to help, but >since >> the industry (with a few exceptions/individuals) isn't listening at GDC, >> they do listen elsewhere. >> >> I'd say we should aim for other conferences where people have interest and >> time to listen to us. FuturePlay was a great success; let's focus on >similar >> conferences where we can succeed rather than getting disappointed at GDC. >> >> /Thomas >> >> >> >> 30 nov 2007 kl. 20.00 skrev d. michelle hinn: >> >> >> Well, there's lots to do, that's for sure. We also can't forget that some >of >> us (you, me, Richard, others) were hit by the GDC flu and/or had to go to >> hospital (my kidney nightmare) and the selection committee doesn't allow >you >> to petition for that. That DRAMATICALLY impacted a lot of our sessions and >> Idol went way differently than we'd planned for. So we had a lot of bad >luck >> last year that isn't the fault of anyone -- but it did impact how our >> proposals were viewed. >> >> >> As a group, we just need to remember that we are a group. We are a >volunteer >> group. But we are a group and we do a lot! And every time we get a chance >we >> have to remember to talk about the group. Sure, we all have individual >> goals, jobs, lives, etc -- but if we all remembered to mention that we are >a >> part of this group, this movement, I think it would go a long >> way....especially when it's something good! :) >> >> >> Michelle >> >> >> Sounds like a challenge. It's too bad there was a bad reputation now >about >> our group. Just feels the fighter though to get the word out about our >> initiatives even more. Still baffles my mind like game accessibility is >> just not excepted at all by the mainstream game design community. Until >> someday, some mainstream game designers are injured and can't find their >> favorite games anymore and then we'll see. But apparently the last 20 >years >> they've all been pretty invulnerable. >> >> Robert >> >> ________________________________ >> >> From: games_access-bounces at igda.org >> [mailto:games_access-bounces at igda.org] On Behalf Of d. >> michelle hinn >> Sent: Friday, November 30, 2007 12:48 PM >> To: IGDA Games Accessibility SIG Mailing List >> Subject: Re: [games_access] GDC 2008: VERY Bad News >> >> Hey, >> >> The only feedback I've gotten was informal from people I know who work >there >> -- the sessions weren't judged on content as much as based on low numbers >of >> attendees and a lot of bad press from GDC07 (many people on the advisory >> boards for each section (audio, design, etc) gossiped, Idol participants >> complained...and, yeah, that web archive was mentioned -- google, etc are >> not our friends). So we live and learn. I'm not going to go into specifics >> because it will hurt us to go into it and we don't need that -- There's >too >> much to do and we cannot spend the little time we have until GDC08 talking >> about what happened after GDC07. I know I brought it up because, yes, I >was >> angry that morning because the low number of acceptances for this year was >> what I was afraid might happen. But I was also angry because I really, >> really killed myself over the proposals for this year. >> >> Unfortunately, it's not academia so they won't ever provide us with >concrete >> comments or a feedback page about what we could have done >better/differently >> or even what they hated. And it's not a blind review either. Basically >this >> year we need to atone and re-earn respect as a group. >From what I've >heard, >> however, if you have never had a proposal accepted that you turned in, >they >> were EVEN MORE likely to not take a chance on your proposal...so I guess >we >> are lucky that we got three sessions (two were solicited but even those >went >> through a bit of a review as well). >> >> So when you say you can pay your own way...do you mean that you want to >buy >> your own pass? >> >> We'll have accessibility arcade and the meet and greet to show some stuff >at >> -- we won't have as much room but we should have stuff for people to look >at >> and some of the stuff are great conversation starters. So we won't need as >> much this year -- my broken controller (the Quad Controller that has now >> been broken TWICE by airport security so it really looks bad) is quite the >> conversation piece. I think I could have just carried that around at >> FuturePlay all day to get the word out about accessibility! :D >> >> Michelle >> >> >> Hi, >> >> >> >> >> I'm sorry to hear about the passes. I'll be driving from Reno to SF so I >can >> take all my accessible hardware if need be. (If there is space to demo >> them?) >> >> >> >> Michelle, did they provide us with specific feedback on those proposals? >> what were the main criteria for not accepting them? >> >> >> >> >> I can pay my own way to GDC since I have some money left from my grant >that >> I need to spend before august, after UNR decided not to approve my travel >> request to Futureplay. Besides it's cheap for me to go there anyway. >> >> >> >> Cheers Eelke >> >> >> >> >> >> >> >> >> On 27/11/2007, Reid Kimball wrote: >> While this is isn't the ideal situation it's not a total loss for the >> group and we have to work within our resources to do the best we can. > > >> If only three of us can come, then I suggest we don't bring any >> hardware accessories. Instead, let's create flyer's and brochures >> about the accessories. Maybe even produce videos of people using them. >> >> I also recommend that because we are a smaller group this year, we try >> to have personal meetings with game developers to talk about how we >> can help them. >> >> -Reid >> >> On Nov 27, 2007 12:25 PM, d. michelle hinn < hinn at uiuc.edu> wrote: >> > >> > >> > Ok... >> > >> > >> > So remember when I was writing for days straight for all the GDC >> submissions >> > without a whole lot of help? All submissions have been accepted now so >we >> > have some bad, bad music to face. I never did put up all the final >> > submissions on the WIKI -- I was too tired after the deadline and it >> doesn't >> > matter as much now. I'll get them up for archive reasons. >> > >> > >> > Well...we've been hit by reality this year. I hate to bring this up >again >> > but I feel that I have to -- A lot of public word got out about our big >> > post-GDC fight last year (it's archived on the net...). I'm not saying >> that >> > it was any one person or any one comment -- I can't even look at the >> archive >> >> > without beating myself up about it because I felt like I had really, >> really >> > let everyone down. I got the proposals and the passes but I couldn't >make >> > our showing work in the best way possible. I couldn't be everywhere >> > advertising our sessions. I was far from perfect, we were all far from >> > perfect, we had big dreams but not enough people doing the work. I'm >not >> > saying everything goes back to that but we had a big year last year, >had >> > more than enough passes for everyone...and that was then. It's hard for >> > me...well, it's very sad for me to realize that we had it so great last >> year >> > and we didn't recognize it, we didn't have enough real help when push >> came >> > to shove (or suitcase pulling came to suitcase pulling back and forth >> every >> > day to the convention center). All the "should of" "would have" "could >> have" >> > things are coming back to haunt me. I stopped flogging myself about >this >> a >> > while ago and thought that I had come to peace with it but I realize >now >> > that I still haven't stopped flogging myself about not being >superhuman. >> I >> > know. I know. Stop it. >> > >> > >> > So...we only had one proposal accepted. All the acceptances are in now. >> > Reid's [cc] poster (downgraded from a 20 minute talk but I think this >> will >> > get more people) submission. >> > [ >> https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6456 >> ] >> > >> > >> > The other two were IGDA solicited (ie, they did not go through the >> system) >> > -- accessibility arcade and the SIG meet and greet. That buys us two >more >> > passes -- one is mine since I'm SIG chair and one was for Eelke for the >> meet >> > and greet because he helped on the proposals. >> > >> > >> > I'm going to try and talk to everyone I can think of to try and get a >few >> > more passes because one of those is a roundtable and was solicited by >> IGDA >> > (that was NOT in the proposal process) and it's accessibility arcade. >To >> > pull that off, we need more people. I hope that this gets us a few more >> > passes. >> > >> > >> > The booth is out of question unless we can get some SERIOUS money FAST. >I >> am >> > trying every angle I can think of but so far no luck. The booth SPACE >> costs >> > $5100 for 10x10 booth -- add on about $3000 more for the "required" >> minimum >> > of stuff we have to provide...no way. IF we get an expo booth it will >get >> us >> > more EXPO passes, which will restrict those with these passes to just >> being >> > able to get into the expo area (no talks, etc). That's the reality. >> > >> > >> > I'm sorry to have to tell you this and I'm sorry for the anger/sadness >in >> my >> > tone. We are not going to be able to bring everyone we want to. I cannot >> say >> > when or if I'll hear if we can get more passes. I know some of you have >> > already made flight and hotel arrangements. If you are one of these > > people, >> > please check with your airlines, etc for the last date to cancel >without >> > penalty. >> > >> > >> > So three passes...that's it. That's where we are at. I will let you >know >> if >> > the pass situation changes but for now it doesn't look great. We now >have >> > fifteen fewer passes so those of us in attendance are going to have to >> try >> > and talk our asses off at GDC. >> > >> > >> > Michelle >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> > >> > >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> >> -- >> >---------------------------------------------------------------------------- >> Eelke Folmer Assistant Professor >> Department of CS&E/171 >> University of Nevada Reno, Nevada 89557 >> Game interaction design www.helpyouplay.com >> >---------------------------------------------------------------------------- >> >> >> _______________________________________________ >> games_access mailing list >> >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 1 13:07:09 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 19:07:09 +0100 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> Message-ID: <001c01c83444$fd9c0460$6402a8c0@Delletje> Hi, I agree with John. I think too much focus of the SIG (at least the past year and a half or so) has been on "spreading the word" and not so much on defining "game accessibility fundamentals". I guess most of you are also aware of this and I agree that spreading the word is important too. But I think it is about time we finish A (or The) Definitive v1.0 Set of Game Accessibility Design Guidelines/Principles/Heuristics/Patterns! Once and for all. Several people here are very anxious about getting logos (yes, I know - logos for very specific functionalities[1]) as soon as possible and stuff like that but WITHOUT a good definition of accessibility it doesn't mean anything. BTW John, I'm not saying you are stupid but... (grin)... you claim to develop game that "are accessible" yet you yourself do not know a "specific set of functional criteria that define what means accessible"... ;) (just a joke ;) > but it is actually an example of the problem > I know some of us have been saying "this game is accessible" or "this feature is accessible" in the past but is it really...? For example, many of the games and features that Barrie often names as "being accessible" absolutely do not improve the accessibility for my personal target group (visually impaired gamers). But when you visit the links that Barrie posted in answer of John's email you'll see that they DO NOT provide coherent information of design guidelines/heuristics for game accessibility, nor a final definition/description of what game accessibility should consist of. There is a lot of information out there, including old and also invalid information [2] in my opinion but it does not cover what needs to be done to make games accessible. For example, Eelke's (pretty good!) design patterns are a formal way of describing specific design problems and their solutions, but not everything concerning game accessibility might be able to be captured in the format of patterns [3]. My point: there is alot of information out there that is not coherent and not all information is there. And therefore agree with John that if it's not the SIG's job to fix this issue, whose job is it? John's email reminded me that that was what initially draw me to this SIG in the first place (being busy with game accessibility myself and disagreeing with the initial SIG Top 10 guidelines and hopeing to contribute to a better definition and design guidelines) and now painfully lets me conclude that here I am, still working on my initial draft [4] more or less by myself (see my GDC08 proposal and 3 years of posts to the list concerning guidelines). John's email also made me realise how little the SIG has published. I know several of us have written articles, but as far as I know - if you don't count the SIG activity at conferences, the last actual SIG publication was 2005? Sigh... ok.. point of this email: I believe we are all doing the best we can, with limited resources and busy lives. And we all want to do as much as possible. Several of us have already aimed their actual careers at that. And we already scheduled several committees for specific activities such as research and industry and stuff like that. So cheers and drinks for us :) And the active <10 of us can't do more than we can. But, logically, one of the best next steps we can now do is to make a worldwide publication with a definitive set of descriptions of game accessibility functionality, with design guidelines and where possible, design patterns. And since The Book will not coming for another couple of years or so I think a simple .pdf paper with the IGDA logo will do. Too much of the SIG's knowledge is floating in the air (or in the heads of <10 individuals around the world). Why try to only ventilate that knowledge at conferences? If we put that knowledge in a fixed form it will help with BOTH awareness and more accessible games. I also the SIG benefits from that - it will help ourselves get our personal thoughts out and get in line with each other - something I think we now are not. Therefore I think that such a publication is now much more needed than anything else. Greets, Richard [1] like " contains captions" , "one switch accessible", etc. etc. which in the end could mean about 39? logo's on your product - which is not very accessible? [2] http://gameaccess.medialt.no/guide.php [3] I prefer a hierarchical list of keypoints > guidelines > patterns - a bit like seen in my doc [4]. [4] http://www2.hku.nl/~mosh/ga/gatheoryshort012_2OLD.doc ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 5:05 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Reid is right. > > There are developers right now who want their work to be accessible. > > This SIG could right now facilitate that by: > > 1. Providing, distributing, and publicizing a concise, specific set of > functional criteria that define what means accessible. > 2. Compiling, publishing, and publicizing an annual list of which > companies and games meet those criteria. > 3. Maintaining a forum (The currently rather drifting Game Accessibility > Project comes to mind) where developers can go for immediate help. > > I'm a developer of games that are accessible. > Have shipped 22 different revenue-generating products in a wide variety of > vertical markets in the last 30 years. > Am neither stupid nor lazy. > And don't see any of the 3 above items. > > None of the 3 items should take long to build as a first cut. > > And if not from this SIG, then from where? > > John Bannick > CTO > 7-128 Software > > > At 02:26 AM 12/1/2007, you wrote: >>Please, can we stop with the negative talk about GDC and the game >>industry? I work in the game industry for LucasArts. Just last week I >>talked to a highly respected programmer and he's 100% behind us and >>wants to talk about what we can do to improve accessibility in our >>games after our current milestone is finished. There are dozens of >>people at LucasArts that support game accessibility. Nintendo totally >>gets it, EA Games totally gets it with their Family Play modes in >>their sports games. Peter Molyneux gets it, Will Wright... the list >>goes on and on. >> >>It's offensive to me when people of this SIG accuse developers of not >>caring because WE DO CARE. The last thing you want to do is insult the >>people you have to work with. It's the quickest way to turn them away >>from our cause. >> >>So, instead of complaining, lets do something about it! First, >>everyone here needs to understand what it's like for developers and >>why it's so hard for them to adopt accessibility features. >> >>1. Limited financial resources - Games are very expensive to make and >>any new features adds to the cost. Before you can add accessibility >>features you must have a game and that's where most of the money is >>spent first. >> >>2. Limited time - Game development is incredibly complex and hard to >>tame. No matter how much extra time gets budgeted into the production >>schedule, it always runs out well before all tasks are complete. When >>this happens, features get cut in order to save the core of the game >>and again, without a game, there can't be any accessibility features. >>Because this usually happens so late, there isn't enough time to work >>on accessibility features before the game has to ship. >> >>3. Limited information - Even if a developer was pro-active and >>scheduled the development of accessibility features into the games' >>development schedule, there's still a major lack of knowledge and >>tools that enable them to do their job. The SIG has been thinking >>about accessibility features for years and we have all the solutions, >>but developers don't yet. We need to make ourselves known and readily >>available to help them. >> >>What can we do to solve these issues? We need to develop our >>relationships with developers and offer our assistance. Our attempts >>to work with GarageGames is a good start. When a new game is announced >>we should contact them and offer our expertise. >> >>We have GOT to get a website up so that we can communicate our >>abilities and expertise to our target audiences (game developers). >> >>But there are technical issues and many of us are volunteers and so >>things move very slowly. >> >>Several of us are writing guidelines for implementing certain features >>but again, this is a slow process. Others are doing research. Going to >>conferences is awesome. Writing articles to Gamasutra is great as >>well. >> >>Eitan is right, we have to "sell" our expertise. It's not that >>developers don't care, they don't know that they SHOULD care. >> >>-Reid >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>11/30/2007 12:12 PM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sat Dec 1 13:10:15 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Dec 2007 18:10:15 -0000 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com>AAAAADBf8GSYa4xDlD4sBa5lcIwkLSwA<003e01c83442$efbce8c0$6501a8c0@Inspiron> Message-ID: <056801c83445$6c6fc070$0202a8c0@oneswitch> Count me in! And anyone that wishes to help with adding content to the GASIG Blog - please get in touch! http://gameaccessibility.blogspot.com/ Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 5:59 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Who will be a part of "We"? > > Michelle > >>Hi John. With what you said below I think you hit the nail on the head. >> >>Then we definitely need a web site and a forum. >>Robert >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of John Bannick >>Sent: Saturday, December 01, 2007 11:05 AM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] GDC 2008: VERY Bad News >> >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set of >>functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies >>and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game Accessibility >>Project comes to mind) where developers can go for immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide variety of >>vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >> >things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 1 13:17:03 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 19:17:03 +0100 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com> <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Message-ID: <005001c83446$5fccee00$6402a8c0@Delletje> Hi, Well, me? > 1) See my doc, which I think is the best attempt to capture game accessibility so far. I anyone disagrees PLEASE :) tell me... :) Greets, Richard ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 6:51 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Michelle, > > Well put. > > So OK. I volunteer to assemble, contribute to, and be responsible for > delivery of Item 1. > > This means: > > 1. Getting from you good folks any work in progress you want to share, > synthesizing it into something that works, getting a quick review by > anyone here who is interested, and delivering a first cut of SIG Game > Accessibility Criteria. > > 2. Getting from anyone here who wants to contribute, and contributing to, > a list of target developers, organizations, institutions, and distributors > we send this to, getting a quick review, and delivering a first cut > Distribution List. > > 3. Writing a first draft cover letter / promo piece, that is sent with > the Criteria, getting a quick review, and delivering this first cut Cover > Letter. > > All of the above sent to you, Michelle NLT 15 January, 2008. > That way you get the volunteer work, you maintain control, and everyone is > included. > > BTW. This isn't nearly as formidable as developing coding standards for > the 50 engineers who did the software that laid out the NY Times, and > surviving the process. > > Does this work for you, Michelle? > > John Bannick > > At 12:24 PM 12/1/2007, you wrote: >>All of the things John mentions are projects we have talked about and/or >>taken passes at (the top ten list from two years ago and now the new >>project that Barrie has started up, etc). Others have brought up other >>ideas that we've either done or attempted and then the projects lost >>momentum. All these things are great but there's a problem...these things >>also take active volunteers in the SIG and from that perspective our >>numbers are low. So we need people who are willing to put in the time and >>may/may not get any reimbursement for that time and every project cannot >>be started and maintained by me. >> >>So instead of continuing to criticize ourselves (I know...I started it but >>I was really mad after killing myself over the proposals at deadline), the >>industry, the GDC etc...who from WITHIN this SIG can put in the time >>needed for these things AND actually follow through? No, it's not fair >>that we aren't in a position to reimburse people for time and that won't >>change in the near future. But it's something that will have to change and >>it will change but we can't just wait for that day to come (because it >>won't come if we don't put in the sweat equity now). People need to >>honestly commit the time and work because they believe in making change. >>Take some of that anger and tell me what YOU are willing to do to help us >>make change. Take ownership of something on behalf of the SIG. Ideas are >>great...but we need people who will put in the work so that the "SIG" is >>able to do these things. >> >>So who will join in putting in some volunteer time so that these ideas can >>become reality? >> >>Michelle >> >>>Reid is right. >>> >>>There are developers right now who want their work to be accessible. >>> >>>This SIG could right now facilitate that by: >>> >>>1. Providing, distributing, and publicizing a concise, specific set of >>>functional criteria that define what means accessible. >>>2. Compiling, publishing, and publicizing an annual list of which >>>companies and games meet those criteria. >>>3. Maintaining a forum (The currently rather drifting Game Accessibility >>>Project comes to mind) where developers can go for immediate help. >>> >>>I'm a developer of games that are accessible. >>>Have shipped 22 different revenue-generating products in a wide variety >>>of vertical markets in the last 30 years. >>>Am neither stupid nor lazy. >>>And don't see any of the 3 above items. >>> >>>None of the 3 items should take long to build as a first cut. >>> >>>And if not from this SIG, then from where? >>> >>>John Bannick >>>CTO >>>7-128 Software >>> >>> >>>At 02:26 AM 12/1/2007, you wrote: >>>>Please, can we stop with the negative talk about GDC and the game >>>>industry? I work in the game industry for LucasArts. Just last week I >>>>talked to a highly respected programmer and he's 100% behind us and >>>>wants to talk about what we can do to improve accessibility in our >>>>games after our current milestone is finished. There are dozens of >>>>people at LucasArts that support game accessibility. Nintendo totally >>>>gets it, EA Games totally gets it with their Family Play modes in >>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>goes on and on. >>>> >>>>It's offensive to me when people of this SIG accuse developers of not >>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>people you have to work with. It's the quickest way to turn them away >>>>from our cause. >>>> >>>>So, instead of complaining, lets do something about it! First, >>>>everyone here needs to understand what it's like for developers and >>>>why it's so hard for them to adopt accessibility features. >>>> >>>>1. Limited financial resources - Games are very expensive to make and >>>>any new features adds to the cost. Before you can add accessibility >>>>features you must have a game and that's where most of the money is >>>>spent first. >>>> >>>>2. Limited time - Game development is incredibly complex and hard to >>>>tame. No matter how much extra time gets budgeted into the production >>>>schedule, it always runs out well before all tasks are complete. When >>>>this happens, features get cut in order to save the core of the game >>>>and again, without a game, there can't be any accessibility features. >>>>Because this usually happens so late, there isn't enough time to work >>>>on accessibility features before the game has to ship. >>>> >>>>3. Limited information - Even if a developer was pro-active and >>>>scheduled the development of accessibility features into the games' >>>>development schedule, there's still a major lack of knowledge and >>>>tools that enable them to do their job. The SIG has been thinking >>>>about accessibility features for years and we have all the solutions, >>>>but developers don't yet. We need to make ourselves known and readily >>>>available to help them. >>>> >>>>What can we do to solve these issues? We need to develop our >>>>relationships with developers and offer our assistance. Our attempts >>>>to work with GarageGames is a good start. When a new game is announced >>>>we should contact them and offer our expertise. >>>> >>>>We have GOT to get a website up so that we can communicate our >>>>abilities and expertise to our target audiences (game developers). >>>> >>>>But there are technical issues and many of us are volunteers and so >>>>things move very slowly. >>>> >>>>Several of us are writing guidelines for implementing certain features >>>>but again, this is a slow process. Others are doing research. Going to >>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>well. >>>> >>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>developers don't care, they don't know that they SHOULD care. >>>> >>>>-Reid >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. >>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>11/30/2007 12:12 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 1 13:19:21 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 19:19:21 +0100 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> <005001c83446$5fccee00$6402a8c0@Delletje> Message-ID: <006d01c83446$b212f100$6402a8c0@Delletje> (I was referring to my email sent earlier to this list, which didn't seem to have come through?!?)... here it is again: Hi, I agree with John. I think too much focus of the SIG (at least the past year and a half or so) has been on "spreading the word" and not so much on defining "game accessibility fundamentals". I guess most of you are also aware of this and I agree that spreading the word is important too. But I think it is about time we finish A (or The) Definitive v1.0 Set of Game Accessibility Design Guidelines/Principles/Heuristics/Patterns! Once and for all. Several people here are very anxious about getting logos (yes, I know - logos for very specific functionalities[1]) as soon as possible and stuff like that but WITHOUT a good definition of accessibility it doesn't mean anything. BTW John, I'm not saying you are stupid but... (grin)... you claim to develop game that "are accessible" yet you yourself do not know a "specific set of functional criteria that define what means accessible"... ;) (just a joke ;) > but it is actually an example of the problem > I know some of us have been saying "this game is accessible" or "this feature is accessible" in the past but is it really...? For example, many of the games and features that Barrie often names as "being accessible" absolutely do not improve the accessibility for my personal target group (visually impaired gamers). But when you visit the links that Barrie posted in answer of John's email you'll see that they DO NOT provide coherent information of design guidelines/heuristics for game accessibility, nor a final definition/description of what game accessibility should consist of. There is a lot of information out there, including old and also invalid information [2] in my opinion but it does not cover what needs to be done to make games accessible. For example, Eelke's (pretty good!) design patterns are a formal way of describing specific design problems and their solutions, but not everything concerning game accessibility might be able to be captured in the format of patterns [3]. My point: there is alot of information out there that is not coherent and not all information is there. And therefore agree with John that if it's not the SIG's job to fix this issue, whose job is it? John's email reminded me that that was what initially draw me to this SIG in the first place (being busy with game accessibility myself and disagreeing with the initial SIG Top 10 guidelines and hopeing to contribute to a better definition and design guidelines) and now painfully lets me conclude that here I am, still working on my initial draft [4] more or less by myself (see my GDC08 proposal and 3 years of posts to the list concerning guidelines). John's email also made me realise how little the SIG has published. I know several of us have written articles, but as far as I know - if you don't count the SIG activity at conferences, the last actual SIG publication was 2005? Sigh... ok.. point of this email: I believe we are all doing the best we can, with limited resources and busy lives. And we all want to do as much as possible. Several of us have already aimed their actual careers at that. And we already scheduled several committees for specific activities such as research and industry and stuff like that. So cheers and drinks for us :) And the active <10 of us can't do more than we can. But, logically, one of the best next steps we can now do is to make a worldwide publication with a definitive set of descriptions of game accessibility functionality, with design guidelines and where possible, design patterns. And since The Book will not coming for another couple of years or so I think a simple .pdf paper with the IGDA logo will do. Too much of the SIG's knowledge is floating in the air (or in the heads of <10 individuals around the world). Why try to only ventilate that knowledge at conferences? If we put that knowledge in a fixed form it will help with BOTH awareness and more accessible games. I also the SIG benefits from that - it will help ourselves get our personal thoughts out and get in line with each other - something I think we now are not. Therefore I think that such a publication is now much more needed than anything else. Greets, Richard [1] like " contains captions" , "one switch accessible", etc. etc. which in the end could mean about 39? logo's on your product - which is not very accessible? [2] http://gameaccess.medialt.no/guide.php [3] I prefer a hierarchical list of keypoints > guidelines > patterns - a bit like seen in my doc [4]. [4] http://www2.hku.nl/~mosh/ga/gatheoryshort012_2OLD.doc ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 7:17 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Hi, > > Well, me? > 1) See my doc, which I think is the best attempt to capture > game accessibility so far. I anyone disagrees PLEASE :) tell me... :) > > Greets, > > Richard > > > ----- Original Message ----- > From: "John Bannick" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, December 01, 2007 6:51 PM > Subject: Re: [games_access] GDC 2008: VERY Bad News > > >> Michelle, >> >> Well put. >> >> So OK. I volunteer to assemble, contribute to, and be responsible for >> delivery of Item 1. >> >> This means: >> >> 1. Getting from you good folks any work in progress you want to share, >> synthesizing it into something that works, getting a quick review by >> anyone here who is interested, and delivering a first cut of SIG Game >> Accessibility Criteria. >> >> 2. Getting from anyone here who wants to contribute, and contributing to, >> a list of target developers, organizations, institutions, and >> distributors we send this to, getting a quick review, and delivering a >> first cut Distribution List. >> >> 3. Writing a first draft cover letter / promo piece, that is sent with >> the Criteria, getting a quick review, and delivering this first cut Cover >> Letter. >> >> All of the above sent to you, Michelle NLT 15 January, 2008. >> That way you get the volunteer work, you maintain control, and everyone >> is included. >> >> BTW. This isn't nearly as formidable as developing coding standards for >> the 50 engineers who did the software that laid out the NY Times, and >> surviving the process. >> >> Does this work for you, Michelle? >> >> John Bannick >> >> At 12:24 PM 12/1/2007, you wrote: >>>All of the things John mentions are projects we have talked about and/or >>>taken passes at (the top ten list from two years ago and now the new >>>project that Barrie has started up, etc). Others have brought up other >>>ideas that we've either done or attempted and then the projects lost >>>momentum. All these things are great but there's a problem...these things >>>also take active volunteers in the SIG and from that perspective our >>>numbers are low. So we need people who are willing to put in the time and >>>may/may not get any reimbursement for that time and every project cannot >>>be started and maintained by me. >>> >>>So instead of continuing to criticize ourselves (I know...I started it >>>but I was really mad after killing myself over the proposals at >>>deadline), the industry, the GDC etc...who from WITHIN this SIG can put >>>in the time needed for these things AND actually follow through? No, it's >>>not fair that we aren't in a position to reimburse people for time and >>>that won't change in the near future. But it's something that will have >>>to change and it will change but we can't just wait for that day to come >>>(because it won't come if we don't put in the sweat equity now). People >>>need to honestly commit the time and work because they believe in making >>>change. Take some of that anger and tell me what YOU are willing to do to >>>help us make change. Take ownership of something on behalf of the SIG. >>>Ideas are great...but we need people who will put in the work so that the >>>"SIG" is able to do these things. >>> >>>So who will join in putting in some volunteer time so that these ideas >>>can become reality? >>> >>>Michelle >>> >>>>Reid is right. >>>> >>>>There are developers right now who want their work to be accessible. >>>> >>>>This SIG could right now facilitate that by: >>>> >>>>1. Providing, distributing, and publicizing a concise, specific set of >>>>functional criteria that define what means accessible. >>>>2. Compiling, publishing, and publicizing an annual list of which >>>>companies and games meet those criteria. >>>>3. Maintaining a forum (The currently rather drifting Game Accessibility >>>>Project comes to mind) where developers can go for immediate help. >>>> >>>>I'm a developer of games that are accessible. >>>>Have shipped 22 different revenue-generating products in a wide variety >>>>of vertical markets in the last 30 years. >>>>Am neither stupid nor lazy. >>>>And don't see any of the 3 above items. >>>> >>>>None of the 3 items should take long to build as a first cut. >>>> >>>>And if not from this SIG, then from where? >>>> >>>>John Bannick >>>>CTO >>>>7-128 Software >>>> >>>> >>>>At 02:26 AM 12/1/2007, you wrote: >>>>>Please, can we stop with the negative talk about GDC and the game >>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>wants to talk about what we can do to improve accessibility in our >>>>>games after our current milestone is finished. There are dozens of >>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>goes on and on. >>>>> >>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>people you have to work with. It's the quickest way to turn them away >>>>>from our cause. >>>>> >>>>>So, instead of complaining, lets do something about it! First, >>>>>everyone here needs to understand what it's like for developers and >>>>>why it's so hard for them to adopt accessibility features. >>>>> >>>>>1. Limited financial resources - Games are very expensive to make and >>>>>any new features adds to the cost. Before you can add accessibility >>>>>features you must have a game and that's where most of the money is >>>>>spent first. >>>>> >>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>tame. No matter how much extra time gets budgeted into the production >>>>>schedule, it always runs out well before all tasks are complete. When >>>>>this happens, features get cut in order to save the core of the game >>>>>and again, without a game, there can't be any accessibility features. >>>>>Because this usually happens so late, there isn't enough time to work >>>>>on accessibility features before the game has to ship. >>>>> >>>>>3. Limited information - Even if a developer was pro-active and >>>>>scheduled the development of accessibility features into the games' >>>>>development schedule, there's still a major lack of knowledge and >>>>>tools that enable them to do their job. The SIG has been thinking >>>>>about accessibility features for years and we have all the solutions, >>>>>but developers don't yet. We need to make ourselves known and readily >>>>>available to help them. >>>>> >>>>>What can we do to solve these issues? We need to develop our >>>>>relationships with developers and offer our assistance. Our attempts >>>>>to work with GarageGames is a good start. When a new game is announced >>>>>we should contact them and offer our expertise. >>>>> >>>>>We have GOT to get a website up so that we can communicate our >>>>>abilities and expertise to our target audiences (game developers). >>>>> >>>>>But there are technical issues and many of us are volunteers and so >>>>>things move very slowly. >>>>> >>>>>Several of us are writing guidelines for implementing certain features >>>>>but again, this is a slow process. Others are doing research. Going to >>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>well. >>>>> >>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>developers don't care, they don't know that they SHOULD care. >>>>> >>>>>-Reid >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>>-- >>>>>No virus found in this incoming message. >>>>>Checked by AVG Free Edition. >>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>>11/30/2007 12:12 PM >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 13:21:42 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 12:21:42 -0600 Subject: [games_access] List "extra posting" weirdness In-Reply-To: <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Message-ID: Hey everyone -- Maybe it's just my server but I keep getting repeats of messages, including my own. I'm trying to figure out if something is glitched up with the server. In the meantime, if you get messages more than once...I guess just think of it as "wow, that person REALLY means what they say!" ;) Michelle From richard at audiogames.net Sat Dec 1 13:22:50 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 19:22:50 +0100 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> <005001c83446$5fccee00$6402a8c0@Delletje> Message-ID: <007601c83447$2ec4c930$6402a8c0@Delletje> By the way: found a later version of that document: http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 7:17 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Hi, > > Well, me? > 1) See my doc, which I think is the best attempt to capture > game accessibility so far. I anyone disagrees PLEASE :) tell me... :) > > Greets, > > Richard > > > ----- Original Message ----- > From: "John Bannick" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, December 01, 2007 6:51 PM > Subject: Re: [games_access] GDC 2008: VERY Bad News > > >> Michelle, >> >> Well put. >> >> So OK. I volunteer to assemble, contribute to, and be responsible for >> delivery of Item 1. >> >> This means: >> >> 1. Getting from you good folks any work in progress you want to share, >> synthesizing it into something that works, getting a quick review by >> anyone here who is interested, and delivering a first cut of SIG Game >> Accessibility Criteria. >> >> 2. Getting from anyone here who wants to contribute, and contributing to, >> a list of target developers, organizations, institutions, and >> distributors we send this to, getting a quick review, and delivering a >> first cut Distribution List. >> >> 3. Writing a first draft cover letter / promo piece, that is sent with >> the Criteria, getting a quick review, and delivering this first cut Cover >> Letter. >> >> All of the above sent to you, Michelle NLT 15 January, 2008. >> That way you get the volunteer work, you maintain control, and everyone >> is included. >> >> BTW. This isn't nearly as formidable as developing coding standards for >> the 50 engineers who did the software that laid out the NY Times, and >> surviving the process. >> >> Does this work for you, Michelle? >> >> John Bannick >> >> At 12:24 PM 12/1/2007, you wrote: >>>All of the things John mentions are projects we have talked about and/or >>>taken passes at (the top ten list from two years ago and now the new >>>project that Barrie has started up, etc). Others have brought up other >>>ideas that we've either done or attempted and then the projects lost >>>momentum. All these things are great but there's a problem...these things >>>also take active volunteers in the SIG and from that perspective our >>>numbers are low. So we need people who are willing to put in the time and >>>may/may not get any reimbursement for that time and every project cannot >>>be started and maintained by me. >>> >>>So instead of continuing to criticize ourselves (I know...I started it >>>but I was really mad after killing myself over the proposals at >>>deadline), the industry, the GDC etc...who from WITHIN this SIG can put >>>in the time needed for these things AND actually follow through? No, it's >>>not fair that we aren't in a position to reimburse people for time and >>>that won't change in the near future. But it's something that will have >>>to change and it will change but we can't just wait for that day to come >>>(because it won't come if we don't put in the sweat equity now). People >>>need to honestly commit the time and work because they believe in making >>>change. Take some of that anger and tell me what YOU are willing to do to >>>help us make change. Take ownership of something on behalf of the SIG. >>>Ideas are great...but we need people who will put in the work so that the >>>"SIG" is able to do these things. >>> >>>So who will join in putting in some volunteer time so that these ideas >>>can become reality? >>> >>>Michelle >>> >>>>Reid is right. >>>> >>>>There are developers right now who want their work to be accessible. >>>> >>>>This SIG could right now facilitate that by: >>>> >>>>1. Providing, distributing, and publicizing a concise, specific set of >>>>functional criteria that define what means accessible. >>>>2. Compiling, publishing, and publicizing an annual list of which >>>>companies and games meet those criteria. >>>>3. Maintaining a forum (The currently rather drifting Game Accessibility >>>>Project comes to mind) where developers can go for immediate help. >>>> >>>>I'm a developer of games that are accessible. >>>>Have shipped 22 different revenue-generating products in a wide variety >>>>of vertical markets in the last 30 years. >>>>Am neither stupid nor lazy. >>>>And don't see any of the 3 above items. >>>> >>>>None of the 3 items should take long to build as a first cut. >>>> >>>>And if not from this SIG, then from where? >>>> >>>>John Bannick >>>>CTO >>>>7-128 Software >>>> >>>> >>>>At 02:26 AM 12/1/2007, you wrote: >>>>>Please, can we stop with the negative talk about GDC and the game >>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>wants to talk about what we can do to improve accessibility in our >>>>>games after our current milestone is finished. There are dozens of >>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>goes on and on. >>>>> >>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>people you have to work with. It's the quickest way to turn them away >>>>>from our cause. >>>>> >>>>>So, instead of complaining, lets do something about it! First, >>>>>everyone here needs to understand what it's like for developers and >>>>>why it's so hard for them to adopt accessibility features. >>>>> >>>>>1. Limited financial resources - Games are very expensive to make and >>>>>any new features adds to the cost. Before you can add accessibility >>>>>features you must have a game and that's where most of the money is >>>>>spent first. >>>>> >>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>tame. No matter how much extra time gets budgeted into the production >>>>>schedule, it always runs out well before all tasks are complete. When >>>>>this happens, features get cut in order to save the core of the game >>>>>and again, without a game, there can't be any accessibility features. >>>>>Because this usually happens so late, there isn't enough time to work >>>>>on accessibility features before the game has to ship. >>>>> >>>>>3. Limited information - Even if a developer was pro-active and >>>>>scheduled the development of accessibility features into the games' >>>>>development schedule, there's still a major lack of knowledge and >>>>>tools that enable them to do their job. The SIG has been thinking >>>>>about accessibility features for years and we have all the solutions, >>>>>but developers don't yet. We need to make ourselves known and readily >>>>>available to help them. >>>>> >>>>>What can we do to solve these issues? We need to develop our >>>>>relationships with developers and offer our assistance. Our attempts >>>>>to work with GarageGames is a good start. When a new game is announced >>>>>we should contact them and offer our expertise. >>>>> >>>>>We have GOT to get a website up so that we can communicate our >>>>>abilities and expertise to our target audiences (game developers). >>>>> >>>>>But there are technical issues and many of us are volunteers and so >>>>>things move very slowly. >>>>> >>>>>Several of us are writing guidelines for implementing certain features >>>>>but again, this is a slow process. Others are doing research. Going to >>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>well. >>>>> >>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>developers don't care, they don't know that they SHOULD care. >>>>> >>>>>-Reid >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>>-- >>>>>No virus found in this incoming message. >>>>>Checked by AVG Free Edition. >>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>>11/30/2007 12:12 PM >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Sat Dec 1 13:20:50 2007 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Dec 2007 13:20:50 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <053001c83439$da0092b0$0202a8c0@oneswitch> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <053001c83439$da0092b0$0202a8c0@oneswitch> Message-ID: <6.1.0.6.2.20071201125153.01db69b0@enigami.com> Barrie, No. Not harsh. Just on point. (Programmers are not hired for their social skills.) 1. Yes. But this SIG is unique in that it is the one active place that covers multiple challenges, has an international audience, and clearly has the ears of some key industry players. If this SIG has its own concise, specific, answer to "what do you want us developers to do?" please point me to it. 2. Again, this SIG has a unique position in that it can credibly publish such a list, that address multiple challenges, internationally, and has the ear of the major developers. Is there any such recognized list of companies and games? Why not from this SIG? 3. Please. I'm on the Game Accessibility Project forum every day. It's getting spammed without intervention. It's much lower volume than such a fine effort warrants. Richard says he's out of there. It's adrift. And Mark's forum is outstanding, but does not right now have the attention of the industry leaders, or actual developers, that this SIG does. (No criticism, he's doing a wonderful job.) I'm on Audyssey every day and it has a very active set of game developers that help each other all the time. But it's limited to the blind and VI folks. I'd not heard of the RetroRemakes forum (thanks for the tip) but according to its main page, it's most recent post was in August. Show me a forum where mainstream game developers meet to help each other make accessibility happen. The three proposals stand. John At 11:47 AM 12/1/2007, you wrote: >A little harsh, John perhaps? > >1. Has been covered to various degrees here: > >http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >http://www.ics.forth.gr/hci/ua-games/game-over/ >http://www.helpyouplay.com/welcome.html > >(and other places too). > >2. Is is a good point. But there's so few mainstream developers making >deliberate accessibity efforts that take into account specific >disabilities. Here's a list of some: > >http://www.oneswitch.org.uk/2/pioneers.htm >http://gameaccessibility.blogspot.com/ > >3. Forums here: > >http://www.game-accessibility.com/forum/ >http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >http://ablegamers.com/component/option,com_fireboard/Itemid,606/ > >We need the support of more people though! > >Barrie >www.OneSwitch.org.uk >www.igda.org/accessibility > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 4:05 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > > >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set of >>functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game Accessibility >>Project comes to mind) where developers can go for immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide variety >>of vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >>>things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.16.12/1163 - Release Date: 12/1/2007 12:05 PM From hinn at uiuc.edu Sat Dec 1 13:29:04 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 12:29:04 -0600 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Message-ID: Great! I think the first places to look are the places Barrie mentioned in his email -- synthesizing those efforts would go far as a first step. Most of the ideas that are suggested aren't all that formidable -- they just can't get done if no one does them. :) Michelle >Michelle, > >Well put. > >So OK. I volunteer to assemble, contribute to, and be responsible >for delivery of Item 1. > >This means: > >1. Getting from you good folks any work in progress you want to >share, synthesizing it into something that works, getting a quick >review by anyone here who is interested, and delivering a first cut >of SIG Game Accessibility Criteria. > >2. Getting from anyone here who wants to contribute, and >contributing to, a list of target developers, organizations, >institutions, and distributors we send this to, getting a quick >review, and delivering a first cut Distribution List. > >3. Writing a first draft cover letter / promo piece, that is sent >with the Criteria, getting a quick review, and delivering this first >cut Cover Letter. > >All of the above sent to you, Michelle NLT 15 January, 2008. >That way you get the volunteer work, you maintain control, and >everyone is included. > >BTW. This isn't nearly as formidable as developing coding standards >for the 50 engineers who did the software that laid out the NY >Times, and surviving the process. > >Does this work for you, Michelle? > >John Bannick > >At 12:24 PM 12/1/2007, you wrote: >>All of the things John mentions are projects we have talked about >>and/or taken passes at (the top ten list from two years ago and now >>the new project that Barrie has started up, etc). Others have >>brought up other ideas that we've either done or attempted and then >>the projects lost momentum. All these things are great but there's >>a problem...these things also take active volunteers in the SIG and >>from that perspective our numbers are low. So we need people who >>are willing to put in the time and may/may not get any >>reimbursement for that time and every project cannot be started and >>maintained by me. >> >>So instead of continuing to criticize ourselves (I know...I started >>it but I was really mad after killing myself over the proposals at >>deadline), the industry, the GDC etc...who from WITHIN this SIG can >>put in the time needed for these things AND actually follow >>through? No, it's not fair that we aren't in a position to >>reimburse people for time and that won't change in the near future. >>But it's something that will have to change and it will change but >>we can't just wait for that day to come (because it won't come if >>we don't put in the sweat equity now). People need to honestly >>commit the time and work because they believe in making change. >>Take some of that anger and tell me what YOU are willing to do to >>help us make change. Take ownership of something on behalf of the >>SIG. Ideas are great...but we need people who will put in the work >>so that the "SIG" is able to do these things. >> >>So who will join in putting in some volunteer time so that these >>ideas can become reality? >> >>Michelle >> >>>Reid is right. >>> >>>There are developers right now who want their work to be accessible. >>> >>>This SIG could right now facilitate that by: >>> >>>1. Providing, distributing, and publicizing a concise, specific >>>set of functional criteria that define what means accessible. >>>2. Compiling, publishing, and publicizing an annual list of which >>>companies and games meet those criteria. >>>3. Maintaining a forum (The currently rather drifting Game >>>Accessibility Project comes to mind) where developers can go for >>>immediate help. >>> >>>I'm a developer of games that are accessible. >>>Have shipped 22 different revenue-generating products in a wide >>>variety of vertical markets in the last 30 years. >>>Am neither stupid nor lazy. >>>And don't see any of the 3 above items. >>> >>>None of the 3 items should take long to build as a first cut. >>> >>>And if not from this SIG, then from where? >>> >>>John Bannick >>>CTO >>>7-128 Software >>> >>> >>>At 02:26 AM 12/1/2007, you wrote: >>>>Please, can we stop with the negative talk about GDC and the game >>>>industry? I work in the game industry for LucasArts. Just last week I >>>>talked to a highly respected programmer and he's 100% behind us and >>>>wants to talk about what we can do to improve accessibility in our >>>>games after our current milestone is finished. There are dozens of >>>>people at LucasArts that support game accessibility. Nintendo totally >>>>gets it, EA Games totally gets it with their Family Play modes in >>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>goes on and on. >>>> >>>>It's offensive to me when people of this SIG accuse developers of not >>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>people you have to work with. It's the quickest way to turn them away >>>>from our cause. >>>> >>>>So, instead of complaining, lets do something about it! First, >>>>everyone here needs to understand what it's like for developers and >>>>why it's so hard for them to adopt accessibility features. >>>> >>>>1. Limited financial resources - Games are very expensive to make and >>>>any new features adds to the cost. Before you can add accessibility >>>>features you must have a game and that's where most of the money is >>>>spent first. >>>> >>>>2. Limited time - Game development is incredibly complex and hard to >>>>tame. No matter how much extra time gets budgeted into the production >>>>schedule, it always runs out well before all tasks are complete. When >>>>this happens, features get cut in order to save the core of the game >>>>and again, without a game, there can't be any accessibility features. >>>>Because this usually happens so late, there isn't enough time to work >>>>on accessibility features before the game has to ship. >>>> >>>>3. Limited information - Even if a developer was pro-active and >>>>scheduled the development of accessibility features into the games' >>>>development schedule, there's still a major lack of knowledge and >>>>tools that enable them to do their job. The SIG has been thinking >>>>about accessibility features for years and we have all the solutions, >>>>but developers don't yet. We need to make ourselves known and readily >>>>available to help them. >>>> >>>>What can we do to solve these issues? We need to develop our >>>>relationships with developers and offer our assistance. Our attempts >>>>to work with GarageGames is a good start. When a new game is announced >>>>we should contact them and offer our expertise. >>>> >>>>We have GOT to get a website up so that we can communicate our >>>>abilities and expertise to our target audiences (game developers). >>>> >>>>But there are technical issues and many of us are volunteers and so >>>>things move very slowly. >>>> >>>>Several of us are writing guidelines for implementing certain features >>>>but again, this is a slow process. Others are doing research. Going to >>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>well. >>>> >>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>developers don't care, they don't know that they SHOULD care. >>>> >>>>-Reid >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. >>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>11/30/2007 12:12 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Sat Dec 1 13:31:34 2007 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Dec 2007 13:31:34 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <003f01c83443$9344ec40$6501a8c0@Inspiron> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <003f01c83443$9344ec40$6501a8c0@Inspiron> Message-ID: <6.1.0.6.2.20071201133102.01d9fba8@enigami.com> Robert, No. Not at all. It's just one of my standard disclaimers. Been using it for years. jhb At 12:57 PM 12/1/2007, you wrote: >Hi John. I hope that you don't think anyone thinks that consensus is going >around about " Am neither stupid nor lazy." > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of John Bannick >Sent: Saturday, December 01, 2007 11:05 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] GDC 2008: VERY Bad News > >Reid is right. > >There are developers right now who want their work to be accessible. > >This SIG could right now facilitate that by: > >1. Providing, distributing, and publicizing a concise, specific set of >functional criteria that define what means accessible. >2. Compiling, publishing, and publicizing an annual list of which companies >and games meet those criteria. >3. Maintaining a forum (The currently rather drifting Game Accessibility >Project comes to mind) where developers can go for immediate help. > >I'm a developer of games that are accessible. >Have shipped 22 different revenue-generating products in a wide variety of >vertical markets in the last 30 years. >Am neither stupid nor lazy. >And don't see any of the 3 above items. > >None of the 3 items should take long to build as a first cut. > >And if not from this SIG, then from where? > >John Bannick >CTO >7-128 Software > > >At 02:26 AM 12/1/2007, you wrote: > >Please, can we stop with the negative talk about GDC and the game > >industry? I work in the game industry for LucasArts. Just last week I > >talked to a highly respected programmer and he's 100% behind us and > >wants to talk about what we can do to improve accessibility in our > >games after our current milestone is finished. There are dozens of > >people at LucasArts that support game accessibility. Nintendo totally > >gets it, EA Games totally gets it with their Family Play modes in > >their sports games. Peter Molyneux gets it, Will Wright... the list > >goes on and on. > > > >It's offensive to me when people of this SIG accuse developers of not > >caring because WE DO CARE. The last thing you want to do is insult the > >people you have to work with. It's the quickest way to turn them away > >from our cause. > > > >So, instead of complaining, lets do something about it! First, > >everyone here needs to understand what it's like for developers and > >why it's so hard for them to adopt accessibility features. > > > >1. Limited financial resources - Games are very expensive to make and > >any new features adds to the cost. Before you can add accessibility > >features you must have a game and that's where most of the money is > >spent first. > > > >2. Limited time - Game development is incredibly complex and hard to > >tame. No matter how much extra time gets budgeted into the production > >schedule, it always runs out well before all tasks are complete. When > >this happens, features get cut in order to save the core of the game > >and again, without a game, there can't be any accessibility features. > >Because this usually happens so late, there isn't enough time to work > >on accessibility features before the game has to ship. > > > >3. Limited information - Even if a developer was pro-active and > >scheduled the development of accessibility features into the games' > >development schedule, there's still a major lack of knowledge and > >tools that enable them to do their job. The SIG has been thinking > >about accessibility features for years and we have all the solutions, > >but developers don't yet. We need to make ourselves known and readily > >available to help them. > > > >What can we do to solve these issues? We need to develop our > >relationships with developers and offer our assistance. Our attempts > >to work with GarageGames is a good start. When a new game is announced > >we should contact them and offer our expertise. > > > >We have GOT to get a website up so that we can communicate our > >abilities and expertise to our target audiences (game developers). > > > >But there are technical issues and many of us are volunteers and so > >things move very slowly. > > > >Several of us are writing guidelines for implementing certain features > >but again, this is a slow process. Others are doing research. Going to > >conferences is awesome. Writing articles to Gamasutra is great as > >well. > > > >Eitan is right, we have to "sell" our expertise. It's not that > >developers don't care, they don't know that they SHOULD care. > > > >-Reid > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > > > > > >-- > >No virus found in this incoming message. > >Checked by AVG Free Edition. > >Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: > >11/30/2007 12:12 PM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.503 / Virus Database: 269.16.12/1163 - Release Date: >12/1/2007 12:05 PM From richard at audiogames.net Sat Dec 1 13:39:56 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 19:39:56 +0100 Subject: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><053001c83439$da0092b0$0202a8c0@oneswitch> <6.1.0.6.2.20071201125153.01db69b0@enigami.com> Message-ID: <008901c83449$926eefe0$6402a8c0@Delletje> Hi, Just so you know: the GA forum was left unattended for some time but the spam was removed as far as I could see. The forum is still pretty popular, it's just that not that many SIG people attend it (because it is not an "offical SIG" forum?). As I also said in the past: the Accessibility foundation is still awaiting to be approached by the GA-SIG for collaborating on GA.com. I already explained to a couple of you that with me and Sander having left the foundation, most expertise left too. The foundation is currently focusing on other projects and does not have the resources to maintain this website at the moment. I already discussed a possible collaboration with GA-SIG with my boss - EVEN to the extend of GA-SIG ADOPTING GA.com and chaing it to a GA-SIG format - as if it was its own - with Accessibility only sponsoring the website in the form of hosting it. As far as I know, the foundation is still up for that. However, IGDA politics intervened which resulted in that IGDA GA-SIG still does not have a website to call their own. If GA-SIG does not want to collaborate with GA.com then I would still suggest to buy www.gasig.org and simply make a website under that for as long as IGDA politics keep intervening. Greets, Richard ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 7:20 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Barrie, > > No. Not harsh. Just on point. (Programmers are not hired for their social > skills.) > > 1. Yes. > > But this SIG is unique in that it is the one active place that covers > multiple challenges, has an international audience, and clearly has the > ears of some key industry players. If this SIG has its own concise, > specific, answer to "what do you want us developers to do?" please point > me to it. > > 2. Again, this SIG has a unique position in that it can credibly publish > such a list, that address multiple challenges, internationally, and has > the ear of the major developers. Is there any such recognized list of > companies and games? Why not from this SIG? > > 3. Please. > > I'm on the Game Accessibility Project forum every day. It's getting > spammed without intervention. It's much lower volume than such a fine > effort warrants. Richard says he's out of there. It's adrift. > > And Mark's forum is outstanding, but does not right now have the attention > of the industry leaders, or actual developers, that this SIG does. (No > criticism, he's doing a wonderful job.) I'm on Audyssey every day and it > has a very active set of game developers that help each other all the > time. But it's limited to the blind and VI folks. > > I'd not heard of the RetroRemakes forum (thanks for the tip) but according > to its main page, it's most recent post was in August. > > Show me a forum where mainstream game developers meet to help each other > make accessibility happen. > > The three proposals stand. > > John > > At 11:47 AM 12/1/2007, you wrote: >>A little harsh, John perhaps? >> >>1. Has been covered to various degrees here: >> >>http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>http://www.ics.forth.gr/hci/ua-games/game-over/ >>http://www.helpyouplay.com/welcome.html >> >>(and other places too). >> >>2. Is is a good point. But there's so few mainstream developers making >>deliberate accessibity efforts that take into account specific >>disabilities. Here's a list of some: >> >>http://www.oneswitch.org.uk/2/pioneers.htm >>http://gameaccessibility.blogspot.com/ >> >>3. Forums here: >> >>http://www.game-accessibility.com/forum/ >>http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >> >>We need the support of more people though! >> >>Barrie >>www.OneSwitch.org.uk >>www.igda.org/accessibility >> >>----- Original Message ----- From: "John Bannick" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Saturday, December 01, 2007 4:05 PM >>Subject: Re: [games_access] GDC 2008: VERY Bad News >> >> >>>Reid is right. >>> >>>There are developers right now who want their work to be accessible. >>> >>>This SIG could right now facilitate that by: >>> >>>1. Providing, distributing, and publicizing a concise, specific set of >>>functional criteria that define what means accessible. >>>2. Compiling, publishing, and publicizing an annual list of which >>>companies and games meet those criteria. >>>3. Maintaining a forum (The currently rather drifting Game Accessibility >>>Project comes to mind) where developers can go for immediate help. >>> >>>I'm a developer of games that are accessible. >>>Have shipped 22 different revenue-generating products in a wide variety >>>of vertical markets in the last 30 years. >>>Am neither stupid nor lazy. >>>And don't see any of the 3 above items. >>> >>>None of the 3 items should take long to build as a first cut. >>> >>>And if not from this SIG, then from where? >>> >>>John Bannick >>>CTO >>>7-128 Software >>> >>> >>>At 02:26 AM 12/1/2007, you wrote: >>>>Please, can we stop with the negative talk about GDC and the game >>>>industry? I work in the game industry for LucasArts. Just last week I >>>>talked to a highly respected programmer and he's 100% behind us and >>>>wants to talk about what we can do to improve accessibility in our >>>>games after our current milestone is finished. There are dozens of >>>>people at LucasArts that support game accessibility. Nintendo totally >>>>gets it, EA Games totally gets it with their Family Play modes in >>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>goes on and on. >>>> >>>>It's offensive to me when people of this SIG accuse developers of not >>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>people you have to work with. It's the quickest way to turn them away >>>>from our cause. >>>> >>>>So, instead of complaining, lets do something about it! First, >>>>everyone here needs to understand what it's like for developers and >>>>why it's so hard for them to adopt accessibility features. >>>> >>>>1. Limited financial resources - Games are very expensive to make and >>>>any new features adds to the cost. Before you can add accessibility >>>>features you must have a game and that's where most of the money is >>>>spent first. >>>> >>>>2. Limited time - Game development is incredibly complex and hard to >>>>tame. No matter how much extra time gets budgeted into the production >>>>schedule, it always runs out well before all tasks are complete. When >>>>this happens, features get cut in order to save the core of the game >>>>and again, without a game, there can't be any accessibility features. >>>>Because this usually happens so late, there isn't enough time to work >>>>on accessibility features before the game has to ship. >>>> >>>>3. Limited information - Even if a developer was pro-active and >>>>scheduled the development of accessibility features into the games' >>>>development schedule, there's still a major lack of knowledge and >>>>tools that enable them to do their job. The SIG has been thinking >>>>about accessibility features for years and we have all the solutions, >>>>but developers don't yet. We need to make ourselves known and readily >>>>available to help them. >>>> >>>>What can we do to solve these issues? We need to develop our >>>>relationships with developers and offer our assistance. Our attempts >>>>to work with GarageGames is a good start. When a new game is announced >>>>we should contact them and offer our expertise. >>>> >>>>We have GOT to get a website up so that we can communicate our >>>>abilities and expertise to our target audiences (game developers). >>>> >>>>But there are technical issues and many of us are volunteers and so >>>>things move very slowly. >>>> >>>>Several of us are writing guidelines for implementing certain features >>>>but again, this is a slow process. Others are doing research. Going to >>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>well. >>>> >>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>developers don't care, they don't know that they SHOULD care. >>>> >>>>-Reid >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. >>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>11/30/2007 12:12 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 1 13:41:08 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 19:41:08 +0100 Subject: [games_access] List "extra posting" weirdness References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Message-ID: <00a401c83449$bd298150$6402a8c0@Delletje> Me too and that one of my earlier posts only just got through... ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 7:21 PM Subject: [games_access] List "extra posting" weirdness > Hey everyone -- > > Maybe it's just my server but I keep getting repeats of messages, > including my own. I'm trying to figure out if something is glitched > up with the server. In the meantime, if you get messages more than > once...I guess just think of it as "wow, that person REALLY means > what they say!" ;) > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Sat Dec 1 13:43:51 2007 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Dec 2007 13:43:51 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <001c01c83444$fd9c0460$6402a8c0@Delletje> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <001c01c83444$fd9c0460$6402a8c0@Delletje> Message-ID: <6.1.0.6.2.20071201133304.01e14f20@enigami.com> Richard, Yes. Exactly! I'd love to be able to refer to a concise, specific, consensus-based list of criteria for game accessibility. Much preferably from everyone out there who have much more experience with this. Had to gen my own when 7-128 Software started. None of this is a complaint or criticism. The folks making this SIG happen have been bleeding and dying. Just that I've shipped commercial products within 90 days of initial concept (sans death march) and know what a few smart people can do when focused on deliverables. Michelle provides a splendid leader, the folks active here know their stuff, and the SIG has gained the ear of major players. Why not deliver three tangible means for actually achieving increased accessibility? John At 01:07 PM 12/1/2007, you wrote: >Hi, > >I agree with John. I think too much focus of the SIG (at least the past >year and a half or so) has been on "spreading the word" and not so much on >defining "game accessibility fundamentals". I guess most of you are also >aware of this and I agree that spreading the word is important too. But I >think it is about time we finish A (or The) Definitive v1.0 Set of Game >Accessibility Design Guidelines/Principles/Heuristics/Patterns! Once and >for all. Several people here are very anxious about getting logos (yes, I >know - logos for very specific functionalities[1]) as soon as possible and >stuff like that but WITHOUT a good definition of accessibility it doesn't >mean anything. BTW John, I'm not saying you are stupid but... (grin)... >you claim to develop game that "are accessible" yet you yourself do not >know a "specific set of functional criteria that define what means >accessible"... ;) (just a joke ;) > but it is actually an example of the >problem > I know some of us have been saying "this game is accessible" or >"this feature is accessible" in the past but is it really...? For example, >many of the games and features that Barrie often names as "being >accessible" absolutely do not improve the accessibility for my personal >target group (visually impaired gamers). But when you visit the links that >Barrie posted in answer of John's email you'll see that they DO NOT >provide coherent information of design guidelines/heuristics for game >accessibility, nor a final definition/description of what game >accessibility should consist of. There is a lot of information out there, >including old and also invalid information [2] in my opinion but it does >not cover what needs to be done to make games accessible. For example, >Eelke's (pretty good!) design patterns are a formal way of describing >specific design problems and their solutions, but not everything >concerning game accessibility might be able to be captured in the format >of patterns [3]. My point: there is alot of information out there that is >not coherent and not all information is there. And therefore agree with >John that if it's not the SIG's job to fix this issue, whose job is it? > >John's email reminded me that that was what initially draw me to this SIG >in the first place (being busy with game accessibility myself and >disagreeing with the initial SIG Top 10 guidelines and hopeing to >contribute to a better definition and design guidelines) and now painfully >lets me conclude that here I am, still working on my initial draft [4] >more or less by myself (see my GDC08 proposal and 3 years of posts to the >list concerning guidelines). John's email also made me realise how little >the SIG has published. I know several of us have written articles, but as >far as I know - if you don't count the SIG activity at conferences, the >last actual SIG publication was 2005? > >Sigh... ok.. point of this email: I believe we are all doing the best we >can, with limited resources and busy lives. And we all want to do as much >as possible. Several of us have already aimed their actual careers at >that. And we already scheduled several committees for specific activities >such as research and industry and stuff like that. So cheers and drinks >for us :) And the active <10 of us can't do more than we can. But, >logically, one of the best next steps we can now do is to make a worldwide >publication with a definitive set of descriptions of game accessibility >functionality, with design guidelines and where possible, design patterns. >And since The Book will not coming for another couple of years or so I >think a simple .pdf paper with the IGDA logo will do. >Too much of the SIG's knowledge is floating in the air (or in the heads of ><10 individuals around the world). Why try to only ventilate that >knowledge at conferences? If we put that knowledge in a fixed form it will >help with BOTH awareness and more accessible games. I also the SIG >benefits from that - it will help ourselves get our personal thoughts out >and get in line with each other - something I think we now are not. >Therefore I think that such a publication is now much more needed than >anything else. > >Greets, > >Richard > > >[1] like " contains captions" , "one switch accessible", etc. etc. which >in the end could mean about 39? logo's on your product - which is not very >accessible? >[2] http://gameaccess.medialt.no/guide.php >[3] I prefer a hierarchical list of keypoints > guidelines > patterns - a >bit like seen in my doc [4]. >[4] http://www2.hku.nl/~mosh/ga/gatheoryshort012_2OLD.doc > > > > > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 5:05 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > > >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set of >>functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game Accessibility >>Project comes to mind) where developers can go for immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide variety >>of vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >>>things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.16.12/1163 - Release Date: 12/1/2007 12:05 PM From jbannick at 7128.com Sat Dec 1 13:45:47 2007 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Dec 2007 13:45:47 -0500 Subject: [games_access] List "extra posting" weirdness In-Reply-To: References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Message-ID: <6.1.0.6.2.20071201134507.01e241c8@enigami.com> Michelle, I'm SO glad you mentioned the repeats. Looked like zombies had gotten loose on my computer. jhb At 01:21 PM 12/1/2007, you wrote: >Hey everyone -- > >Maybe it's just my server but I keep getting repeats of messages, >including my own. I'm trying to figure out if something is glitched up >with the server. In the meantime, if you get messages more than once...I >guess just think of it as "wow, that person REALLY means what they say!" ;) > >Michelle >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.16.12/1163 - Release Date: 12/1/2007 12:05 PM From hinn at uiuc.edu Sat Dec 1 13:46:44 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 12:46:44 -0600 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Message-ID: And the next place would be Richard's document. :) >Great! > >I think the first places to look are the places Barrie mentioned in >his email -- synthesizing those efforts would go far as a first step. > >Most of the ideas that are suggested aren't all that formidable -- >they just can't get done if no one does them. :) > >Michelle > >>Michelle, >> >>Well put. >> >>So OK. I volunteer to assemble, contribute to, and be responsible >>for delivery of Item 1. >> >>This means: >> >>1. Getting from you good folks any work in progress you want to >>share, synthesizing it into something that works, getting a quick >>review by anyone here who is interested, and delivering a first cut >>of SIG Game Accessibility Criteria. >> >>2. Getting from anyone here who wants to contribute, and >>contributing to, a list of target developers, organizations, >>institutions, and distributors we send this to, getting a quick >>review, and delivering a first cut Distribution List. >> >>3. Writing a first draft cover letter / promo piece, that is sent >>with the Criteria, getting a quick review, and delivering this >>first cut Cover Letter. >> >>All of the above sent to you, Michelle NLT 15 January, 2008. >>That way you get the volunteer work, you maintain control, and >>everyone is included. >> >>BTW. This isn't nearly as formidable as developing coding standards >>for the 50 engineers who did the software that laid out the NY >>Times, and surviving the process. >> >>Does this work for you, Michelle? >> >>John Bannick >> >>At 12:24 PM 12/1/2007, you wrote: >>>All of the things John mentions are projects we have talked about >>>and/or taken passes at (the top ten list from two years ago and >>>now the new project that Barrie has started up, etc). Others have >>>brought up other ideas that we've either done or attempted and >>>then the projects lost momentum. All these things are great but >>>there's a problem...these things also take active volunteers in >>>the SIG and from that perspective our numbers are low. So we need >>>people who are willing to put in the time and may/may not get any >>>reimbursement for that time and every project cannot be started >>>and maintained by me. >>> >>>So instead of continuing to criticize ourselves (I know...I >>>started it but I was really mad after killing myself over the >>>proposals at deadline), the industry, the GDC etc...who from >>>WITHIN this SIG can put in the time needed for these things AND >>>actually follow through? No, it's not fair that we aren't in a >>>position to reimburse people for time and that won't change in the >>>near future. But it's something that will have to change and it >>>will change but we can't just wait for that day to come (because >>>it won't come if we don't put in the sweat equity now). People >>>need to honestly commit the time and work because they believe in >>>making change. Take some of that anger and tell me what YOU are >>>willing to do to help us make change. Take ownership of something >>>on behalf of the SIG. Ideas are great...but we need people who >>>will put in the work so that the "SIG" is able to do these things. >>> >>>So who will join in putting in some volunteer time so that these >>>ideas can become reality? >>> >>>Michelle >>> >>>>Reid is right. >>>> >>>>There are developers right now who want their work to be accessible. >>>> >>>>This SIG could right now facilitate that by: >>>> >>>>1. Providing, distributing, and publicizing a concise, specific >>>>set of functional criteria that define what means accessible. >>>>2. Compiling, publishing, and publicizing an annual list of which >>>>companies and games meet those criteria. >>>>3. Maintaining a forum (The currently rather drifting Game >>>>Accessibility Project comes to mind) where developers can go for >>>>immediate help. >>>> >>>>I'm a developer of games that are accessible. >>>>Have shipped 22 different revenue-generating products in a wide >>>>variety of vertical markets in the last 30 years. >>>>Am neither stupid nor lazy. >>>>And don't see any of the 3 above items. >>>> >>>>None of the 3 items should take long to build as a first cut. >>>> >>>>And if not from this SIG, then from where? >>>> >>>>John Bannick >>>>CTO >>>>7-128 Software >>>> >>>> >>>>At 02:26 AM 12/1/2007, you wrote: >>>>>Please, can we stop with the negative talk about GDC and the game >>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>wants to talk about what we can do to improve accessibility in our >>>>>games after our current milestone is finished. There are dozens of >>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>goes on and on. >>>>> >>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>people you have to work with. It's the quickest way to turn them away >>>>>from our cause. >>>>> >>>>>So, instead of complaining, lets do something about it! First, >>>>>everyone here needs to understand what it's like for developers and >>>>>why it's so hard for them to adopt accessibility features. >>>>> >>>>>1. Limited financial resources - Games are very expensive to make and >>>>>any new features adds to the cost. Before you can add accessibility >>>>>features you must have a game and that's where most of the money is >>>>>spent first. >>>>> >>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>tame. No matter how much extra time gets budgeted into the production >>>>>schedule, it always runs out well before all tasks are complete. When >>>>>this happens, features get cut in order to save the core of the game >>>>>and again, without a game, there can't be any accessibility features. >>>>>Because this usually happens so late, there isn't enough time to work >>>>>on accessibility features before the game has to ship. >>>>> >>>>>3. Limited information - Even if a developer was pro-active and >>>>>scheduled the development of accessibility features into the games' >>>>>development schedule, there's still a major lack of knowledge and >>>>>tools that enable them to do their job. The SIG has been thinking >>>>>about accessibility features for years and we have all the solutions, >>>>>but developers don't yet. We need to make ourselves known and readily >>>>>available to help them. >>>>> >>>>>What can we do to solve these issues? We need to develop our >>>>>relationships with developers and offer our assistance. Our attempts >>>>>to work with GarageGames is a good start. When a new game is announced >>>>>we should contact them and offer our expertise. >>>>> >>>>>We have GOT to get a website up so that we can communicate our >>>>>abilities and expertise to our target audiences (game developers). >>>>> >>>>>But there are technical issues and many of us are volunteers and so >>>>>things move very slowly. >>>>> >>>>>Several of us are writing guidelines for implementing certain features >>>>>but again, this is a slow process. Others are doing research. Going to >>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>well. >>>>> >>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>developers don't care, they don't know that they SHOULD care. >>>>> >>>>>-Reid >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>>-- >>>>>No virus found in this incoming message. >>>>>Checked by AVG Free Edition. >>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release >>>>>Date: 11/30/2007 12:12 PM >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 1 13:57:49 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 19:57:49 +0100 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><6.1.0.6.2.20071201123300.01d9e6a0@enigami.com> Message-ID: <00dd01c8344c$11594100$6402a8c0@Delletje> :) (also see the other email with a link to a more up to date document) Also see: http://www.game-accessibility.com/index.php?pagefile=papers . This list (still?) contains all known work towards a unified definition of game accessibility and description of heuristics/guidelines/patterns/? Greets, Richard (ps: although I think that one of Barrie's links is not in there....) ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 7:46 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > And the next place would be Richard's document. :) > >>Great! >> >>I think the first places to look are the places Barrie mentioned in his >>email -- synthesizing those efforts would go far as a first step. >> >>Most of the ideas that are suggested aren't all that formidable -- >>they just can't get done if no one does them. :) >> >>Michelle >> >>>Michelle, >>> >>>Well put. >>> >>>So OK. I volunteer to assemble, contribute to, and be responsible for >>>delivery of Item 1. >>> >>>This means: >>> >>>1. Getting from you good folks any work in progress you want to share, >>>synthesizing it into something that works, getting a quick review by >>>anyone here who is interested, and delivering a first cut of SIG Game >>>Accessibility Criteria. >>> >>>2. Getting from anyone here who wants to contribute, and contributing to, >>>a list of target developers, organizations, institutions, and >>>distributors we send this to, getting a quick review, and delivering a >>>first cut Distribution List. >>> >>>3. Writing a first draft cover letter / promo piece, that is sent with >>>the Criteria, getting a quick review, and delivering this first cut Cover >>>Letter. >>> >>>All of the above sent to you, Michelle NLT 15 January, 2008. >>>That way you get the volunteer work, you maintain control, and everyone >>>is included. >>> >>>BTW. This isn't nearly as formidable as developing coding standards for >>>the 50 engineers who did the software that laid out the NY Times, and >>>surviving the process. >>> >>>Does this work for you, Michelle? >>> >>>John Bannick >>> >>>At 12:24 PM 12/1/2007, you wrote: >>>>All of the things John mentions are projects we have talked about and/or >>>>taken passes at (the top ten list from two years ago and now the new >>>>project that Barrie has started up, etc). Others have brought up other >>>>ideas that we've either done or attempted and then the projects lost >>>>momentum. All these things are great but there's a problem...these >>>>things also take active volunteers in the SIG and from that perspective >>>>our numbers are low. So we need people who are willing to put in the >>>>time and may/may not get any reimbursement for that time and every >>>>project cannot be started and maintained by me. >>>> >>>>So instead of continuing to criticize ourselves (I know...I started it >>>>but I was really mad after killing myself over the proposals at >>>>deadline), the industry, the GDC etc...who from WITHIN this SIG can put >>>>in the time needed for these things AND actually follow through? No, >>>>it's not fair that we aren't in a position to reimburse people for time >>>>and that won't change in the near future. But it's something that will >>>>have to change and it will change but we can't just wait for that day to >>>>come (because it won't come if we don't put in the sweat equity now). >>>>People need to honestly commit the time and work because they believe in >>>>making change. Take some of that anger and tell me what YOU are willing >>>>to do to help us make change. Take ownership of something on behalf of >>>>the SIG. Ideas are great...but we need people who will put in the work >>>>so that the "SIG" is able to do these things. >>>> >>>>So who will join in putting in some volunteer time so that these ideas >>>>can become reality? >>>> >>>>Michelle >>>> >>>>>Reid is right. >>>>> >>>>>There are developers right now who want their work to be accessible. >>>>> >>>>>This SIG could right now facilitate that by: >>>>> >>>>>1. Providing, distributing, and publicizing a concise, specific set of >>>>>functional criteria that define what means accessible. >>>>>2. Compiling, publishing, and publicizing an annual list of which >>>>>companies and games meet those criteria. >>>>>3. Maintaining a forum (The currently rather drifting Game >>>>>Accessibility Project comes to mind) where developers can go for >>>>>immediate help. >>>>> >>>>>I'm a developer of games that are accessible. >>>>>Have shipped 22 different revenue-generating products in a wide variety >>>>>of vertical markets in the last 30 years. >>>>>Am neither stupid nor lazy. >>>>>And don't see any of the 3 above items. >>>>> >>>>>None of the 3 items should take long to build as a first cut. >>>>> >>>>>And if not from this SIG, then from where? >>>>> >>>>>John Bannick >>>>>CTO >>>>>7-128 Software >>>>> >>>>> >>>>>At 02:26 AM 12/1/2007, you wrote: >>>>>>Please, can we stop with the negative talk about GDC and the game >>>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>>wants to talk about what we can do to improve accessibility in our >>>>>>games after our current milestone is finished. There are dozens of >>>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>>goes on and on. >>>>>> >>>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>>people you have to work with. It's the quickest way to turn them away >>>>>>from our cause. >>>>>> >>>>>>So, instead of complaining, lets do something about it! First, >>>>>>everyone here needs to understand what it's like for developers and >>>>>>why it's so hard for them to adopt accessibility features. >>>>>> >>>>>>1. Limited financial resources - Games are very expensive to make and >>>>>>any new features adds to the cost. Before you can add accessibility >>>>>>features you must have a game and that's where most of the money is >>>>>>spent first. >>>>>> >>>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>>tame. No matter how much extra time gets budgeted into the production >>>>>>schedule, it always runs out well before all tasks are complete. When >>>>>>this happens, features get cut in order to save the core of the game >>>>>>and again, without a game, there can't be any accessibility features. >>>>>>Because this usually happens so late, there isn't enough time to work >>>>>>on accessibility features before the game has to ship. >>>>>> >>>>>>3. Limited information - Even if a developer was pro-active and >>>>>>scheduled the development of accessibility features into the games' >>>>>>development schedule, there's still a major lack of knowledge and >>>>>>tools that enable them to do their job. The SIG has been thinking >>>>>>about accessibility features for years and we have all the solutions, >>>>>>but developers don't yet. We need to make ourselves known and readily >>>>>>available to help them. >>>>>> >>>>>>What can we do to solve these issues? We need to develop our >>>>>>relationships with developers and offer our assistance. Our attempts >>>>>>to work with GarageGames is a good start. When a new game is announced >>>>>>we should contact them and offer our expertise. >>>>>> >>>>>>We have GOT to get a website up so that we can communicate our >>>>>>abilities and expertise to our target audiences (game developers). >>>>>> >>>>>>But there are technical issues and many of us are volunteers and so >>>>>>things move very slowly. >>>>>> >>>>>>Several of us are writing guidelines for implementing certain features >>>>>>but again, this is a slow process. Others are doing research. Going to >>>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>>well. >>>>>> >>>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>>developers don't care, they don't know that they SHOULD care. >>>>>> >>>>>>-Reid >>>>>>_______________________________________________ >>>>>>games_access mailing list >>>>>>games_access at igda.org >>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>>-- >>>>>>No virus found in this incoming message. >>>>>>Checked by AVG Free Edition. >>>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>>>11/30/2007 12:12 PM >>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From ioo at ablegamers.com Sat Dec 1 14:01:20 2007 From: ioo at ablegamers.com (Ioo) Date: Sat, 01 Dec 2007 14:01:20 -0500 Subject: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) In-Reply-To: <008901c83449$926eefe0$6402a8c0@Delletje> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><053001c83439$da0092b0$0202a8c0@oneswitch> <6.1.0.6.2.20071201125153.01db69b0@enigami.com> <008901c83449$926eefe0$6402a8c0@Delletje> Message-ID: <4751AF80.2000402@ablegamers.com> I use to own a website hosting company. I have used my wholesale account and paid for the said domain. I will also be more than happy to set up a full free standing forum and or blog... I would recommend something like Drupal... I will even give you the space on my server (it is in Dallas), all you have to do is ask.... Now I did not mean to step on anyones toes here, but after reading this list for some time It is clear that there are idea folks and implementation folks... I will step up and be the second group. Ping me if you want to help, ping me if you want to complain. Michelle, I will reach out to you and you can use me as your lacky to get this up and running. Take care Mark Barlet Ioo - AbleGamers.com AudioGames.net wrote: > Hi, > > Just so you know: the GA forum was left unattended for some time but > the spam was removed as far as I could see. The forum is still pretty > popular, it's just that not that many SIG people attend it (because it > is not an "offical SIG" forum?). > > As I also said in the past: the Accessibility foundation is still > awaiting to be approached by the GA-SIG for collaborating on GA.com. I > already explained to a couple of you that with me and Sander having > left the foundation, most expertise left too. The foundation is > currently focusing on other projects and does not have the resources > to maintain this website at the moment. I already discussed a possible > collaboration with GA-SIG with my boss - EVEN to the extend of GA-SIG > ADOPTING GA.com and chaing it to a GA-SIG format - as if it was its > own - with Accessibility only sponsoring the website in the form of > hosting it. As far as I know, the foundation is still up for that. > However, IGDA politics intervened which resulted in that IGDA GA-SIG > still does not have a website to call their own. If GA-SIG does not > want to collaborate with GA.com then I would still suggest to buy > www.gasig.org and simply make a website under that for as long as IGDA > politics keep intervening. > > Greets, > > Richard > > > > > ----- Original Message ----- From: "John Bannick" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, December 01, 2007 7:20 PM > Subject: Re: [games_access] GDC 2008: VERY Bad News > > >> Barrie, >> >> No. Not harsh. Just on point. (Programmers are not hired for their >> social skills.) >> >> 1. Yes. >> >> But this SIG is unique in that it is the one active place that covers >> multiple challenges, has an international audience, and clearly has >> the ears of some key industry players. If this SIG has its own >> concise, specific, answer to "what do you want us developers to do?" >> please point me to it. >> >> 2. Again, this SIG has a unique position in that it can credibly >> publish such a list, that address multiple challenges, >> internationally, and has the ear of the major developers. Is there >> any such recognized list of companies and games? Why not from this SIG? >> >> 3. Please. >> >> I'm on the Game Accessibility Project forum every day. It's getting >> spammed without intervention. It's much lower volume than such a fine >> effort warrants. Richard says he's out of there. It's adrift. >> >> And Mark's forum is outstanding, but does not right now have the >> attention of the industry leaders, or actual developers, that this >> SIG does. (No criticism, he's doing a wonderful job.) I'm on Audyssey >> every day and it has a very active set of game developers that help >> each other all the time. But it's limited to the blind and VI folks. >> >> I'd not heard of the RetroRemakes forum (thanks for the tip) but >> according to its main page, it's most recent post was in August. >> >> Show me a forum where mainstream game developers meet to help each >> other make accessibility happen. >> >> The three proposals stand. >> >> John >> >> At 11:47 AM 12/1/2007, you wrote: >>> A little harsh, John perhaps? >>> >>> 1. Has been covered to various degrees here: >>> >>> http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>> http://www.ics.forth.gr/hci/ua-games/game-over/ >>> http://www.helpyouplay.com/welcome.html >>> >>> (and other places too). >>> >>> 2. Is is a good point. But there's so few mainstream developers >>> making deliberate accessibity efforts that take into account >>> specific disabilities. Here's a list of some: >>> >>> http://www.oneswitch.org.uk/2/pioneers.htm >>> http://gameaccessibility.blogspot.com/ >>> >>> 3. Forums here: >>> >>> http://www.game-accessibility.com/forum/ >>> http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>> http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >>> >>> We need the support of more people though! >>> >>> Barrie >>> www.OneSwitch.org.uk >>> www.igda.org/accessibility >>> >>> ----- Original Message ----- From: "John Bannick" >>> To: "IGDA Games Accessibility SIG Mailing List" >>> Sent: Saturday, December 01, 2007 4:05 PM >>> Subject: Re: [games_access] GDC 2008: VERY Bad News >>> >>> >>>> Reid is right. >>>> >>>> There are developers right now who want their work to be accessible. >>>> >>>> This SIG could right now facilitate that by: >>>> >>>> 1. Providing, distributing, and publicizing a concise, specific set >>>> of functional criteria that define what means accessible. >>>> 2. Compiling, publishing, and publicizing an annual list of which >>>> companies and games meet those criteria. >>>> 3. Maintaining a forum (The currently rather drifting Game >>>> Accessibility Project comes to mind) where developers can go for >>>> immediate help. >>>> >>>> I'm a developer of games that are accessible. >>>> Have shipped 22 different revenue-generating products in a wide >>>> variety of vertical markets in the last 30 years. >>>> Am neither stupid nor lazy. >>>> And don't see any of the 3 above items. >>>> >>>> None of the 3 items should take long to build as a first cut. >>>> >>>> And if not from this SIG, then from where? >>>> >>>> John Bannick >>>> CTO >>>> 7-128 Software >>>> >>>> >>>> At 02:26 AM 12/1/2007, you wrote: >>>>> Please, can we stop with the negative talk about GDC and the game >>>>> industry? I work in the game industry for LucasArts. Just last week I >>>>> talked to a highly respected programmer and he's 100% behind us and >>>>> wants to talk about what we can do to improve accessibility in our >>>>> games after our current milestone is finished. There are dozens of >>>>> people at LucasArts that support game accessibility. Nintendo totally >>>>> gets it, EA Games totally gets it with their Family Play modes in >>>>> their sports games. Peter Molyneux gets it, Will Wright... the list >>>>> goes on and on. >>>>> >>>>> It's offensive to me when people of this SIG accuse developers of not >>>>> caring because WE DO CARE. The last thing you want to do is insult >>>>> the >>>>> people you have to work with. It's the quickest way to turn them away >>>>> from our cause. >>>>> >>>>> So, instead of complaining, lets do something about it! First, >>>>> everyone here needs to understand what it's like for developers and >>>>> why it's so hard for them to adopt accessibility features. >>>>> >>>>> 1. Limited financial resources - Games are very expensive to make and >>>>> any new features adds to the cost. Before you can add accessibility >>>>> features you must have a game and that's where most of the money is >>>>> spent first. >>>>> >>>>> 2. Limited time - Game development is incredibly complex and hard to >>>>> tame. No matter how much extra time gets budgeted into the production >>>>> schedule, it always runs out well before all tasks are complete. When >>>>> this happens, features get cut in order to save the core of the game >>>>> and again, without a game, there can't be any accessibility features. >>>>> Because this usually happens so late, there isn't enough time to work >>>>> on accessibility features before the game has to ship. >>>>> >>>>> 3. Limited information - Even if a developer was pro-active and >>>>> scheduled the development of accessibility features into the games' >>>>> development schedule, there's still a major lack of knowledge and >>>>> tools that enable them to do their job. The SIG has been thinking >>>>> about accessibility features for years and we have all the solutions, >>>>> but developers don't yet. We need to make ourselves known and readily >>>>> available to help them. >>>>> >>>>> What can we do to solve these issues? We need to develop our >>>>> relationships with developers and offer our assistance. Our attempts >>>>> to work with GarageGames is a good start. When a new game is >>>>> announced >>>>> we should contact them and offer our expertise. >>>>> >>>>> We have GOT to get a website up so that we can communicate our >>>>> abilities and expertise to our target audiences (game developers). >>>>> >>>>> But there are technical issues and many of us are volunteers and so >>>>> things move very slowly. >>>>> >>>>> Several of us are writing guidelines for implementing certain >>>>> features >>>>> but again, this is a slow process. Others are doing research. >>>>> Going to >>>>> conferences is awesome. Writing articles to Gamasutra is great as >>>>> well. >>>>> >>>>> Eitan is right, we have to "sell" our expertise. It's not that >>>>> developers don't care, they don't know that they SHOULD care. >>>>> >>>>> -Reid >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>> -- >>>>> No virus found in this incoming message. >>>>> Checked by AVG Free Edition. >>>>> Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>> 11/30/2007 12:12 PM >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> -- >>> No virus found in this incoming message. >>> Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>> 269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From jbannick at 7128.com Sat Dec 1 14:05:08 2007 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Dec 2007 14:05:08 -0500 Subject: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) In-Reply-To: <008901c83449$926eefe0$6402a8c0@Delletje> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <053001c83439$da0092b0$0202a8c0@oneswitch> <6.1.0.6.2.20071201125153.01db69b0@enigami.com> <008901c83449$926eefe0$6402a8c0@Delletje> Message-ID: <6.1.0.6.2.20071201135216.01e60818@enigami.com> Richard, Yep. You're right. The spam that was there for the past couple of weeks is gone. Someone did good. But it's still not nearly as active as it warrants. In the blind realm you see developer discussions of Audio Game Maker, some stuff that Ryan is doing, maybe a couple more developers, and a really good technical thread with Dark and Velu. What you don't see is an engineer from EA asking for help with a UI accessibility problem. A reasonable objective would be to have any developer, at any company, who needs help or clarification on, say for example, blind / VI accessibility to think FIRST of the GA forum, or some SIG-affiliated site. Don't know anything about the politics of all this. But it seems something that could be worked out by folks more knowledgeable. jhb At 01:39 PM 12/1/2007, you wrote: >Hi, > >Just so you know: the GA forum was left unattended for some time but the >spam was removed as far as I could see. The forum is still pretty popular, >it's just that not that many SIG people attend it (because it is not an >"offical SIG" forum?). > >As I also said in the past: the Accessibility foundation is still awaiting >to be approached by the GA-SIG for collaborating on GA.com. I already >explained to a couple of you that with me and Sander having left the >foundation, most expertise left too. The foundation is currently focusing >on other projects and does not have the resources to maintain this website >at the moment. I already discussed a possible collaboration with GA-SIG >with my boss - EVEN to the extend of GA-SIG ADOPTING GA.com and chaing it >to a GA-SIG format - as if it was its own - with Accessibility only >sponsoring the website in the form of hosting it. As far as I know, the >foundation is still up for that. However, IGDA politics intervened which >resulted in that IGDA GA-SIG still does not have a website to call their >own. If GA-SIG does not want to collaborate with GA.com then I would still >suggest to buy www.gasig.org and simply make a website under that for as >long as IGDA politics keep intervening. > >Greets, > >Richard > > > > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 7:20 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > > >>Barrie, >> >>No. Not harsh. Just on point. (Programmers are not hired for their social >>skills.) >> >>1. Yes. >> >>But this SIG is unique in that it is the one active place that covers >>multiple challenges, has an international audience, and clearly has the >>ears of some key industry players. If this SIG has its own concise, >>specific, answer to "what do you want us developers to do?" please point >>me to it. >> >>2. Again, this SIG has a unique position in that it can credibly publish >>such a list, that address multiple challenges, internationally, and has >>the ear of the major developers. Is there any such recognized list of >>companies and games? Why not from this SIG? >> >>3. Please. >> >>I'm on the Game Accessibility Project forum every day. It's getting >>spammed without intervention. It's much lower volume than such a fine >>effort warrants. Richard says he's out of there. It's adrift. >> >>And Mark's forum is outstanding, but does not right now have the >>attention of the industry leaders, or actual developers, that this SIG >>does. (No criticism, he's doing a wonderful job.) I'm on Audyssey every >>day and it has a very active set of game developers that help each other >>all the time. But it's limited to the blind and VI folks. >> >>I'd not heard of the RetroRemakes forum (thanks for the tip) but >>according to its main page, it's most recent post was in August. >> >>Show me a forum where mainstream game developers meet to help each other >>make accessibility happen. >> >>The three proposals stand. >> >>John >> >>At 11:47 AM 12/1/2007, you wrote: >>>A little harsh, John perhaps? >>> >>>1. Has been covered to various degrees here: >>> >>>http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>>http://www.ics.forth.gr/hci/ua-games/game-over/ >>>http://www.helpyouplay.com/welcome.html >>> >>>(and other places too). >>> >>>2. Is is a good point. But there's so few mainstream developers making >>>deliberate accessibity efforts that take into account specific >>>disabilities. Here's a list of some: >>> >>>http://www.oneswitch.org.uk/2/pioneers.htm >>>http://gameaccessibility.blogspot.com/ >>> >>>3. Forums here: >>> >>>http://www.game-accessibility.com/forum/ >>>http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>>http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >>> >>>We need the support of more people though! >>> >>>Barrie >>>www.OneSwitch.org.uk >>>www.igda.org/accessibility >>> >>>----- Original Message ----- From: "John Bannick" >>>To: "IGDA Games Accessibility SIG Mailing List" >>>Sent: Saturday, December 01, 2007 4:05 PM >>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>> >>> >>>>Reid is right. >>>> >>>>There are developers right now who want their work to be accessible. >>>> >>>>This SIG could right now facilitate that by: >>>> >>>>1. Providing, distributing, and publicizing a concise, specific set of >>>>functional criteria that define what means accessible. >>>>2. Compiling, publishing, and publicizing an annual list of which >>>>companies and games meet those criteria. >>>>3. Maintaining a forum (The currently rather drifting Game >>>>Accessibility Project comes to mind) where developers can go for >>>>immediate help. >>>> >>>>I'm a developer of games that are accessible. >>>>Have shipped 22 different revenue-generating products in a wide variety >>>>of vertical markets in the last 30 years. >>>>Am neither stupid nor lazy. >>>>And don't see any of the 3 above items. >>>> >>>>None of the 3 items should take long to build as a first cut. >>>> >>>>And if not from this SIG, then from where? >>>> >>>>John Bannick >>>>CTO >>>>7-128 Software >>>> >>>> >>>>At 02:26 AM 12/1/2007, you wrote: >>>>>Please, can we stop with the negative talk about GDC and the game >>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>wants to talk about what we can do to improve accessibility in our >>>>>games after our current milestone is finished. There are dozens of >>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>goes on and on. >>>>> >>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>people you have to work with. It's the quickest way to turn them away >>>>>from our cause. >>>>> >>>>>So, instead of complaining, lets do something about it! First, >>>>>everyone here needs to understand what it's like for developers and >>>>>why it's so hard for them to adopt accessibility features. >>>>> >>>>>1. Limited financial resources - Games are very expensive to make and >>>>>any new features adds to the cost. Before you can add accessibility >>>>>features you must have a game and that's where most of the money is >>>>>spent first. >>>>> >>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>tame. No matter how much extra time gets budgeted into the production >>>>>schedule, it always runs out well before all tasks are complete. When >>>>>this happens, features get cut in order to save the core of the game >>>>>and again, without a game, there can't be any accessibility features. >>>>>Because this usually happens so late, there isn't enough time to work >>>>>on accessibility features before the game has to ship. >>>>> >>>>>3. Limited information - Even if a developer was pro-active and >>>>>scheduled the development of accessibility features into the games' >>>>>development schedule, there's still a major lack of knowledge and >>>>>tools that enable them to do their job. The SIG has been thinking >>>>>about accessibility features for years and we have all the solutions, >>>>>but developers don't yet. We need to make ourselves known and readily >>>>>available to help them. >>>>> >>>>>What can we do to solve these issues? We need to develop our >>>>>relationships with developers and offer our assistance. Our attempts >>>>>to work with GarageGames is a good start. When a new game is announced >>>>>we should contact them and offer our expertise. >>>>> >>>>>We have GOT to get a website up so that we can communicate our >>>>>abilities and expertise to our target audiences (game developers). >>>>> >>>>>But there are technical issues and many of us are volunteers and so >>>>>things move very slowly. >>>>> >>>>>Several of us are writing guidelines for implementing certain features >>>>>but again, this is a slow process. Others are doing research. Going to >>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>well. >>>>> >>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>developers don't care, they don't know that they SHOULD care. >>>>> >>>>>-Reid >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>>-- >>>>>No virus found in this incoming message. >>>>>Checked by AVG Free Edition. >>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>>11/30/2007 12:12 PM >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.16.12/1163 - Release Date: 12/1/2007 12:05 PM From hinn at uiuc.edu Sat Dec 1 14:09:31 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 13:09:31 -0600 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <006d01c83446$b212f100$6402a8c0@Delletje> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Ins piron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.200712011 03852.01d66f38@enigami.com><6.1.0.6 .2.20071201123300.01d9e6a0@enigami.com> <005001c83446$5fccee00$6402a8c0@Delletje> <006d01c83446$b212f100$6402a8c0@Delletje> Message-ID: I agree it's needed -- volunteer time AND persistence is also needed to get something out there. I, too, am frustrated -- so that is why I'm pushing against the list right now. You say that you have been pushing the document by yourself -- unfortunately most of the things that get done happen because it's one single person pushing it through to the bitter end. I speak from experience -- I'm in this position all the time, as are others. Hell, there are a million things I want us to do simultaneously but it's just not possible given the current state of sweat equity (my phrase of the day) in the SIG. So things get unbalanced with regard to priorities because persistence just isn't there for every project so other things (ie, conference) gain the focus. Michelle >(I was referring to my email sent earlier to this list, which didn't >seem to have come through?!?)... here it is again: > >Hi, > >I agree with John. I think too much focus of the SIG (at least the past year >and a half or so) has been on "spreading the word" and not so much on >defining "game accessibility fundamentals". I guess most of you are also >aware of this and I agree that spreading the word is important too. But I >think it is about time we finish A (or The) Definitive v1.0 Set of Game >Accessibility Design Guidelines/Principles/Heuristics/Patterns! Once and for >all. Several people here are very anxious about getting logos (yes, I know - >logos for very specific functionalities[1]) as soon as possible and stuff >like that but WITHOUT a good definition of accessibility it doesn't mean >anything. BTW John, I'm not saying you are stupid but... (grin)... you claim >to develop game that "are accessible" yet you yourself do not know a >"specific set of functional criteria that define what means accessible"... >;) (just a joke ;) > but it is actually an example of the problem > I know >some of us have been saying "this game is accessible" or "this feature is >accessible" in the past but is it really...? For example, many of the games >and features that Barrie often names as "being accessible" absolutely do not >improve the accessibility for my personal target group (visually impaired >gamers). But when you visit the links that Barrie posted in answer of John's >email you'll see that they DO NOT provide coherent information of design >guidelines/heuristics for game accessibility, nor a final >definition/description of what game accessibility should consist of. There >is a lot of information out there, including old and also invalid >information [2] in my opinion but it does not cover what needs to be done to >make games accessible. For example, Eelke's (pretty good!) design patterns >are a formal way of describing specific design problems and their solutions, >but not everything concerning game accessibility might be able to be >captured in the format of patterns [3]. My point: there is alot of >information out there that is not coherent and not all information is there. >And therefore agree with John that if it's not the SIG's job to fix this >issue, whose job is it? > >John's email reminded me that that was what initially draw me to this SIG in >the first place (being busy with game accessibility myself and disagreeing >with the initial SIG Top 10 guidelines and hopeing to contribute to a better >definition and design guidelines) and now painfully lets me conclude that >here I am, still working on my initial draft [4] more or less by myself (see >my GDC08 proposal and 3 years of posts to the list concerning guidelines). >John's email also made me realise how little the SIG has published. I know >several of us have written articles, but as far as I know - if you don't >count the SIG activity at conferences, the last actual SIG publication was >2005? > >Sigh... ok.. point of this email: I believe we are all doing the best we >can, with limited resources and busy lives. And we all want to do as much as >possible. Several of us have already aimed their actual careers at that. And >we already scheduled several committees for specific activities such as >research and industry and stuff like that. So cheers and drinks for us :) >And the active <10 of us can't do more than we can. But, logically, one of >the best next steps we can now do is to make a worldwide publication with a >definitive set of descriptions of game accessibility functionality, with >design guidelines and where possible, design patterns. And since The Book >will not coming for another couple of years or so I think a simple .pdf >paper with the IGDA logo will do. >Too much of the SIG's knowledge is floating in the air (or in the heads of ><10 individuals around the world). Why try to only ventilate that knowledge >at conferences? If we put that knowledge in a fixed form it will help with >BOTH awareness and more accessible games. I also the SIG benefits from >that - it will help ourselves get our personal thoughts out and get in line >with each other - something I think we now are not. Therefore I think that >such a publication is now much more needed than anything else. > >Greets, > >Richard > > >[1] like " contains captions" , "one switch accessible", etc. etc. which in >the end could mean about 39? logo's on your product - which is not very >accessible? >[2] http://gameaccess.medialt.no/guide.php >[3] I prefer a hierarchical list of keypoints > guidelines > patterns - a >bit like seen in my doc [4]. >[4] http://www2.hku.nl/~mosh/ga/gatheoryshort012_2OLD.doc > > > > > > > > >----- Original Message ----- From: "AudioGames.net" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 7:17 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > >>Hi, >> >>Well, me? > 1) See my doc, which I think is the best attempt to >>capture game accessibility so far. I anyone disagrees PLEASE :) >>tell me... :) >> >>Greets, >> >>Richard >> >> >>----- Original Message ----- From: "John Bannick" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Saturday, December 01, 2007 6:51 PM >>Subject: Re: [games_access] GDC 2008: VERY Bad News >> >>>Michelle, >>> >>>Well put. >>> >>>So OK. I volunteer to assemble, contribute to, and be responsible >>>for delivery of Item 1. >>> >>>This means: >>> >>>1. Getting from you good folks any work in progress you want to >>>share, synthesizing it into something that works, getting a quick >>>review by anyone here who is interested, and delivering a first >>>cut of SIG Game Accessibility Criteria. >>> >>>2. Getting from anyone here who wants to contribute, and >>>contributing to, a list of target developers, organizations, >>>institutions, and distributors we send this to, getting a quick >>>review, and delivering a first cut Distribution List. >>> >>>3. Writing a first draft cover letter / promo piece, that is sent >>>with the Criteria, getting a quick review, and delivering this >>>first cut Cover Letter. >>> >>>All of the above sent to you, Michelle NLT 15 January, 2008. >>>That way you get the volunteer work, you maintain control, and >>>everyone is included. >>> >>>BTW. This isn't nearly as formidable as developing coding >>>standards for the 50 engineers who did the software that laid out >>>the NY Times, and surviving the process. >>> >>>Does this work for you, Michelle? >>> >>>John Bannick >>> >>>At 12:24 PM 12/1/2007, you wrote: >>>>All of the things John mentions are projects we have talked about >>>>and/or taken passes at (the top ten list from two years ago and >>>>now the new project that Barrie has started up, etc). Others have >>>>brought up other ideas that we've either done or attempted and >>>>then the projects lost momentum. All these things are great but >>>>there's a problem...these things also take active volunteers in >>>>the SIG and from that perspective our numbers are low. So we need >>>>people who are willing to put in the time and may/may not get any >>>>reimbursement for that time and every project cannot be started >>>>and maintained by me. >>>> >>>>So instead of continuing to criticize ourselves (I know...I >>>>started it but I was really mad after killing myself over the >>>>proposals at deadline), the industry, the GDC etc...who from >>>>WITHIN this SIG can put in the time needed for these things AND >>>>actually follow through? No, it's not fair that we aren't in a >>>>position to reimburse people for time and that won't change in >>>>the near future. But it's something that will have to change and >>>>it will change but we can't just wait for that day to come >>>>(because it won't come if we don't put in the sweat equity now). >>>>People need to honestly commit the time and work because they >>>>believe in making change. Take some of that anger and tell me >>>>what YOU are willing to do to help us make change. Take ownership >>>>of something on behalf of the SIG. Ideas are great...but we need >>>>people who will put in the work so that the "SIG" is able to do >>>>these things. >>>> >>>>So who will join in putting in some volunteer time so that these >>>>ideas can become reality? >>>> >>>>Michelle >>>> >>>>>Reid is right. >>>>> >>>>>There are developers right now who want their work to be accessible. >>>>> >>>>>This SIG could right now facilitate that by: >>>>> >>>>>1. Providing, distributing, and publicizing a concise, specific >>>>>set of functional criteria that define what means accessible. >>>>>2. Compiling, publishing, and publicizing an annual list of >>>>>which companies and games meet those criteria. >>>>>3. Maintaining a forum (The currently rather drifting Game >>>>>Accessibility Project comes to mind) where developers can go for >>>>>immediate help. >>>>> >>>>>I'm a developer of games that are accessible. >>>>>Have shipped 22 different revenue-generating products in a wide >>>>>variety of vertical markets in the last 30 years. >>>>>Am neither stupid nor lazy. >>>>>And don't see any of the 3 above items. >>>>> >>>>>None of the 3 items should take long to build as a first cut. >>>>> >>>>>And if not from this SIG, then from where? >>>>> >>>>>John Bannick >>>>>CTO >>>>>7-128 Software >>>>> >>>>> >>>>>At 02:26 AM 12/1/2007, you wrote: >>>>>>Please, can we stop with the negative talk about GDC and the game >>>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>>wants to talk about what we can do to improve accessibility in our >>>>>>games after our current milestone is finished. There are dozens of >>>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>>goes on and on. >>>>>> >>>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>>people you have to work with. It's the quickest way to turn them away >>>>>>from our cause. >>>>>> >>>>>>So, instead of complaining, lets do something about it! First, >>>>>>everyone here needs to understand what it's like for developers and >>>>>>why it's so hard for them to adopt accessibility features. >>>>>> >>>>>>1. Limited financial resources - Games are very expensive to make and >>>>>>any new features adds to the cost. Before you can add accessibility >>>>>>features you must have a game and that's where most of the money is >>>>>>spent first. >>>>>> >>>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>>tame. No matter how much extra time gets budgeted into the production >>>>>>schedule, it always runs out well before all tasks are complete. When >>>>>>this happens, features get cut in order to save the core of the game >>>>>>and again, without a game, there can't be any accessibility features. >>>>>>Because this usually happens so late, there isn't enough time to work >>>>>>on accessibility features before the game has to ship. >>>>>> >>>>>>3. Limited information - Even if a developer was pro-active and >>>>>>scheduled the development of accessibility features into the games' >>>>>>development schedule, there's still a major lack of knowledge and >>>>>>tools that enable them to do their job. The SIG has been thinking >>>>>>about accessibility features for years and we have all the solutions, >>>>>>but developers don't yet. We need to make ourselves known and readily >>>>>>available to help them. >>>>>> >>>>>>What can we do to solve these issues? We need to develop our >>>>>>relationships with developers and offer our assistance. Our attempts >>>>>>to work with GarageGames is a good start. When a new game is announced >>>>>>we should contact them and offer our expertise. >>>>>> >>>>>>We have GOT to get a website up so that we can communicate our >>>>>>abilities and expertise to our target audiences (game developers). >>>>>> >>>>>>But there are technical issues and many of us are volunteers and so >>>>>>things move very slowly. >>>>>> >>>>>>Several of us are writing guidelines for implementing certain features >>>>>>but again, this is a slow process. Others are doing research. Going to >>>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>>well. >>>>>> >>>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>>developers don't care, they don't know that they SHOULD care. >>>>>> >>>>>>-Reid >>>>>>_______________________________________________ >>>>>>games_access mailing list >>>>>>games_access at igda.org >>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>>-- >>>>>>No virus found in this incoming message. >>>>>>Checked by AVG Free Edition. >>>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release >>>>>>Date: 11/30/2007 12:12 PM >>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 14:16:21 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 13:16:21 -0600 Subject: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) In-Reply-To: <008901c83449$926eefe0$6402a8c0@Delletje> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Ins piron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.200712011 03852.01d66f38@enigami.com><053001c83439$da0092b0$0202a8c0@oneswitch> <6.1.0.6.2.20071201125153.01db69b0@enigami.com> <008901c83449$926eefe0$6402a8c0@Delletje> Message-ID: Well, it seems that the IGDA web initiative is pretty dead at the moment so there's no reason why we can't adopt the site. Can you help us/me get in touch with the foundation again so that we can work this out and get our web presence seriously back on track? Remember -- you've also had to take some time off from working with the SIG (I know...I have a PhD to finish too but I'm not in as nice a situation) so please remember that when you criticize about action not being taken on this and that. Cool? Michelle >Hi, > >Just so you know: the GA forum was left unattended for some time but >the spam was removed as far as I could see. The forum is still >pretty popular, it's just that not that many SIG people attend it >(because it is not an "offical SIG" forum?). > >As I also said in the past: the Accessibility foundation is still >awaiting to be approached by the GA-SIG for collaborating on GA.com. >I already explained to a couple of you that with me and Sander >having left the foundation, most expertise left too. The foundation >is currently focusing on other projects and does not have the >resources to maintain this website at the moment. I already >discussed a possible collaboration with GA-SIG with my boss - EVEN >to the extend of GA-SIG ADOPTING GA.com and chaing it to a GA-SIG >format - as if it was its own - with Accessibility only sponsoring >the website in the form of hosting it. As far as I know, the >foundation is still up for that. However, IGDA politics intervened >which resulted in that IGDA GA-SIG still does not have a website to >call their own. If GA-SIG does not want to collaborate with GA.com >then I would still suggest to buy www.gasig.org and simply make a >website under that for as long as IGDA politics keep intervening. > >Greets, > >Richard > > > > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 7:20 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > >>Barrie, >> >>No. Not harsh. Just on point. (Programmers are not hired for their >>social skills.) >> >>1. Yes. >> >>But this SIG is unique in that it is the one active place that >>covers multiple challenges, has an international audience, and >>clearly has the ears of some key industry players. If this SIG has >>its own concise, specific, answer to "what do you want us >>developers to do?" please point me to it. >> >>2. Again, this SIG has a unique position in that it can credibly >>publish such a list, that address multiple challenges, >>internationally, and has the ear of the major developers. Is there >>any such recognized list of companies and games? Why not from this >>SIG? >> >>3. Please. >> >>I'm on the Game Accessibility Project forum every day. It's getting >>spammed without intervention. It's much lower volume than such a >>fine effort warrants. Richard says he's out of there. It's adrift. >> >>And Mark's forum is outstanding, but does not right now have the >>attention of the industry leaders, or actual developers, that this >>SIG does. (No criticism, he's doing a wonderful job.) I'm on >>Audyssey every day and it has a very active set of game developers >>that help each other all the time. But it's limited to the blind >>and VI folks. >> >>I'd not heard of the RetroRemakes forum (thanks for the tip) but >>according to its main page, it's most recent post was in August. >> >>Show me a forum where mainstream game developers meet to help each >>other make accessibility happen. >> >>The three proposals stand. >> >>John >> >>At 11:47 AM 12/1/2007, you wrote: >>>A little harsh, John perhaps? >>> >>>1. Has been covered to various degrees here: >>> >>>http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>>http://www.ics.forth.gr/hci/ua-games/game-over/ >>>http://www.helpyouplay.com/welcome.html >>> >>>(and other places too). >>> >>>2. Is is a good point. But there's so few mainstream developers >>>making deliberate accessibity efforts that take into account >>>specific disabilities. Here's a list of some: >>> >>>http://www.oneswitch.org.uk/2/pioneers.htm >>>http://gameaccessibility.blogspot.com/ >>> >>>3. Forums here: >>> >>>http://www.game-accessibility.com/forum/ >>>http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>>http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >>> >>>We need the support of more people though! >>> >>>Barrie >>>www.OneSwitch.org.uk >>>www.igda.org/accessibility >>> >>>----- Original Message ----- From: "John Bannick" >>>To: "IGDA Games Accessibility SIG Mailing List" >>>Sent: Saturday, December 01, 2007 4:05 PM >>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>> >>>>Reid is right. >>>> >>>>There are developers right now who want their work to be accessible. >>>> >>>>This SIG could right now facilitate that by: >>>> >>>>1. Providing, distributing, and publicizing a concise, specific >>>>set of functional criteria that define what means accessible. >>>>2. Compiling, publishing, and publicizing an annual list of which >>>>companies and games meet those criteria. >>>>3. Maintaining a forum (The currently rather drifting Game >>>>Accessibility Project comes to mind) where developers can go for >>>>immediate help. >>>> >>>>I'm a developer of games that are accessible. >>>>Have shipped 22 different revenue-generating products in a wide >>>>variety of vertical markets in the last 30 years. >>>>Am neither stupid nor lazy. >>>>And don't see any of the 3 above items. >>>> >>>>None of the 3 items should take long to build as a first cut. >>>> >>>>And if not from this SIG, then from where? >>>> >>>>John Bannick >>>>CTO >>>>7-128 Software >>>> >>>> >>>>At 02:26 AM 12/1/2007, you wrote: >>>>>Please, can we stop with the negative talk about GDC and the game >>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>wants to talk about what we can do to improve accessibility in our >>>>>games after our current milestone is finished. There are dozens of >>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>goes on and on. >>>>> >>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>people you have to work with. It's the quickest way to turn them away >>>>>from our cause. >>>>> >>>>>So, instead of complaining, lets do something about it! First, >>>>>everyone here needs to understand what it's like for developers and >>>>>why it's so hard for them to adopt accessibility features. >>>>> >>>>>1. Limited financial resources - Games are very expensive to make and >>>>>any new features adds to the cost. Before you can add accessibility >>>>>features you must have a game and that's where most of the money is >>>>>spent first. >>>>> >>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>tame. No matter how much extra time gets budgeted into the production >>>>>schedule, it always runs out well before all tasks are complete. When >>>>>this happens, features get cut in order to save the core of the game >>>>>and again, without a game, there can't be any accessibility features. >>>>>Because this usually happens so late, there isn't enough time to work >>>>>on accessibility features before the game has to ship. >>>>> >>>>>3. Limited information - Even if a developer was pro-active and >>>>>scheduled the development of accessibility features into the games' >>>>>development schedule, there's still a major lack of knowledge and >>>>>tools that enable them to do their job. The SIG has been thinking >>>>>about accessibility features for years and we have all the solutions, >>>>>but developers don't yet. We need to make ourselves known and readily >>>>>available to help them. >>>>> >>>>>What can we do to solve these issues? We need to develop our >>>>>relationships with developers and offer our assistance. Our attempts >>>>>to work with GarageGames is a good start. When a new game is announced >>>>>we should contact them and offer our expertise. >>>>> >>>>>We have GOT to get a website up so that we can communicate our >>>>>abilities and expertise to our target audiences (game developers). >>>>> >>>>>But there are technical issues and many of us are volunteers and so >>>>>things move very slowly. >>>>> >>>>>Several of us are writing guidelines for implementing certain features >>>>>but again, this is a slow process. Others are doing research. Going to >>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>well. >>>>> >>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>developers don't care, they don't know that they SHOULD care. >>>>> >>>>>-Reid >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>>-- >>>>>No virus found in this incoming message. >>>>>Checked by AVG Free Edition. >>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release >>>>>Date: 11/30/2007 12:12 PM >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 1 14:32:01 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 20:32:01 +0100 Subject: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><053001c83439$da0092b0$0202a8c0@oneswitch><6.1.0.6.2.20071201125153.01db69b0@enigami.com><008901c83449$926eefe0$6402a8c0@Delletje> Message-ID: <013d01c83450$d8803cd0$6402a8c0@Delletje> I was not ciriticizing you so don't you don't feel criticized by me ;) I don't even know if everyone agrees to that plan anyway...? Do you? It's is just ONE option... Yes, I can help you. ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 8:16 PM Subject: Re: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) > Well, it seems that the IGDA web initiative is pretty dead at the moment > so there's no reason why we can't adopt the site. Can you help us/me get > in touch with the foundation again so that we can work this out and get > our web presence seriously back on track? > > Remember -- you've also had to take some time off from working with the > SIG (I know...I have a PhD to finish too but I'm not in as nice a > situation) so please remember that when you criticize about action not > being taken on this and that. Cool? > > Michelle > >>Hi, >> >>Just so you know: the GA forum was left unattended for some time but the >>spam was removed as far as I could see. The forum is still pretty popular, >>it's just that not that many SIG people attend it (because it is not an >>"offical SIG" forum?). >> >>As I also said in the past: the Accessibility foundation is still awaiting >>to be approached by the GA-SIG for collaborating on GA.com. I already >>explained to a couple of you that with me and Sander having left the >>foundation, most expertise left too. The foundation is currently focusing >>on other projects and does not have the resources to maintain this website >>at the moment. I already discussed a possible collaboration with GA-SIG >>with my boss - EVEN to the extend of GA-SIG ADOPTING GA.com and chaing it >>to a GA-SIG format - as if it was its own - with Accessibility only >>sponsoring the website in the form of hosting it. As far as I know, the >>foundation is still up for that. However, IGDA politics intervened which >>resulted in that IGDA GA-SIG still does not have a website to call their >>own. If GA-SIG does not want to collaborate with GA.com then I would still >>suggest to buy www.gasig.org and simply make a website under that for as >>long as IGDA politics keep intervening. >> >>Greets, >> >>Richard >> >> >> >> >>----- Original Message ----- From: "John Bannick" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Saturday, December 01, 2007 7:20 PM >>Subject: Re: [games_access] GDC 2008: VERY Bad News >> >>>Barrie, >>> >>>No. Not harsh. Just on point. (Programmers are not hired for their social >>>skills.) >>> >>>1. Yes. >>> >>>But this SIG is unique in that it is the one active place that covers >>>multiple challenges, has an international audience, and clearly has the >>>ears of some key industry players. If this SIG has its own concise, >>>specific, answer to "what do you want us developers to do?" please point >>>me to it. >>> >>>2. Again, this SIG has a unique position in that it can credibly publish >>>such a list, that address multiple challenges, internationally, and has >>>the ear of the major developers. Is there any such recognized list of >>>companies and games? Why not from this SIG? >>> >>>3. Please. >>> >>>I'm on the Game Accessibility Project forum every day. It's getting >>>spammed without intervention. It's much lower volume than such a fine >>>effort warrants. Richard says he's out of there. It's adrift. >>> >>>And Mark's forum is outstanding, but does not right now have the >>>attention of the industry leaders, or actual developers, that this SIG >>>does. (No criticism, he's doing a wonderful job.) I'm on Audyssey every >>>day and it has a very active set of game developers that help each other >>>all the time. But it's limited to the blind and VI folks. >>> >>>I'd not heard of the RetroRemakes forum (thanks for the tip) but >>>according to its main page, it's most recent post was in August. >>> >>>Show me a forum where mainstream game developers meet to help each other >>>make accessibility happen. >>> >>>The three proposals stand. >>> >>>John >>> >>>At 11:47 AM 12/1/2007, you wrote: >>>>A little harsh, John perhaps? >>>> >>>>1. Has been covered to various degrees here: >>>> >>>>http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>>>http://www.ics.forth.gr/hci/ua-games/game-over/ >>>>http://www.helpyouplay.com/welcome.html >>>> >>>>(and other places too). >>>> >>>>2. Is is a good point. But there's so few mainstream developers making >>>>deliberate accessibity efforts that take into account specific >>>>disabilities. Here's a list of some: >>>> >>>>http://www.oneswitch.org.uk/2/pioneers.htm >>>>http://gameaccessibility.blogspot.com/ >>>> >>>>3. Forums here: >>>> >>>>http://www.game-accessibility.com/forum/ >>>>http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>>>http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >>>> >>>>We need the support of more people though! >>>> >>>>Barrie >>>>www.OneSwitch.org.uk >>>>www.igda.org/accessibility >>>> >>>>----- Original Message ----- From: "John Bannick" >>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>Sent: Saturday, December 01, 2007 4:05 PM >>>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>>> >>>>>Reid is right. >>>>> >>>>>There are developers right now who want their work to be accessible. >>>>> >>>>>This SIG could right now facilitate that by: >>>>> >>>>>1. Providing, distributing, and publicizing a concise, specific set of >>>>>functional criteria that define what means accessible. >>>>>2. Compiling, publishing, and publicizing an annual list of which >>>>>companies and games meet those criteria. >>>>>3. Maintaining a forum (The currently rather drifting Game >>>>>Accessibility Project comes to mind) where developers can go for >>>>>immediate help. >>>>> >>>>>I'm a developer of games that are accessible. >>>>>Have shipped 22 different revenue-generating products in a wide variety >>>>>of vertical markets in the last 30 years. >>>>>Am neither stupid nor lazy. >>>>>And don't see any of the 3 above items. >>>>> >>>>>None of the 3 items should take long to build as a first cut. >>>>> >>>>>And if not from this SIG, then from where? >>>>> >>>>>John Bannick >>>>>CTO >>>>>7-128 Software >>>>> >>>>> >>>>>At 02:26 AM 12/1/2007, you wrote: >>>>>>Please, can we stop with the negative talk about GDC and the game >>>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>>wants to talk about what we can do to improve accessibility in our >>>>>>games after our current milestone is finished. There are dozens of >>>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>>goes on and on. >>>>>> >>>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>>people you have to work with. It's the quickest way to turn them away >>>>>>from our cause. >>>>>> >>>>>>So, instead of complaining, lets do something about it! First, >>>>>>everyone here needs to understand what it's like for developers and >>>>>>why it's so hard for them to adopt accessibility features. >>>>>> >>>>>>1. Limited financial resources - Games are very expensive to make and >>>>>>any new features adds to the cost. Before you can add accessibility >>>>>>features you must have a game and that's where most of the money is >>>>>>spent first. >>>>>> >>>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>>tame. No matter how much extra time gets budgeted into the production >>>>>>schedule, it always runs out well before all tasks are complete. When >>>>>>this happens, features get cut in order to save the core of the game >>>>>>and again, without a game, there can't be any accessibility features. >>>>>>Because this usually happens so late, there isn't enough time to work >>>>>>on accessibility features before the game has to ship. >>>>>> >>>>>>3. Limited information - Even if a developer was pro-active and >>>>>>scheduled the development of accessibility features into the games' >>>>>>development schedule, there's still a major lack of knowledge and >>>>>>tools that enable them to do their job. The SIG has been thinking >>>>>>about accessibility features for years and we have all the solutions, >>>>>>but developers don't yet. We need to make ourselves known and readily >>>>>>available to help them. >>>>>> >>>>>>What can we do to solve these issues? We need to develop our >>>>>>relationships with developers and offer our assistance. Our attempts >>>>>>to work with GarageGames is a good start. When a new game is announced >>>>>>we should contact them and offer our expertise. >>>>>> >>>>>>We have GOT to get a website up so that we can communicate our >>>>>>abilities and expertise to our target audiences (game developers). >>>>>> >>>>>>But there are technical issues and many of us are volunteers and so >>>>>>things move very slowly. >>>>>> >>>>>>Several of us are writing guidelines for implementing certain features >>>>>>but again, this is a slow process. Others are doing research. Going to >>>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>>well. >>>>>> >>>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>>developers don't care, they don't know that they SHOULD care. >>>>>> >>>>>>-Reid >>>>>>_______________________________________________ >>>>>>games_access mailing list >>>>>>games_access at igda.org >>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>>-- >>>>>>No virus found in this incoming message. >>>>>>Checked by AVG Free Edition. >>>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>>>11/30/2007 12:12 PM >>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 1 14:33:15 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Dec 2007 20:33:15 +0100 Subject: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><053001c83439$da0092b0$0202a8c0@oneswitch><6.1.0.6.2.20071201125153.01db69b0@enigami.com><008901c83449$926eefe0$6402a8c0@Delletje> <013d01c83450$d8803cd0$6402a8c0@Delletje> Message-ID: <014c01c83451$0504b8d0$6402a8c0@Delletje> (could that post be more full of typos?!? hihi... that was NOT a dyslexia test ;) ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 8:32 PM Subject: Re: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) >I was not ciriticizing you so don't you don't feel criticized by me ;) I >don't even know if everyone agrees to that plan anyway...? Do you? It's is >just ONE option... > > Yes, I can help you. > > > ----- Original Message ----- > From: "d. michelle hinn" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, December 01, 2007 8:16 PM > Subject: Re: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) > > >> Well, it seems that the IGDA web initiative is pretty dead at the moment >> so there's no reason why we can't adopt the site. Can you help us/me get >> in touch with the foundation again so that we can work this out and get >> our web presence seriously back on track? >> >> Remember -- you've also had to take some time off from working with the >> SIG (I know...I have a PhD to finish too but I'm not in as nice a >> situation) so please remember that when you criticize about action not >> being taken on this and that. Cool? >> >> Michelle >> >>>Hi, >>> >>>Just so you know: the GA forum was left unattended for some time but the >>>spam was removed as far as I could see. The forum is still pretty >>>popular, it's just that not that many SIG people attend it (because it is >>>not an "offical SIG" forum?). >>> >>>As I also said in the past: the Accessibility foundation is still >>>awaiting to be approached by the GA-SIG for collaborating on GA.com. I >>>already explained to a couple of you that with me and Sander having left >>>the foundation, most expertise left too. The foundation is currently >>>focusing on other projects and does not have the resources to maintain >>>this website at the moment. I already discussed a possible collaboration >>>with GA-SIG with my boss - EVEN to the extend of GA-SIG ADOPTING GA.com >>>and chaing it to a GA-SIG format - as if it was its own - with >>>Accessibility only sponsoring the website in the form of hosting it. As >>>far as I know, the foundation is still up for that. However, IGDA >>>politics intervened which resulted in that IGDA GA-SIG still does not >>>have a website to call their own. If GA-SIG does not want to collaborate >>>with GA.com then I would still suggest to buy www.gasig.org and simply >>>make a website under that for as long as IGDA politics keep intervening. >>> >>>Greets, >>> >>>Richard >>> >>> >>> >>> >>>----- Original Message ----- From: "John Bannick" >>>To: "IGDA Games Accessibility SIG Mailing List" >>>Sent: Saturday, December 01, 2007 7:20 PM >>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>> >>>>Barrie, >>>> >>>>No. Not harsh. Just on point. (Programmers are not hired for their >>>>social skills.) >>>> >>>>1. Yes. >>>> >>>>But this SIG is unique in that it is the one active place that covers >>>>multiple challenges, has an international audience, and clearly has the >>>>ears of some key industry players. If this SIG has its own concise, >>>>specific, answer to "what do you want us developers to do?" please point >>>>me to it. >>>> >>>>2. Again, this SIG has a unique position in that it can credibly publish >>>>such a list, that address multiple challenges, internationally, and has >>>>the ear of the major developers. Is there any such recognized list of >>>>companies and games? Why not from this SIG? >>>> >>>>3. Please. >>>> >>>>I'm on the Game Accessibility Project forum every day. It's getting >>>>spammed without intervention. It's much lower volume than such a fine >>>>effort warrants. Richard says he's out of there. It's adrift. >>>> >>>>And Mark's forum is outstanding, but does not right now have the >>>>attention of the industry leaders, or actual developers, that this SIG >>>>does. (No criticism, he's doing a wonderful job.) I'm on Audyssey every >>>>day and it has a very active set of game developers that help each other >>>>all the time. But it's limited to the blind and VI folks. >>>> >>>>I'd not heard of the RetroRemakes forum (thanks for the tip) but >>>>according to its main page, it's most recent post was in August. >>>> >>>>Show me a forum where mainstream game developers meet to help each other >>>>make accessibility happen. >>>> >>>>The three proposals stand. >>>> >>>>John >>>> >>>>At 11:47 AM 12/1/2007, you wrote: >>>>>A little harsh, John perhaps? >>>>> >>>>>1. Has been covered to various degrees here: >>>>> >>>>>http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>>>>http://www.ics.forth.gr/hci/ua-games/game-over/ >>>>>http://www.helpyouplay.com/welcome.html >>>>> >>>>>(and other places too). >>>>> >>>>>2. Is is a good point. But there's so few mainstream developers making >>>>>deliberate accessibity efforts that take into account specific >>>>>disabilities. Here's a list of some: >>>>> >>>>>http://www.oneswitch.org.uk/2/pioneers.htm >>>>>http://gameaccessibility.blogspot.com/ >>>>> >>>>>3. Forums here: >>>>> >>>>>http://www.game-accessibility.com/forum/ >>>>>http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>>>>http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >>>>> >>>>>We need the support of more people though! >>>>> >>>>>Barrie >>>>>www.OneSwitch.org.uk >>>>>www.igda.org/accessibility >>>>> >>>>>----- Original Message ----- From: "John Bannick" >>>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>>Sent: Saturday, December 01, 2007 4:05 PM >>>>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>>>> >>>>>>Reid is right. >>>>>> >>>>>>There are developers right now who want their work to be accessible. >>>>>> >>>>>>This SIG could right now facilitate that by: >>>>>> >>>>>>1. Providing, distributing, and publicizing a concise, specific set of >>>>>>functional criteria that define what means accessible. >>>>>>2. Compiling, publishing, and publicizing an annual list of which >>>>>>companies and games meet those criteria. >>>>>>3. Maintaining a forum (The currently rather drifting Game >>>>>>Accessibility Project comes to mind) where developers can go for >>>>>>immediate help. >>>>>> >>>>>>I'm a developer of games that are accessible. >>>>>>Have shipped 22 different revenue-generating products in a wide >>>>>>variety of vertical markets in the last 30 years. >>>>>>Am neither stupid nor lazy. >>>>>>And don't see any of the 3 above items. >>>>>> >>>>>>None of the 3 items should take long to build as a first cut. >>>>>> >>>>>>And if not from this SIG, then from where? >>>>>> >>>>>>John Bannick >>>>>>CTO >>>>>>7-128 Software >>>>>> >>>>>> >>>>>>At 02:26 AM 12/1/2007, you wrote: >>>>>>>Please, can we stop with the negative talk about GDC and the game >>>>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>>>wants to talk about what we can do to improve accessibility in our >>>>>>>games after our current milestone is finished. There are dozens of >>>>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>>>goes on and on. >>>>>>> >>>>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>>>caring because WE DO CARE. The last thing you want to do is insult >>>>>>>the >>>>>>>people you have to work with. It's the quickest way to turn them away >>>>>>>from our cause. >>>>>>> >>>>>>>So, instead of complaining, lets do something about it! First, >>>>>>>everyone here needs to understand what it's like for developers and >>>>>>>why it's so hard for them to adopt accessibility features. >>>>>>> >>>>>>>1. Limited financial resources - Games are very expensive to make and >>>>>>>any new features adds to the cost. Before you can add accessibility >>>>>>>features you must have a game and that's where most of the money is >>>>>>>spent first. >>>>>>> >>>>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>>>tame. No matter how much extra time gets budgeted into the production >>>>>>>schedule, it always runs out well before all tasks are complete. When >>>>>>>this happens, features get cut in order to save the core of the game >>>>>>>and again, without a game, there can't be any accessibility features. >>>>>>>Because this usually happens so late, there isn't enough time to work >>>>>>>on accessibility features before the game has to ship. >>>>>>> >>>>>>>3. Limited information - Even if a developer was pro-active and >>>>>>>scheduled the development of accessibility features into the games' >>>>>>>development schedule, there's still a major lack of knowledge and >>>>>>>tools that enable them to do their job. The SIG has been thinking >>>>>>>about accessibility features for years and we have all the solutions, >>>>>>>but developers don't yet. We need to make ourselves known and readily >>>>>>>available to help them. >>>>>>> >>>>>>>What can we do to solve these issues? We need to develop our >>>>>>>relationships with developers and offer our assistance. Our attempts >>>>>>>to work with GarageGames is a good start. When a new game is >>>>>>>announced >>>>>>>we should contact them and offer our expertise. >>>>>>> >>>>>>>We have GOT to get a website up so that we can communicate our >>>>>>>abilities and expertise to our target audiences (game developers). >>>>>>> >>>>>>>But there are technical issues and many of us are volunteers and so >>>>>>>things move very slowly. >>>>>>> >>>>>>>Several of us are writing guidelines for implementing certain >>>>>>>features >>>>>>>but again, this is a slow process. Others are doing research. Going >>>>>>>to >>>>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>>>well. >>>>>>> >>>>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>>>developers don't care, they don't know that they SHOULD care. >>>>>>> >>>>>>>-Reid >>>>>>>_______________________________________________ >>>>>>>games_access mailing list >>>>>>>games_access at igda.org >>>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> >>>>>>>-- >>>>>>>No virus found in this incoming message. >>>>>>>Checked by AVG Free Edition. >>>>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>>>>11/30/2007 12:12 PM >>>>>> >>>>>>_______________________________________________ >>>>>>games_access mailing list >>>>>>games_access at igda.org >>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>>-- >>>>>No virus found in this incoming message. >>>>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Sat Dec 1 15:41:46 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sat, 1 Dec 2007 12:41:46 -0800 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> Message-ID: <836db6300712011241hd4fc7cy157c769e5eaf73b5@mail.gmail.com> Hi Reid, On 30/11/2007, Reid Kimball wrote: > Please, can we stop with the negative talk about GDC and the game > industry? It's not negative it's realistic. > I work in the game industry for LucasArts. Just last week I > talked to a highly respected programmer and he's 100% behind us and > wants to talk about what we can do to improve accessibility in our Those "want-to"'s are nice but sadly its not reflected by any accessible games in the market. Accessible as in people with disabilities can play them not necessarily appealing to a larger audience (though there are similarities). I don't agree with your statement that Nintendo gets the message. Their games may appeal to a larger audience but technically a game like Wii sports is less accessible to people with disabilities, blind can't play it, deaf dont' have captions and physically impaired even have more problems than with a regular controller. A blood and violence game like postal may appeal to a smaller audience but technically more people are able to play it (including those with disabilities). It is important to make this distinction. With regard to making games accessible. I'm not saying individual programmers don't care; ask any programmer/artist at any game company and anyone will support accessible games that's not the problem. Whether the game will be made accessible or not is not in the hands of programmers like but is in the hand of producers and management. They will only take decisions that pay off. Adding new features is only beneficial if the benefits (the extra copies it may sell) weigh off against the investments (adding the features, debugging, testing, features may interact with other features leading to more testing, etc). I think it is our task to focus on that and provide quantitative data on that so management can make informed decisions on whether or not to make a game accessible. What happens now is that developers may want to make their game accessible but 6 weeks before the gold master is due they think "When in doubt leave it out" and it gets not implemented. With my projects I am clearly measuring how much implementation effort is associated, probably someone at that specific game company can implement our features faster but at least we will be able to provide a worst case estimate. Cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From barrie.ellis at oneswitch.org.uk Sat Dec 1 16:11:18 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Dec 2007 21:11:18 -0000 Subject: [games_access] forums References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> Message-ID: <05eb01c8345e$b75d14c0$0202a8c0@oneswitch> Why don't we go back to using our original official IGDA forum - which we have more control over? Any thoughts? http://www.igda.org/Forums/forumdisplay.php?s=4cebefbd189d439649eacb1e401adb9a&forumid=189 We could ask the IGDA nicely to add a bit more functionaility (e.g. the ability to add images with ALT text facility - videos etc.). Barrie ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 4:05 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > Reid is right. > > There are developers right now who want their work to be accessible. > > This SIG could right now facilitate that by: > > 1. Providing, distributing, and publicizing a concise, specific set of > functional criteria that define what means accessible. > 2. Compiling, publishing, and publicizing an annual list of which > companies and games meet those criteria. > 3. Maintaining a forum (The currently rather drifting Game Accessibility > Project comes to mind) where developers can go for immediate help. > > I'm a developer of games that are accessible. > Have shipped 22 different revenue-generating products in a wide variety of > vertical markets in the last 30 years. > Am neither stupid nor lazy. > And don't see any of the 3 above items. > > None of the 3 items should take long to build as a first cut. > > And if not from this SIG, then from where? > > John Bannick > CTO > 7-128 Software > > > At 02:26 AM 12/1/2007, you wrote: >>Please, can we stop with the negative talk about GDC and the game >>industry? I work in the game industry for LucasArts. Just last week I >>talked to a highly respected programmer and he's 100% behind us and >>wants to talk about what we can do to improve accessibility in our >>games after our current milestone is finished. There are dozens of >>people at LucasArts that support game accessibility. Nintendo totally >>gets it, EA Games totally gets it with their Family Play modes in >>their sports games. Peter Molyneux gets it, Will Wright... the list >>goes on and on. >> >>It's offensive to me when people of this SIG accuse developers of not >>caring because WE DO CARE. The last thing you want to do is insult the >>people you have to work with. It's the quickest way to turn them away >>from our cause. >> >>So, instead of complaining, lets do something about it! First, >>everyone here needs to understand what it's like for developers and >>why it's so hard for them to adopt accessibility features. >> >>1. Limited financial resources - Games are very expensive to make and >>any new features adds to the cost. Before you can add accessibility >>features you must have a game and that's where most of the money is >>spent first. >> >>2. Limited time - Game development is incredibly complex and hard to >>tame. No matter how much extra time gets budgeted into the production >>schedule, it always runs out well before all tasks are complete. When >>this happens, features get cut in order to save the core of the game >>and again, without a game, there can't be any accessibility features. >>Because this usually happens so late, there isn't enough time to work >>on accessibility features before the game has to ship. >> >>3. Limited information - Even if a developer was pro-active and >>scheduled the development of accessibility features into the games' >>development schedule, there's still a major lack of knowledge and >>tools that enable them to do their job. The SIG has been thinking >>about accessibility features for years and we have all the solutions, >>but developers don't yet. We need to make ourselves known and readily >>available to help them. >> >>What can we do to solve these issues? We need to develop our >>relationships with developers and offer our assistance. Our attempts >>to work with GarageGames is a good start. When a new game is announced >>we should contact them and offer our expertise. >> >>We have GOT to get a website up so that we can communicate our >>abilities and expertise to our target audiences (game developers). >> >>But there are technical issues and many of us are volunteers and so >>things move very slowly. >> >>Several of us are writing guidelines for implementing certain features >>but again, this is a slow process. Others are doing research. Going to >>conferences is awesome. Writing articles to Gamasutra is great as >>well. >> >>Eitan is right, we have to "sell" our expertise. It's not that >>developers don't care, they don't know that they SHOULD care. >> >>-Reid >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>11/30/2007 12:12 PM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sat Dec 1 16:30:57 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Dec 2007 21:30:57 -0000 Subject: [games_access] GDC 2008: VERY Bad News References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><6.1.0.6.2.20071201123300.01d9e6a0@enigami.com><005001c83446$5fccee00$6402a8c0@Delletje> <007601c83447$2ec4c930$6402a8c0@Delletje> Message-ID: <05f601c83461$778bc5a0$0202a8c0@oneswitch> Looks good, Richard - not sure on your copyright message - as much of the content is already public domain information that you've rejigged... Useful stuff though. Barrie ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 01, 2007 6:22 PM Subject: Re: [games_access] GDC 2008: VERY Bad News > By the way: found a later version of that document: > > http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc > > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, December 01, 2007 7:17 PM > Subject: Re: [games_access] GDC 2008: VERY Bad News > > >> Hi, >> >> Well, me? > 1) See my doc, which I think is the best attempt to capture >> game accessibility so far. I anyone disagrees PLEASE :) tell me... :) >> >> Greets, >> >> Richard >> >> >> ----- Original Message ----- >> From: "John Bannick" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Saturday, December 01, 2007 6:51 PM >> Subject: Re: [games_access] GDC 2008: VERY Bad News >> >> >>> Michelle, >>> >>> Well put. >>> >>> So OK. I volunteer to assemble, contribute to, and be responsible for >>> delivery of Item 1. >>> >>> This means: >>> >>> 1. Getting from you good folks any work in progress you want to share, >>> synthesizing it into something that works, getting a quick review by >>> anyone here who is interested, and delivering a first cut of SIG Game >>> Accessibility Criteria. >>> >>> 2. Getting from anyone here who wants to contribute, and contributing >>> to, a list of target developers, organizations, institutions, and >>> distributors we send this to, getting a quick review, and delivering a >>> first cut Distribution List. >>> >>> 3. Writing a first draft cover letter / promo piece, that is sent with >>> the Criteria, getting a quick review, and delivering this first cut >>> Cover Letter. >>> >>> All of the above sent to you, Michelle NLT 15 January, 2008. >>> That way you get the volunteer work, you maintain control, and everyone >>> is included. >>> >>> BTW. This isn't nearly as formidable as developing coding standards for >>> the 50 engineers who did the software that laid out the NY Times, and >>> surviving the process. >>> >>> Does this work for you, Michelle? >>> >>> John Bannick >>> >>> At 12:24 PM 12/1/2007, you wrote: >>>>All of the things John mentions are projects we have talked about and/or >>>>taken passes at (the top ten list from two years ago and now the new >>>>project that Barrie has started up, etc). Others have brought up other >>>>ideas that we've either done or attempted and then the projects lost >>>>momentum. All these things are great but there's a problem...these >>>>things also take active volunteers in the SIG and from that perspective >>>>our numbers are low. So we need people who are willing to put in the >>>>time and may/may not get any reimbursement for that time and every >>>>project cannot be started and maintained by me. >>>> >>>>So instead of continuing to criticize ourselves (I know...I started it >>>>but I was really mad after killing myself over the proposals at >>>>deadline), the industry, the GDC etc...who from WITHIN this SIG can put >>>>in the time needed for these things AND actually follow through? No, >>>>it's not fair that we aren't in a position to reimburse people for time >>>>and that won't change in the near future. But it's something that will >>>>have to change and it will change but we can't just wait for that day to >>>>come (because it won't come if we don't put in the sweat equity now). >>>>People need to honestly commit the time and work because they believe in >>>>making change. Take some of that anger and tell me what YOU are willing >>>>to do to help us make change. Take ownership of something on behalf of >>>>the SIG. Ideas are great...but we need people who will put in the work >>>>so that the "SIG" is able to do these things. >>>> >>>>So who will join in putting in some volunteer time so that these ideas >>>>can become reality? >>>> >>>>Michelle >>>> >>>>>Reid is right. >>>>> >>>>>There are developers right now who want their work to be accessible. >>>>> >>>>>This SIG could right now facilitate that by: >>>>> >>>>>1. Providing, distributing, and publicizing a concise, specific set of >>>>>functional criteria that define what means accessible. >>>>>2. Compiling, publishing, and publicizing an annual list of which >>>>>companies and games meet those criteria. >>>>>3. Maintaining a forum (The currently rather drifting Game >>>>>Accessibility Project comes to mind) where developers can go for >>>>>immediate help. >>>>> >>>>>I'm a developer of games that are accessible. >>>>>Have shipped 22 different revenue-generating products in a wide variety >>>>>of vertical markets in the last 30 years. >>>>>Am neither stupid nor lazy. >>>>>And don't see any of the 3 above items. >>>>> >>>>>None of the 3 items should take long to build as a first cut. >>>>> >>>>>And if not from this SIG, then from where? >>>>> >>>>>John Bannick >>>>>CTO >>>>>7-128 Software >>>>> >>>>> >>>>>At 02:26 AM 12/1/2007, you wrote: >>>>>>Please, can we stop with the negative talk about GDC and the game >>>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>>wants to talk about what we can do to improve accessibility in our >>>>>>games after our current milestone is finished. There are dozens of >>>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>>goes on and on. >>>>>> >>>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>>people you have to work with. It's the quickest way to turn them away >>>>>>from our cause. >>>>>> >>>>>>So, instead of complaining, lets do something about it! First, >>>>>>everyone here needs to understand what it's like for developers and >>>>>>why it's so hard for them to adopt accessibility features. >>>>>> >>>>>>1. Limited financial resources - Games are very expensive to make and >>>>>>any new features adds to the cost. Before you can add accessibility >>>>>>features you must have a game and that's where most of the money is >>>>>>spent first. >>>>>> >>>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>>tame. No matter how much extra time gets budgeted into the production >>>>>>schedule, it always runs out well before all tasks are complete. When >>>>>>this happens, features get cut in order to save the core of the game >>>>>>and again, without a game, there can't be any accessibility features. >>>>>>Because this usually happens so late, there isn't enough time to work >>>>>>on accessibility features before the game has to ship. >>>>>> >>>>>>3. Limited information - Even if a developer was pro-active and >>>>>>scheduled the development of accessibility features into the games' >>>>>>development schedule, there's still a major lack of knowledge and >>>>>>tools that enable them to do their job. The SIG has been thinking >>>>>>about accessibility features for years and we have all the solutions, >>>>>>but developers don't yet. We need to make ourselves known and readily >>>>>>available to help them. >>>>>> >>>>>>What can we do to solve these issues? We need to develop our >>>>>>relationships with developers and offer our assistance. Our attempts >>>>>>to work with GarageGames is a good start. When a new game is announced >>>>>>we should contact them and offer our expertise. >>>>>> >>>>>>We have GOT to get a website up so that we can communicate our >>>>>>abilities and expertise to our target audiences (game developers). >>>>>> >>>>>>But there are technical issues and many of us are volunteers and so >>>>>>things move very slowly. >>>>>> >>>>>>Several of us are writing guidelines for implementing certain features >>>>>>but again, this is a slow process. Others are doing research. Going to >>>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>>well. >>>>>> >>>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>>developers don't care, they don't know that they SHOULD care. >>>>>> >>>>>>-Reid >>>>>>_______________________________________________ >>>>>>games_access mailing list >>>>>>games_access at igda.org >>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>>-- >>>>>>No virus found in this incoming message. >>>>>>Checked by AVG Free Edition. >>>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>>>11/30/2007 12:12 PM >>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From j.chetwynd at btinternet.com Sat Dec 1 16:52:30 2007 From: j.chetwynd at btinternet.com (=?UTF-8?B?In46Jycg44GC44KK44GM44Go44GG44GU44GW44GE44G+44GX44Gf?= =?UTF-8?B?44CCIg==?=) Date: Sat, 1 Dec 2007 21:52:30 +0000 Subject: [games_access] Ludum Dare X - Dec 14-16 - Update References: <200712012116.20768.ms@cerenity.org> Message-ID: <3105B9C7-C7E5-444A-AED8-0AA4FCABE1EC@btinternet.com> forwarded, wondering if there is an accessibility strand ~:" Jonathan Chetwynd Accessibility Consultant on Media Literacy and the Internet Hey, Ludum Dare 10 is coming! Ludum Dare is a regular community driven game development competition. The goal is, given a theme and 48 hours, to develop a game from scratch. Ludum Dare aims to encourage game design experimentation, and provide a platform to develop and practice rapid game prototyping. Website: http://www.imitationpickles.org/ludum/ Rules & Stuff: http://www.imitationpickles.org/ludum/wiki/start IRC: #ludumdare on irc.afternet.org Dec. 7-14th - Registration and Theme Voting Dec. 14 at 7pm PST and runs until the 16th at 7pm PST We're also building an archive of entries from previous compos. Goto the compo site and add your old entries! They will be added to the screenshot grids: Overall: http://www.imitationpickles.org/ludum/?mythumb_nav=1 Per Author: http://www.imitationpickles.org/ludum/author/hamumu/ Per Compo: http://www.imitationpickles.org/ludum/category/ld8/ Per Tag: http://www.imitationpickles.org/ludum/tag/farm/ Lastly, if you have participated in previous LD's and have a game-dev related blog, I'd be thrilled to aggregate it onto the site. Create an account and then contact me with your blog info and I will add it ASAP. Hope to see you there! -Phil From hinn at uiuc.edu Sat Dec 1 17:23:17 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 16:23:17 -0600 Subject: [games_access] Ludum Dare X - Dec 14-16 - Update In-Reply-To: <3105B9C7-C7E5-444A-AED8-0AA4FCABE1EC@btinternet.com> References: <200712012116.20768.ms@cerenity.org> <3105B9C7-C7E5-444A-AED8-0AA4FCABE1EC@btinternet.com> Message-ID: Why not start one yourself, Jonathan? Sounds great! Michelle >forwarded, wondering if there is an accessibility strand ~:" > >Jonathan Chetwynd >Accessibility Consultant on Media Literacy and the Internet > >Hey, > > Ludum Dare 10 is coming! Ludum Dare is a regular community driven game >development competition. The goal is, given a theme and 48 hours, to develop >a game from scratch. Ludum Dare aims to encourage game design >experimentation, and provide a platform to develop and practice rapid game >prototyping. > Website: http://www.imitationpickles.org/ludum/ > > Rules & Stuff: http://www.imitationpickles.org/ludum/wiki/start > > IRC: #ludumdare on irc.afternet.org > > Dec. 7-14th - Registration and Theme Voting > > Dec. 14 at 7pm PST and runs until the 16th at 7pm PST > > We're also building an archive of entries from previous compos. Goto the >compo site and add your old entries! They will be added to the screenshot >grids: > > Overall: http://www.imitationpickles.org/ludum/?mythumb_nav=1 > > Per Author: http://www.imitationpickles.org/ludum/author/hamumu/ > > Per Compo: http://www.imitationpickles.org/ludum/category/ld8/ > > Per Tag: http://www.imitationpickles.org/ludum/tag/farm/ > > Lastly, if you have participated in previous LD's and have a game-dev >related blog, I'd be thrilled to aggregate it onto the site. Create an >account and then contact me with your blog info and I will add it ASAP. > Hope to see you there! > > -Phil > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 17:30:09 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 16:30:09 -0600 Subject: [games_access] forums In-Reply-To: <05eb01c8345e$b75d14c0$0202a8c0@oneswitch> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Ins piron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <6.1.0.6.2.20071201103852.01d66f38@enigami.com> <05eb01c8345e$b75d14c0$0202a8c0@oneswitch> Message-ID: Hey Barrie, Well, unfortunately that brings us back to the issue of the "new" IGDA web stuff that was (I thought) about to roll out over the summer. It's my understanding that they are going to "upgrade" the forums, SIG websites, etc but to what I don't know. So it's a good idea to ask -- but the general gist I've been getting has been that everything is going into the "new" stuff. But I also understand that we are really scattered already with our stuff so the fewer redirects we have the more "together" our site will look and feel. Any thoughts about the advantage of one forum design over another? Michelle >Why don't we go back to using our original official IGDA forum - >which we have more control over? Any thoughts? > >http://www.igda.org/Forums/forumdisplay.php?s=4cebefbd189d439649eacb1e401adb9a&forumid=189 > >We could ask the IGDA nicely to add a bit more functionaility (e.g. >the ability to add images with ALT text facility - videos etc.). > >Barrie > > > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 4:05 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set >>of functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game >>Accessibility Project comes to mind) where developers can go for >>immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide >>variety of vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >>>things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 1 17:37:14 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Dec 2007 17:37:14 -0500 Subject: [games_access] forums In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykNSwA References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.20071201103852.01d66f38@enigami.com><05eb01c8345e$b75d14c0$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykNSwA Message-ID: <004f01c8346a$bb9ff820$6501a8c0@Inspiron> Hi Michelle. I'm not sure what you mean by advantage over one forum design over another can you explain please? The way it's laid out for colors I'm not sure it matters is there something that matters? Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Saturday, December 01, 2007 5:30 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] forums Hey Barrie, Well, unfortunately that brings us back to the issue of the "new" IGDA web stuff that was (I thought) about to roll out over the summer. It's my understanding that they are going to "upgrade" the forums, SIG websites, etc but to what I don't know. So it's a good idea to ask -- but the general gist I've been getting has been that everything is going into the "new" stuff. But I also understand that we are really scattered already with our stuff so the fewer redirects we have the more "together" our site will look and feel. Any thoughts about the advantage of one forum design over another? Michelle >Why don't we go back to using our original official IGDA forum - >which we have more control over? Any thoughts? > >http://www.igda.org/Forums/forumdisplay.php?s=4cebefbd189d439649eacb1e401ad b9a&forumid=189 > >We could ask the IGDA nicely to add a bit more functionaility (e.g. >the ability to add images with ALT text facility - videos etc.). > >Barrie > > > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 4:05 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > >>Reid is right. >> >>There are developers right now who want their work to be accessible. >> >>This SIG could right now facilitate that by: >> >>1. Providing, distributing, and publicizing a concise, specific set >>of functional criteria that define what means accessible. >>2. Compiling, publishing, and publicizing an annual list of which >>companies and games meet those criteria. >>3. Maintaining a forum (The currently rather drifting Game >>Accessibility Project comes to mind) where developers can go for >>immediate help. >> >>I'm a developer of games that are accessible. >>Have shipped 22 different revenue-generating products in a wide >>variety of vertical markets in the last 30 years. >>Am neither stupid nor lazy. >>And don't see any of the 3 above items. >> >>None of the 3 items should take long to build as a first cut. >> >>And if not from this SIG, then from where? >> >>John Bannick >>CTO >>7-128 Software >> >> >>At 02:26 AM 12/1/2007, you wrote: >>>Please, can we stop with the negative talk about GDC and the game >>>industry? I work in the game industry for LucasArts. Just last week I >>>talked to a highly respected programmer and he's 100% behind us and >>>wants to talk about what we can do to improve accessibility in our >>>games after our current milestone is finished. There are dozens of >>>people at LucasArts that support game accessibility. Nintendo totally >>>gets it, EA Games totally gets it with their Family Play modes in >>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>goes on and on. >>> >>>It's offensive to me when people of this SIG accuse developers of not >>>caring because WE DO CARE. The last thing you want to do is insult the >>>people you have to work with. It's the quickest way to turn them away >>>from our cause. >>> >>>So, instead of complaining, lets do something about it! First, >>>everyone here needs to understand what it's like for developers and >>>why it's so hard for them to adopt accessibility features. >>> >>>1. Limited financial resources - Games are very expensive to make and >>>any new features adds to the cost. Before you can add accessibility >>>features you must have a game and that's where most of the money is >>>spent first. >>> >>>2. Limited time - Game development is incredibly complex and hard to >>>tame. No matter how much extra time gets budgeted into the production >>>schedule, it always runs out well before all tasks are complete. When >>>this happens, features get cut in order to save the core of the game >>>and again, without a game, there can't be any accessibility features. >>>Because this usually happens so late, there isn't enough time to work >>>on accessibility features before the game has to ship. >>> >>>3. Limited information - Even if a developer was pro-active and >>>scheduled the development of accessibility features into the games' >>>development schedule, there's still a major lack of knowledge and >>>tools that enable them to do their job. The SIG has been thinking >>>about accessibility features for years and we have all the solutions, >>>but developers don't yet. We need to make ourselves known and readily >>>available to help them. >>> >>>What can we do to solve these issues? We need to develop our >>>relationships with developers and offer our assistance. Our attempts >>>to work with GarageGames is a good start. When a new game is announced >>>we should contact them and offer our expertise. >>> >>>We have GOT to get a website up so that we can communicate our >>>abilities and expertise to our target audiences (game developers). >>> >>>But there are technical issues and many of us are volunteers and so >>>things move very slowly. >>> >>>Several of us are writing guidelines for implementing certain features >>>but again, this is a slow process. Others are doing research. Going to >>>conferences is awesome. Writing articles to Gamasutra is great as >>>well. >>> >>>Eitan is right, we have to "sell" our expertise. It's not that >>>developers don't care, they don't know that they SHOULD care. >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>11/30/2007 12:12 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 18:01:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 17:01:39 -0600 Subject: [games_access] forums In-Reply-To: <004f01c8346a$bb9ff820$6501a8c0@Inspiron> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Ins piron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.200712011 03852.01d66f38@enigami.com><05eb01c8345e$b75d14c0$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykNSwA <004f01c8346a$bb9ff820$6501a8c0@Inspiron> Message-ID: What I mean is with regard to ease of use and accessibility (it would be weird to have a non-accessible accessibility forum). :) I was hoping that some of the more "webby" amongst us can guide us as to which kind of forum is best for the most people. Michelle >Hi Michelle. I'm not sure what you mean by advantage over one forum design >over another can you explain please? The way it's laid out for colors I'm >not sure it matters is there something that matters? > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Saturday, December 01, 2007 5:30 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] forums > >Hey Barrie, > >Well, unfortunately that brings us back to the issue of the "new" >IGDA web stuff that was (I thought) about to roll out over the >summer. It's my understanding that they are going to "upgrade" the >forums, SIG websites, etc but to what I don't know. So it's a good >idea to ask -- but the general gist I've been getting has been that >everything is going into the "new" stuff. > >But I also understand that we are really scattered already with our >stuff so the fewer redirects we have the more "together" our site >will look and feel. Any thoughts about the advantage of one forum >design over another? > >Michelle > >>Why don't we go back to using our original official IGDA forum - >>which we have more control over? Any thoughts? >> >>http://www.igda.org/Forums/forumdisplay.php?s=4cebefbd189d439649eacb1e401ad >b9a&forumid=189 >> >>We could ask the IGDA nicely to add a bit more functionaility (e.g. >>the ability to add images with ALT text facility - videos etc.). >> >>Barrie >> >> >> >>----- Original Message ----- From: "John Bannick" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Saturday, December 01, 2007 4:05 PM >>Subject: Re: [games_access] GDC 2008: VERY Bad News >> >>>Reid is right. >>> >>>There are developers right now who want their work to be accessible. >>> >>>This SIG could right now facilitate that by: >>> >>>1. Providing, distributing, and publicizing a concise, specific set >>>of functional criteria that define what means accessible. >>>2. Compiling, publishing, and publicizing an annual list of which >>>companies and games meet those criteria. >>>3. Maintaining a forum (The currently rather drifting Game >>>Accessibility Project comes to mind) where developers can go for >>>immediate help. >>> >>>I'm a developer of games that are accessible. >>>Have shipped 22 different revenue-generating products in a wide >>>variety of vertical markets in the last 30 years. >>>Am neither stupid nor lazy. >>>And don't see any of the 3 above items. >>> >>>None of the 3 items should take long to build as a first cut. >>> >>>And if not from this SIG, then from where? >>> >>>John Bannick >>>CTO >>>7-128 Software >>> >>> >>>At 02:26 AM 12/1/2007, you wrote: >>>>Please, can we stop with the negative talk about GDC and the game >>>>industry? I work in the game industry for LucasArts. Just last week I >>>>talked to a highly respected programmer and he's 100% behind us and >>>>wants to talk about what we can do to improve accessibility in our >>>>games after our current milestone is finished. There are dozens of >>>>people at LucasArts that support game accessibility. Nintendo totally >>>>gets it, EA Games totally gets it with their Family Play modes in >>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>goes on and on. >>>> >>>>It's offensive to me when people of this SIG accuse developers of not >>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>people you have to work with. It's the quickest way to turn them away >>>>from our cause. >>>> >>>>So, instead of complaining, lets do something about it! First, >>>>everyone here needs to understand what it's like for developers and >>>>why it's so hard for them to adopt accessibility features. > >>> >>>>1. Limited financial resources - Games are very expensive to make and >>>>any new features adds to the cost. Before you can add accessibility >>>>features you must have a game and that's where most of the money is >>>>spent first. >>>> >>>>2. Limited time - Game development is incredibly complex and hard to >>>>tame. No matter how much extra time gets budgeted into the production >>>>schedule, it always runs out well before all tasks are complete. When >>>>this happens, features get cut in order to save the core of the game >>>>and again, without a game, there can't be any accessibility features. >>>>Because this usually happens so late, there isn't enough time to work >>>>on accessibility features before the game has to ship. >>>> >>>>3. Limited information - Even if a developer was pro-active and >>>>scheduled the development of accessibility features into the games' >>>>development schedule, there's still a major lack of knowledge and >>>>tools that enable them to do their job. The SIG has been thinking >>>>about accessibility features for years and we have all the solutions, >>>>but developers don't yet. We need to make ourselves known and readily >>>>available to help them. >>>> >>>>What can we do to solve these issues? We need to develop our >>>>relationships with developers and offer our assistance. Our attempts >>>>to work with GarageGames is a good start. When a new game is announced >>>>we should contact them and offer our expertise. >>>> >>>>We have GOT to get a website up so that we can communicate our >>>>abilities and expertise to our target audiences (game developers). >>>> >>>>But there are technical issues and many of us are volunteers and so >>>>things move very slowly. >>>> >>>>Several of us are writing guidelines for implementing certain features >>>>but again, this is a slow process. Others are doing research. Going to >>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>well. >>>> >>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>developers don't care, they don't know that they SHOULD care. >>>> >>>>-Reid >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. >>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>11/30/2007 12:12 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 1 18:52:56 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Dec 2007 17:52:56 -0600 Subject: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) In-Reply-To: <014c01c83451$0504b8d0$6402a8c0@Delletje> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db630 0711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170 $6501a8c0@Inspiron><30EC442C-11A9-416 C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Ins piron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com><6.1.0.6.2.200712011 03852.01d66f38@enigami.com><053001c83439$da0092b0$0202a8c0@oneswitch><6.1. 0.6.2.20071201125153.01db69b0@enigami.com><008901c83449$926eefe0$6402a8c0@ Delletje> <013d01c83450$d8803cd0$6402a8c0@Delletje> <014c01c83451$0504b8d0$6402a8c0@Delletje> Message-ID: lol. ;) Personally...I think that anything that's already done and can save us from reinventing the wheel is great. What everything comes down to is using our resources (time being the biggest one right now!) smartly so I'd rather see us transfer stuff from GA.com to GA-SIG or whatever than create a whole new site. I hope no one feels like I'm being anti-suggestions/opinions. Everyone is welcome to say as much as they want here and whatever they want. What I want to encourage in the SIG is more individual volunteerism and ownership. So when there's an issue of something not getting done or happening and people are getting disappointed and disgruntled perhaps we could each look towards ourselves and ask "ok, what can I do now to make this happen? It's an important task that needs to get done and I'm invested in it." Of course no one -- yes, not even me ;) -- can do it all. And not everyone is going to agree with everything (hell, I'd have curled up into the fetal position and given up long ago if I felt like that had to happen!). :) But it's hard not to say "ok, well then GO FOR IT" when people say "we should do this and that." Because I've already seen this movie -- it creeps onto the SIG list every 3-4 months and there's a flurry of "yeah, we should..." and "oh yeah why don't we..." and "I'm mad because we don't...". Then? We lose our cable connection somehow and it takes months before it gets fixed and by then -- wouldn't you know it? That same movie is on again. ;) The SIG is all of us. Let's all start owning it. Michelle >(could that post be more full of typos?!? hihi... that was NOT a >dyslexia test ;) > > > >----- Original Message ----- From: "AudioGames.net" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 8:32 PM >Subject: Re: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) > >>I was not ciriticizing you so don't you don't feel criticized by me >>;) I don't even know if everyone agrees to that plan anyway...? Do >>you? It's is just ONE option... >> >>Yes, I can help you. >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Saturday, December 01, 2007 8:16 PM >>Subject: Re: [games_access] FORUM (was Re: GDC 2008: VERY Bad News) >> >>>Well, it seems that the IGDA web initiative is pretty dead at the >>>moment so there's no reason why we can't adopt the site. Can you >>>help us/me get in touch with the foundation again so that we can >>>work this out and get our web presence seriously back on track? >>> >>>Remember -- you've also had to take some time off from working >>>with the SIG (I know...I have a PhD to finish too but I'm not in >>>as nice a situation) so please remember that when you criticize >>>about action not being taken on this and that. Cool? >>> >>>Michelle >>> >>>>Hi, >>>> >>>>Just so you know: the GA forum was left unattended for some time >>>>but the spam was removed as far as I could see. The forum is >>>>still pretty popular, it's just that not that many SIG people >>>>attend it (because it is not an "offical SIG" forum?). >>>> >>>>As I also said in the past: the Accessibility foundation is still >>>>awaiting to be approached by the GA-SIG for collaborating on >>>>GA.com. I already explained to a couple of you that with me and >>>>Sander having left the foundation, most expertise left too. The >>>>foundation is currently focusing on other projects and does not >>>>have the resources to maintain this website at the moment. I >>>>already discussed a possible collaboration with GA-SIG with my >>>>boss - EVEN to the extend of GA-SIG ADOPTING GA.com and chaing it >>>>to a GA-SIG format - as if it was its own - with Accessibility >>>>only sponsoring the website in the form of hosting it. As far as >>>>I know, the foundation is still up for that. However, IGDA >>>>politics intervened which resulted in that IGDA GA-SIG still does >>>>not have a website to call their own. If GA-SIG does not want to >>>>collaborate with GA.com then I would still suggest to buy >>>>www.gasig.org and simply make a website under that for as long as >>>>IGDA politics keep intervening. >>>> >>>>Greets, >>>> >>>>Richard >>>> >>>> >>>> >>>> >>>>----- Original Message ----- From: "John Bannick" >>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>Sent: Saturday, December 01, 2007 7:20 PM >>>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>>> >>>>>Barrie, >>>>> >>>>>No. Not harsh. Just on point. (Programmers are not hired for >>>>>their social skills.) >>>>> >>>>>1. Yes. >>>>> >>>>>But this SIG is unique in that it is the one active place that >>>>>covers multiple challenges, has an international audience, and >>>>>clearly has the ears of some key industry players. If this SIG >>>>>has its own concise, specific, answer to "what do you want us >>>>>developers to do?" please point me to it. >>>>> >>>>>2. Again, this SIG has a unique position in that it can credibly >>>>>publish such a list, that address multiple challenges, >>>>>internationally, and has the ear of the major developers. Is >>>>>there any such recognized list of companies and games? Why not >>>>>from this SIG? >>>>> >>>>>3. Please. >>>>> >>>>>I'm on the Game Accessibility Project forum every day. It's >>>>>getting spammed without intervention. It's much lower volume >>>>>than such a fine effort warrants. Richard says he's out of >>>>>there. It's adrift. >>>>> >>>>>And Mark's forum is outstanding, but does not right now have the >>>>>attention of the industry leaders, or actual developers, that >>>>>this SIG does. (No criticism, he's doing a wonderful job.) I'm >>>>>on Audyssey every day and it has a very active set of game >>>>>developers that help each other all the time. But it's limited >>>>>to the blind and VI folks. >>>>> >>>>>I'd not heard of the RetroRemakes forum (thanks for the tip) but >>>>>according to its main page, it's most recent post was in August. >>>>> >>>>>Show me a forum where mainstream game developers meet to help >>>>>each other make accessibility happen. >>>>> >>>>>The three proposals stand. >>>>> >>>>>John >>>>> >>>>>At 11:47 AM 12/1/2007, you wrote: >>>>>>A little harsh, John perhaps? >>>>>> >>>>>>1. Has been covered to various degrees here: >>>>>> >>>>>>http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm >>>>>>http://www.ics.forth.gr/hci/ua-games/game-over/ >>>>>>http://www.helpyouplay.com/welcome.html >>>>>> >>>>>>(and other places too). >>>>>> >>>>>>2. Is is a good point. But there's so few mainstream developers >>>>>>making deliberate accessibity efforts that take into account >>>>>>specific disabilities. Here's a list of some: >>>>>> >>>>>>http://www.oneswitch.org.uk/2/pioneers.htm >>>>>>http://gameaccessibility.blogspot.com/ >>>>>> >>>>>>3. Forums here: >>>>>> >>>>>>http://www.game-accessibility.com/forum/ >>>>>>http://www.retroremakes.com/forum2/forumdisplay.php?f=84 >>>>>>http://ablegamers.com/component/option,com_fireboard/Itemid,606/ >>>>>> >>>>>>We need the support of more people though! >>>>>> >>>>>>Barrie >>>>>>www.OneSwitch.org.uk >>>>>>www.igda.org/accessibility >>>>>> >>>>>>----- Original Message ----- From: "John Bannick" >>>>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>>>Sent: Saturday, December 01, 2007 4:05 PM >>>>>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>>>>> >>>>>>>Reid is right. >>>>>>> >>>>>>>There are developers right now who want their work to be accessible. >>>>>>> >>>>>>>This SIG could right now facilitate that by: >>>>>>> >>>>>>>1. Providing, distributing, and publicizing a concise, >>>>>>>specific set of functional criteria that define what means >>>>>>>accessible. >>>>>>>2. Compiling, publishing, and publicizing an annual list of >>>>>>>which companies and games meet those criteria. >>>>>>>3. Maintaining a forum (The currently rather drifting Game >>>>>>>Accessibility Project comes to mind) where developers can go >>>>>>>for immediate help. >>>>>>> >>>>>>>I'm a developer of games that are accessible. >>>>>>>Have shipped 22 different revenue-generating products in a >>>>>>>wide variety of vertical markets in the last 30 years. >>>>>>>Am neither stupid nor lazy. >>>>>>>And don't see any of the 3 above items. >>>>>>> >>>>>>>None of the 3 items should take long to build as a first cut. >>>>>>> >>>>>>>And if not from this SIG, then from where? >>>>>>> >>>>>>>John Bannick >>>>>>>CTO >>>>>>>7-128 Software >>>>>>> >>>>>>> >>>>>>>At 02:26 AM 12/1/2007, you wrote: >>>>>>>>Please, can we stop with the negative talk about GDC and the game >>>>>>>>industry? I work in the game industry for LucasArts. Just last week I >>>>>>>>talked to a highly respected programmer and he's 100% behind us and >>>>>>>>wants to talk about what we can do to improve accessibility in our >>>>>>>>games after our current milestone is finished. There are dozens of >>>>>>>>people at LucasArts that support game accessibility. Nintendo totally >>>>>>>>gets it, EA Games totally gets it with their Family Play modes in >>>>>>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>>>>>goes on and on. >>>>>>>> >>>>>>>>It's offensive to me when people of this SIG accuse developers of not >>>>>>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>>>>>people you have to work with. It's the quickest way to turn them away >>>>>>>>from our cause. >>>>>>>> >>>>>>>>So, instead of complaining, lets do something about it! First, >>>>>>>>everyone here needs to understand what it's like for developers and >>>>>>>>why it's so hard for them to adopt accessibility features. >>>>>>>> >>>>>>>>1. Limited financial resources - Games are very expensive to make and >>>>>>>>any new features adds to the cost. Before you can add accessibility >>>>>>>>features you must have a game and that's where most of the money is >>>>>>>>spent first. >>>>>>>> >>>>>>>>2. Limited time - Game development is incredibly complex and hard to >>>>>>>>tame. No matter how much extra time gets budgeted into the production >>>>>>>>schedule, it always runs out well before all tasks are complete. When >>>>>>>>this happens, features get cut in order to save the core of the game >>>>>>>>and again, without a game, there can't be any accessibility features. >>>>>>>>Because this usually happens so late, there isn't enough time to work >>>>>>>>on accessibility features before the game has to ship. >>>>>>>> >>>>>>>>3. Limited information - Even if a developer was pro-active and >>>>>>>>scheduled the development of accessibility features into the games' >>>>>>>>development schedule, there's still a major lack of knowledge and >>>>>>>>tools that enable them to do their job. The SIG has been thinking >>>>>>>>about accessibility features for years and we have all the solutions, >>>>>>>>but developers don't yet. We need to make ourselves known and readily >>>>>>>>available to help them. >>>>>>>> >>>>>>>>What can we do to solve these issues? We need to develop our >>>>>>>>relationships with developers and offer our assistance. Our attempts >>>>>>>>to work with GarageGames is a good start. When a new game is announced >>>>>>>>we should contact them and offer our expertise. >>>>>>>> >>>>>>>>We have GOT to get a website up so that we can communicate our >>>>>>>>abilities and expertise to our target audiences (game developers). >>>>>>>> >>>>>>>>But there are technical issues and many of us are volunteers and so >>>>>>>>things move very slowly. >>>>>>>> >>>>>>>>Several of us are writing guidelines for implementing certain features >>>>>>>>but again, this is a slow process. Others are doing research. Going to >>>>>>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>>>>>well. >>>>>>>> >>>>>>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>>>>>developers don't care, they don't know that they SHOULD care. >>>>>>>> >>>>>>>>-Reid >>>>>>>>_______________________________________________ >>>>>>>>games_access mailing list >>>>>>>>games_access at igda.org >>>>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>> >>>>>>>> >>>>>>>>-- >>>>>>>>No virus found in this incoming message. >>>>>>>>Checked by AVG Free Edition. >>>>>>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release >>>>>>>>Date: 11/30/2007 12:12 PM >>>>>>> >>>>>>>_______________________________________________ >>>>>>>games_access mailing list >>>>>>>games_access at igda.org >>>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>> >>>>>>_______________________________________________ >>>>>>games_access mailing list >>>>>>games_access at igda.org >>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>>-- >>>>>>No virus found in this incoming message. >>>>>>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>>>>>269.16.12/1163 - Release Date: 12/1/2007 12:05 PM >>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sun Dec 2 03:38:05 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 2 Dec 2007 08:38:05 -0000 Subject: [games_access] Blog: Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Message-ID: <000a01c834be$a90a8a50$0202a8c0@oneswitch> Feeling guilty - I've tweaked the IGDA GASIG blog to feature a "Blog Topics" area - which will be expanded later. I liked the look of the awards area... and thought - this is obvious, but... Why don't we start our own awards ceremony? It would be a bit of fun - and not too much work to start with I recon. Why don't we start recognising the games that have got some good accessibility features built in? We could keep nominations simple - and awards being a nice e-mail from us to the winners - any other interested press - and of course mention on our blog + site. Maybe: Best pointer based game (for head-tracker / eye-tracker / touch-screen gamers). Best audio game. Best one switch game. Best use of closed captions / subtitling. IGDA GASIG historical award (great games from the past). IGDA GASIG special award. IGDA GASIG best of 2008. ?? Anyway - I've also set-up a "Top 3 Accessibility Features" section for particular game genres: http://gameaccessibility.blogspot.com/search/label/Top%203 Pinball, Golf, Driving games covered at present. I'd appreciate people's thoughts, and also on any suggestions of companies to contact once we have a basic consensus. I realise there's lots of things not covered - this is not the point - it's to try and get some of the simplest concepts with the lowest potential overheads to the people making games (indies, home coders, mainstream - anyone!). This stuff stands on the shoulders of everyone's work so far - so please don't think I'm claiming this as my baby. It's not. It's ours - so help us to make it useful... Perhaps we should get a standard e-mail drafted (with further links for more help as it stands presently - e.g. Eelke's design patterns - Game-Accessibility.com - our forum? our mailing list and so on.... Enough from me today I think... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Sat Dec 1 18:14:40 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 2 Dec 2007 00:14:40 +0100 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> Message-ID: <2E9DA490-CD1F-457F-A5AE-1B4D2820494F@pininteractive.com> Agreed, lobbying won't change it but serious games will - i.e the use of games in other contexts than entertainment, such as public schools need to be accessible (at least in Sweden) /thomas 1 dec 2007 kl. 05.09 skrev Eitan Glinert: > It is law, at least federally: > http://www.section508.gov/ > > The gov't doesn't regulate private industry in this regard, and I > don't think lobbying is going to change that. -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Sat Dec 1 18:23:14 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 2 Dec 2007 00:23:14 +0100 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com><000301c833bf$4c509a20$6501a8c0@Inspiron><3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> Message-ID: sorry Reid, didn't intend to offend you or anyone in the industry; I'm sure many are behind the cause. what I meant was where to put our efforts - if few people attend a session I've travelled half-way around the globe to present, and paid for it from my own pocket (flight and hotel) and spend 7 days+ doing so, all for free, it is disappointing with just a handful of attendees.. we just get lost in translation at GDC S.F, while at smaller conferences we are seen and listened to. I'd rather go to a small conference where people listen than to GDC S.F where very few listen. But of course, we shouldn't skip S.F altogether, but until attendance change I can't motivate to spend 1500 USD out of my own pocket and 7 days+ of my time going there. /Thomas 1 dec 2007 kl. 08.26 skrev Reid Kimball: > Please, can we stop with the negative talk about GDC and the game > industry? I work in the game industry for LucasArts. Just last week I > talked to a highly respected programmer and he's 100% behind us and > wants to talk about what we can do to improve accessibility in our > games after our current milestone is finished. There are dozens of > people at LucasArts that support game accessibility. Nintendo totally > gets it, EA Games totally gets it with their Family Play modes in > their sports games. Peter Molyneux gets it, Will Wright... the list > goes on and on. > > It's offensive to me when people of this SIG accuse developers of not > caring because WE DO CARE. The last thing you want to do is insult the > people you have to work with. It's the quickest way to turn them away > from our cause. > > So, instead of complaining, lets do something about it! First, > everyone here needs to understand what it's like for developers and > why it's so hard for them to adopt accessibility features. > > 1. Limited financial resources - Games are very expensive to make and > any new features adds to the cost. Before you can add accessibility > features you must have a game and that's where most of the money is > spent first. > > 2. Limited time - Game development is incredibly complex and hard to > tame. No matter how much extra time gets budgeted into the production > schedule, it always runs out well before all tasks are complete. When > this happens, features get cut in order to save the core of the game > and again, without a game, there can't be any accessibility features. > Because this usually happens so late, there isn't enough time to work > on accessibility features before the game has to ship. > > 3. Limited information - Even if a developer was pro-active and > scheduled the development of accessibility features into the games' > development schedule, there's still a major lack of knowledge and > tools that enable them to do their job. The SIG has been thinking > about accessibility features for years and we have all the solutions, > but developers don't yet. We need to make ourselves known and readily > available to help them. > > What can we do to solve these issues? We need to develop our > relationships with developers and offer our assistance. Our attempts > to work with GarageGames is a good start. When a new game is announced > we should contact them and offer our expertise. > > We have GOT to get a website up so that we can communicate our > abilities and expertise to our target audiences (game developers). > > But there are technical issues and many of us are volunteers and so > things move very slowly. > > Several of us are writing guidelines for implementing certain features > but again, this is a slow process. Others are doing research. Going to > conferences is awesome. Writing articles to Gamasutra is great as > well. > > Eitan is right, we have to "sell" our expertise. It's not that > developers don't care, they don't know that they SHOULD care. > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Sat Dec 1 18:26:42 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 2 Dec 2007 00:26:42 +0100 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <836db6300712010017jfe1a297tfd5fc483093b545d@mail.gmail.com> References: <006501c8312b$82902a60$6501a8c0@Inspiron><836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com><008701c8337d$ac6de170$6501a8c0@Inspiron><30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <836db6300712010017jfe1a297tfd5fc483093b545d@mail.gmail.com> Message-ID: <6CC937E4-210B-4B10-8FC0-E9EA06874D92@pininteractive.com> you have one indie right here :) /Thomas 1 dec 2007 kl. 09.17 skrev Eelke Folmer: > why not focus on those who will shape the > future of the games industry? --> Independent game developers. __________________________________ Thomas Westin VD/CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com +46 (0)706 400 402 Skype: thomaswestin Stop Genocide in Darfur http://action.savedarfur.org/campaign/savedarfurcoalition -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Dec 2 06:10:58 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 2 Dec 2007 11:10:58 -0000 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Message-ID: <003701c834d4$043173c0$0202a8c0@oneswitch> Feeling guilty - I've tweaked the IGDA GASIG blog to feature a "Blog Topics" area - which will be expanded later. I liked the look of the awards area... and thought - this is obvious, but... Why don't we start our own awards ceremony? It would be a bit of fun - and not too much work to start with I recon. Why don't we start recognising the games that have got some good accessibility features built in? We could keep nominations simple - and awards being a nice e-mail from us to the winners - any other interested press - and of course mention on our blog + site. Maybe: Best pointer based game (for head-tracker / eye-tracker / touch-screen gamers). Best audio game. Best one switch game. Best use of closed captions / subtitling. IGDA GASIG historical award (great games from the past). IGDA GASIG special award. IGDA GASIG best of 2008. ?? Anyway - I've also set-up a "Top 3 Accessibility Features" section for particular game genres: http://gameaccessibility.blogspot.com/search/label/Top%203 Pinball, Golf, Driving games covered at present. I'd appreciate people's thoughts, and also on any suggestions of companies to contact once we have a basic consensus. I realise there's lots of things not covered - this is not the point - it's to try and get some of the simplest concepts with the lowest potential overheads to the people making games (indies, home coders, mainstream - anyone!). This stuff stands on the shoulders of everyone's work so far - so please don't think I'm claiming this as my baby. It's not. It's ours - so help us to make it useful... Perhaps we should get a standard e-mail drafted (with further links for more help as it stands presently - e.g. Eelke's design patterns - Game-Accessibility.com - our forum? our mailing list and so on.... Enough from me today I think... Barrie www.OneSwitch.org.uk From richard at audiogames.net Sun Dec 2 06:54:21 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 2 Dec 2007 12:54:21 +0100 Subject: [games_access] Blog: Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 References: <000a01c834be$a90a8a50$0202a8c0@oneswitch> Message-ID: <006c01c834da$13bae730$6402a8c0@Delletje> Hi, I got some thoughts about this and it is a bit related to what I wrote in my earlier email concerning incoherent information and stuff. I'll try to explain the best I can. On first glance I think "Excellent! 3 simple key points that developers can easily implement and therefore help to make many games a little more accessible". But on second glance, I think these small Top 3 lists are misleading - in the bigger picture of game accessibility. If you put it like this to the outside world, it might seem that these three features (essentially the same three features repeated over three genres) are somehow "the most important" features because of the use of the word 'top' (which somehow refers to the option that there might be more). I agree that these three would makes many games a bit more accessible, but I think there are other features that are equally important and would also make many games a bit more accessible. I guess these three are mostly targeted towards the target group that you work with in real life (gamers with physical and learning impairments?) . For 'my' target group (the group that I worked with most - gamers with visual impairments) none of these 3 features make any difference accessibility-wise. Examples of "easy" accessibility features for them would include "color-blind accessibility" (no colour-communication OR provide alternatives to color-communication), "rescalable fonts", "customizable fonts", "customizable contrast", etc. Why wouldn't these not be in your list? They would make many games a little more accessible and are all very "easy"... ? But here's another thought about "easy"... Thing is, I have the feeling that there is no thing such as 'easy accessibility'. When I look at this top 3, your second feature ("Compatibility with Alternative Controllers") is not "easy" at all. It is a lot of work to make a game work with alternative controllers, especially when a certain controller has fewer control capacity than the controllable functions in the game. Your "easy" point 2 is actually my Keypoint 1 [1]. And to make my Keypoint 1 work, one cannot play without (my) Keypoint 2 (which is partially your point 1) AND (my) Keypoint 3 ("Interaction Techniques"). My point: I think many accessibility features have consequences that also need to be dealt with. If you do not communicate this fact to developers, I think that's misleading. I think a list of accessibility features/requirements/design guidelines is good. I guess it is possible to rank each feature with a "easyness of implementation" (for instance, by looking at how much consequences a certain features has - providing a customizable font setting in Prince of Persia doesn't have as much design consequences as to control Prince of Persia with a single switch-controller). I also think that once you do that, you get a different Top 3 than you present now. So... I think such "easy Top 3" lists are a good idea but should be presented slightly different - not as "The Top Of Them All". And when it concerns "easy", we have to be honest about how "easy" it really is. I think you are doing a great job and am glad with your initiative!!! Best regards, Richard [1] http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc Anyway - I've also set-up a "Top 3 Accessibility Features" section for particular game genres: http://gameaccessibility.blogspot.com/search/label/Top%203 Pinball, Golf, Driving games covered at present. I'd appreciate people's thoughts, and also on any suggestions of companies to contact once we have a basic consensus. I realise there's lots of things not covered - this is not the point - it's to try and get some of the simplest concepts with the lowest potential overheads to the people making games (indies, home coders, mainstream - anyone!). This stuff stands on the shoulders of everyone's work so far - so please don't think I'm claiming this as my baby. It's not. It's ours - so help us to make it useful... Perhaps we should get a standard e-mail drafted (with further links for more help as it stands presently - e.g. Eelke's design patterns - Game-Accessibility.com - our forum? our mailing list and so on.... Enough from me today I think... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Dec 2 07:22:28 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 2 Dec 2007 12:22:28 -0000 Subject: [games_access] Blog: Top 3 Top 3 and IGDA GASIG Awards Ceremony2008 References: <000a01c834be$a90a8a50$0202a8c0@oneswitch> <006c01c834da$13bae730$6402a8c0@Delletje> Message-ID: <00ab01c834de$012d28e0$0202a8c0@oneswitch> Hi Richard, I understand what you are saying re. the word "Top" - it's a bit obvious - but it's catchy and yes it may not be 100% accurate... But these lists are more specific to the genres than you give them credit. It's not difficult to simplify the controls of a golf, driving or pinball game down to less controls, and to make them all digital if needed. It's some work - but I don't agree that this is much of a stretch. I don't want to ignore blind and visually impaired gamers - I personally just don't agree that those adjustments you mention are the easiest for non-insiders to fully grasp. If you want scalable fonts - you'll equally expect everything fundamental to the game to be equally clear - not so easy either. The colour-blind aspect can get quite tricky too without full and proper advice. I wouldn't really be expecting main-stream developers to jump in with one-switch access for games - but seeing as some iterations of Everybody's Golf almost already can be played just by pressing X - it didn't seem unreasonable to mention. I agree we need some kind of IGDA GASIG guidelines - but in lieu of that, and in lieu of sitting on my hands... thought this might be helpful. I've also added extra links at the bottom of each Top 3 to link to extra help (Game Over, Barriers in Games, Help you Play and us of course). Ideally - this is a basic list that will give developers something to think about with those specific genres. Can it hurt? Barrie ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, December 02, 2007 11:54 AM Subject: Re: [games_access] Blog: Top 3 Top 3 and IGDA GASIG Awards Ceremony2008 Hi, I got some thoughts about this and it is a bit related to what I wrote in my earlier email concerning incoherent information and stuff. I'll try to explain the best I can. On first glance I think "Excellent! 3 simple key points that developers can easily implement and therefore help to make many games a little more accessible". But on second glance, I think these small Top 3 lists are misleading - in the bigger picture of game accessibility. If you put it like this to the outside world, it might seem that these three features (essentially the same three features repeated over three genres) are somehow "the most important" features because of the use of the word 'top' (which somehow refers to the option that there might be more). I agree that these three would makes many games a bit more accessible, but I think there are other features that are equally important and would also make many games a bit more accessible. I guess these three are mostly targeted towards the target group that you work with in real life (gamers with physical and learning impairments?) . For 'my' target group (the group that I worked with most - gamers with visual impairments) none of these 3 features make any difference accessibility-wise. Examples of "easy" accessibility features for them would include "color-blind accessibility" (no colour-communication OR provide alternatives to color-communication), "rescalable fonts", "customizable fonts", "customizable contrast", etc. Why wouldn't these not be in your list? They would make many games a little more accessible and are all very "easy"... ? But here's another thought about "easy"... Thing is, I have the feeling that there is no thing such as 'easy accessibility'. When I look at this top 3, your second feature ("Compatibility with Alternative Controllers") is not "easy" at all. It is a lot of work to make a game work with alternative controllers, especially when a certain controller has fewer control capacity than the controllable functions in the game. Your "easy" point 2 is actually my Keypoint 1 [1]. And to make my Keypoint 1 work, one cannot play without (my) Keypoint 2 (which is partially your point 1) AND (my) Keypoint 3 ("Interaction Techniques"). My point: I think many accessibility features have consequences that also need to be dealt with. If you do not communicate this fact to developers, I think that's misleading. I think a list of accessibility features/requirements/design guidelines is good. I guess it is possible to rank each feature with a "easyness of implementation" (for instance, by looking at how much consequences a certain features has - providing a customizable font setting in Prince of Persia doesn't have as much design consequences as to control Prince of Persia with a single switch-controller). I also think that once you do that, you get a different Top 3 than you present now. So... I think such "easy Top 3" lists are a good idea but should be presented slightly different - not as "The Top Of Them All". And when it concerns "easy", we have to be honest about how "easy" it really is. I think you are doing a great job and am glad with your initiative!!! Best regards, Richard [1] http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc Anyway - I've also set-up a "Top 3 Accessibility Features" section for particular game genres: http://gameaccessibility.blogspot.com/search/label/Top%203 Pinball, Golf, Driving games covered at present. I'd appreciate people's thoughts, and also on any suggestions of companies to contact once we have a basic consensus. I realise there's lots of things not covered - this is not the point - it's to try and get some of the simplest concepts with the lowest potential overheads to the people making games (indies, home coders, mainstream - anyone!). This stuff stands on the shoulders of everyone's work so far - so please don't think I'm claiming this as my baby. It's not. It's ours - so help us to make it useful... Perhaps we should get a standard e-mail drafted (with further links for more help as it stands presently - e.g. Eelke's design patterns - Game-Accessibility.com - our forum? our mailing list and so on.... Enough from me today I think... Barrie www.OneSwitch.org.uk ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From ioo at ablegamers.com Sun Dec 2 11:01:15 2007 From: ioo at ablegamers.com (Ioo) Date: Sun, 02 Dec 2007 11:01:15 -0500 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: <003701c834d4$043173c0$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch> Message-ID: <4752D6CB.9030800@ablegamers.com> Barrie, Despite what I have read to the contrary, way to go! I think the posts look great and I thank you and Reid for coming up with them. Your classifications and wording may not be perfect but it is far more information on the web today than there was yesterday about the subject. If others would like to add to list, or branch out and make some new area, I am sure there is room for that as well. Barrie, Reid, in short, thank you for writing something that ablegamers (oh nice plug for my site) can read vs all those keystrokes on something that only eight of us read (I know there are more, but at this point I am sure that most people are deleting most of it). The blog looks great! Keep up the good work... Mark Barlet Ioo - AbleGamers.com Barrie Ellis wrote: > Feeling guilty - I've tweaked the IGDA GASIG blog to feature a "Blog > Topics" area - which will be expanded later. I liked the look of the > awards area... and thought - this is obvious, but... Why don't we > start our own awards ceremony? It would be a bit of fun - and not too > much work to start with I recon. > > Why don't we start recognising the games that have got some good > accessibility features built in? We could keep nominations simple - > and awards being a nice e-mail from us to the winners - any other > interested press - and of course mention on our blog + site. > > Maybe: > > Best pointer based game (for head-tracker / eye-tracker / touch-screen > gamers). > Best audio game. > Best one switch game. > Best use of closed captions / subtitling. > IGDA GASIG historical award (great games from the past). > IGDA GASIG special award. > IGDA GASIG best of 2008. > > ?? > > Anyway - I've also set-up a "Top 3 Accessibility Features" section for > particular game genres: > http://gameaccessibility.blogspot.com/search/label/Top%203 > > Pinball, Golf, Driving games covered at present. I'd appreciate > people's thoughts, and also on any suggestions of companies to contact > once we have a basic consensus. I realise there's lots of things not > covered - this is not the point - it's to try and get some of the > simplest concepts with the lowest potential overheads to the people > making games (indies, home coders, mainstream - anyone!). > > This stuff stands on the shoulders of everyone's work so far - so > please don't think I'm claiming this as my baby. It's not. It's ours - > so help us to make it useful... Perhaps we should get a standard > e-mail drafted (with further links for more help as it stands > presently - e.g. Eelke's design patterns - Game-Accessibility.com - > our forum? our mailing list and so on.... > > Enough from me today I think... > > Barrie > www.OneSwitch.org.uk > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From barrie.ellis at oneswitch.org.uk Sun Dec 2 12:38:08 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 2 Dec 2007 17:38:08 -0000 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 References: <003701c834d4$043173c0$0202a8c0@oneswitch> <4752D6CB.9030800@ablegamers.com> Message-ID: <002901c8350a$1a76d680$0202a8c0@oneswitch> Thanks, Mark - much appreciated. Robert helped too, and as I said before - it's just another angle to approach game developers from. Listening to some of Richard's concerns, I've added a "this won't remove all barriers for all gamers" disclaimer which I think is right. I'll sit on it for a short while, but then if most people are content/silent, I'll draft up an e-mail, and see if we can't get people in the group to start contacting game developers. Some help to track down the best contacts (Super-Michelle?, others?) - would be much appreciated! I'm not the most up to date... but here's some basic thoughts: Pinball games: System 3 (developers of recent Gottlieb and Williams pinball games) - Cunning Developments / Empire (Pro Pinball - which had some great features on Dreamcast - including highly reconfigurable controls that you could map for limited one-button play - and speed adjustment) - Not sure about others - maybe contact the PinMAME emulation people. Golf games: Clap Hanz (the lovely Everybody's Golf - which could still do with some improvments), EA for Tiger Woods, Nintendo (Wii Sports), Super Swing Golf (?). Driving games: loads... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Ioo" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, December 02, 2007 4:01 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 > Barrie, > > Despite what I have read to the contrary, way to go! I think the posts > look great and I thank you and Reid for coming up with them. > > Your classifications and wording may not be perfect but it is far more > information on the web today than there was yesterday about the subject. > If others would like to add to list, or branch out and make some new area, > I am sure there is room for that as well. > > Barrie, Reid, in short, thank you for writing something that ablegamers > (oh nice plug for my site) can read vs all those keystrokes on something > that only eight of us read (I know there are more, but at this point I am > sure that most people are deleting most of it). > > The blog looks great! Keep up the good work... > > Mark Barlet > Ioo - AbleGamers.com > > > Barrie Ellis wrote: >> Feeling guilty - I've tweaked the IGDA GASIG blog to feature a "Blog >> Topics" area - which will be expanded later. I liked the look of the >> awards area... and thought - this is obvious, but... Why don't we start >> our own awards ceremony? It would be a bit of fun - and not too much work >> to start with I recon. >> >> Why don't we start recognising the games that have got some good >> accessibility features built in? We could keep nominations simple - and >> awards being a nice e-mail from us to the winners - any other interested >> press - and of course mention on our blog + site. >> >> Maybe: >> >> Best pointer based game (for head-tracker / eye-tracker / touch-screen >> gamers). >> Best audio game. >> Best one switch game. >> Best use of closed captions / subtitling. >> IGDA GASIG historical award (great games from the past). >> IGDA GASIG special award. >> IGDA GASIG best of 2008. >> >> ?? >> >> Anyway - I've also set-up a "Top 3 Accessibility Features" section for >> particular game genres: >> http://gameaccessibility.blogspot.com/search/label/Top%203 >> >> Pinball, Golf, Driving games covered at present. I'd appreciate people's >> thoughts, and also on any suggestions of companies to contact once we >> have a basic consensus. I realise there's lots of things not covered - >> this is not the point - it's to try and get some of the simplest concepts >> with the lowest potential overheads to the people making games (indies, >> home coders, mainstream - anyone!). >> >> This stuff stands on the shoulders of everyone's work so far - so please >> don't think I'm claiming this as my baby. It's not. It's ours - so help >> us to make it useful... Perhaps we should get a standard e-mail drafted >> (with further links for more help as it stands presently - e.g. Eelke's >> design patterns - Game-Accessibility.com - our forum? our mailing list >> and so on.... >> >> Enough from me today I think... >> >> Barrie >> www.OneSwitch.org.uk >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Dec 2 13:06:22 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 2 Dec 2007 12:06:22 -0600 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: <003701c834d4$043173c0$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch> Message-ID: The awards is a great idea -- we can start it now without ceremony but with a press release. For GDC 09...This is what I'm talking to the head of CMP/GDC about -- adding in an accessibility award to the big GDC awards show. I'm also trying to get one for the Develop awards in the UK and the BAFTAs (I'm talking to them about this now). But there's no reason NOT to have award recognition from the SIG while I keep up the talks with the awards people for future "official" awards from game award shows. If we have press release content I can draft up the official statement and then send it out to my contacts list -- one thing we I did get from e for all is a contact list that is amazingly large (thousands of press contacts) and then I've been collecting disability group and government contacts on my own. So the press machine is ready to go! Michelle >Feeling guilty - I've tweaked the IGDA GASIG blog to feature a "Blog >Topics" area - which will be expanded later. I liked the look of the >awards area... and thought - this is obvious, but... Why don't we >start our own awards ceremony? It would be a bit of fun - and not >too much work to start with I recon. > >Why don't we start recognising the games that have got some good >accessibility features built in? We could keep nominations simple - >and awards being a nice e-mail from us to the winners - any other >interested press - and of course mention on our blog + site. > >Maybe: > >Best pointer based game (for head-tracker / eye-tracker / >touch-screen gamers). >Best audio game. >Best one switch game. >Best use of closed captions / subtitling. >IGDA GASIG historical award (great games from the past). >IGDA GASIG special award. >IGDA GASIG best of 2008. > >?? > >Anyway - I've also set-up a "Top 3 Accessibility Features" section >for particular game genres: >http://gameaccessibility.blogspot.com/search/label/Top%203 > >Pinball, Golf, Driving games covered at present. I'd appreciate >people's thoughts, and also on any suggestions of companies to >contact once we have a basic consensus. I realise there's lots of >things not covered - this is not the point - it's to try and get >some of the simplest concepts with the lowest potential overheads to >the people making games (indies, home coders, mainstream - anyone!). > >This stuff stands on the shoulders of everyone's work so far - so >please don't think I'm claiming this as my baby. It's not. It's ours >- so help us to make it useful... Perhaps we should get a standard >e-mail drafted (with further links for more help as it stands >presently - e.g. Eelke's design patterns - Game-Accessibility.com - >our forum? our mailing list and so on.... > >Enough from me today I think... > >Barrie >www.OneSwitch.org.uk > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Dec 2 13:16:43 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 2 Dec 2007 12:16:43 -0600 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: <002901c8350a$1a76d680$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch> <4752D6CB.9030800@ablegamers.com> <002901c8350a$1a76d680$0202a8c0@oneswitch> Message-ID: Yep -- I have a giant list of people. The ECA (new consumer-oriented group) has also been great about getting me email contacts for people at companies. A friend of mine wrote me a special email program tweaked for what I wanted so that it doesn't go out as super-spam. So name the people/companies and I probably have their contact info or I can find out who has it! I used my "PR program" first for E for All -- now it should work even better so we can send press releases just like the big companies. ;) Michelle >Thanks, Mark - much appreciated. Robert helped too, and as I said >before - it's just another angle to approach game developers from. >Listening to some of Richard's concerns, I've added a "this won't >remove all barriers for all gamers" disclaimer which I think is >right. I'll sit on it for a short while, but then if most people are >content/silent, I'll draft up an e-mail, and see if we can't get >people in the group to start contacting game developers. Some help >to track down the best contacts (Super-Michelle?, others?) - would >be much appreciated! I'm not the most up to date... but here's some >basic thoughts: > >Pinball games: System 3 (developers of recent Gottlieb and Williams >pinball games) - Cunning Developments / Empire (Pro Pinball - which >had some great features on Dreamcast - including highly >reconfigurable controls that you could map for limited one-button >play - and speed adjustment) - Not sure about others - maybe contact >the PinMAME emulation people. > >Golf games: Clap Hanz (the lovely Everybody's Golf - which could >still do with some improvments), EA for Tiger Woods, Nintendo (Wii >Sports), Super Swing Golf (?). > >Driving games: loads... > >Barrie >www.OneSwitch.org.uk > > > > >----- Original Message ----- From: "Ioo" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Sunday, December 02, 2007 4:01 PM >Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 > >>Barrie, >> >>Despite what I have read to the contrary, way to go! I think the >>posts look great and I thank you and Reid for coming up with them. >> >>Your classifications and wording may not be perfect but it is far >>more information on the web today than there was yesterday about >>the subject. If others would like to add to list, or branch out and >>make some new area, I am sure there is room for that as well. >> >>Barrie, Reid, in short, thank you for writing something that >>ablegamers (oh nice plug for my site) can read vs all those >>keystrokes on something that only eight of us read (I know there >>are more, but at this point I am sure that most people are deleting >>most of it). >> >>The blog looks great! Keep up the good work... >> >>Mark Barlet >>Ioo - AbleGamers.com >> >> >>Barrie Ellis wrote: >>>Feeling guilty - I've tweaked the IGDA GASIG blog to feature a >>>"Blog Topics" area - which will be expanded later. I liked the >>>look of the awards area... and thought - this is obvious, but... >>>Why don't we start our own awards ceremony? It would be a bit of >>>fun - and not too much work to start with I recon. >>> >>>Why don't we start recognising the games that have got some good >>>accessibility features built in? We could keep nominations simple >>>- and awards being a nice e-mail from us to the winners - any >>>other interested press - and of course mention on our blog + site. >>> >>>Maybe: >>> >>>Best pointer based game (for head-tracker / eye-tracker / >>>touch-screen gamers). >>>Best audio game. >>>Best one switch game. >>>Best use of closed captions / subtitling. >>>IGDA GASIG historical award (great games from the past). >>>IGDA GASIG special award. >>>IGDA GASIG best of 2008. >>> >>>?? >>> >>>Anyway - I've also set-up a "Top 3 Accessibility Features" section >>>for particular game genres: >>>http://gameaccessibility.blogspot.com/search/label/Top%203 >>> >>>Pinball, Golf, Driving games covered at present. I'd appreciate >>>people's thoughts, and also on any suggestions of companies to >>>contact once we have a basic consensus. I realise there's lots of >>>things not covered - this is not the point - it's to try and get >>>some of the simplest concepts with the lowest potential overheads >>>to the people making games (indies, home coders, mainstream - >>>anyone!). >>> >>>This stuff stands on the shoulders of everyone's work so far - so >>>please don't think I'm claiming this as my baby. It's not. It's >>>ours - so help us to make it useful... Perhaps we should get a >>>standard e-mail drafted (with further links for more help as it >>>stands presently - e.g. Eelke's design patterns - >>>Game-Accessibility.com - our forum? our mailing list and so on.... >>> >>>Enough from me today I think... >>> >>>Barrie >>>www.OneSwitch.org.uk >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 2 14:41:36 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 14:41:36 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA References: <003701c834d4$043173c0$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA Message-ID: <005401c8351b$59e1f9b0$6501a8c0@Inspiron> I'm actually proposing how many of us want to and can help to send letters to important people like senators, independent game developers, to get petitions signed, and send it to some senators to get some kind of nationwide talk on this and finally a regulated necessity standard? I think it's a very good and noble thing to do. Thinking of it in a way that it's an industry that has ignored and does not have any future plans for any big deals for accessibility for people. Especially in the United States is our Constitution write to have fair access to all forms of entertainment. To not allow people access to their product is discrimination. Again this is something I have proposed before nobody said they wanted to work on it and I don't know why it seems like a great thing to do. Stand up for our rights that's what the government is there to help us to especially in a billion-dollar industry making millions and millions but ignoring the rest seems wrong. Robert From reid at rbkdesign.com Sun Dec 2 15:07:57 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 2 Dec 2007 12:07:57 -0800 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: <003701c834d4$043173c0$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch> Message-ID: Hi Barrie, I like what you have but do have a couple suggestions. 1) I agree with Richard, there are no "easy" accessibility features for developers to add. I have said that adding closed captioning to games is easier than a physics or rendering system and it is true, but creating the captioning system itself presents tricky design problems and depending on the sound engine, maybe even technical issues. In general, I don't think we have the right to designate whether an accessibility feature is easy or not for a developer to implement. How hard it is will depend on the developers technology foundation and programming/designing talent they have. 2) On the contention of Top 3, why not slightly change the wording so it's Top 3 Most Requested Accessibility Features. 3) Why don't we make a Top 3 Most Requested Accessibility Features for each disability area. Richard can submit a list of his top 3 for blind/visually impaired, I'll submit mine for hard of hearing/deaf and so on. -Reid On Dec 2, 2007 3:10 AM, Barrie Ellis wrote: > Feeling guilty - I've tweaked the IGDA GASIG blog to feature a "Blog Topics" > area - which will be expanded later. I liked the look of the awards area... > and thought - this is obvious, but... Why don't we start our own awards > ceremony? It would be a bit of fun - and not too much work to start with I > recon. > > Why don't we start recognising the games that have got some good > accessibility features built in? We could keep nominations simple - and > awards being a nice e-mail from us to the winners - any other interested > press - and of course mention on our blog + site. > > Maybe: > > Best pointer based game (for head-tracker / eye-tracker / touch-screen > gamers). > Best audio game. > Best one switch game. > Best use of closed captions / subtitling. > IGDA GASIG historical award (great games from the past). > IGDA GASIG special award. > IGDA GASIG best of 2008. > > ?? > > Anyway - I've also set-up a "Top 3 Accessibility Features" section for > particular game genres: > http://gameaccessibility.blogspot.com/search/label/Top%203 > > Pinball, Golf, Driving games covered at present. I'd appreciate people's > thoughts, and also on any suggestions of companies to contact once we have a > basic consensus. I realise there's lots of things not covered - this is not > the point - it's to try and get some of the simplest concepts with the > lowest potential overheads to the people making games (indies, home coders, > mainstream - anyone!). > > This stuff stands on the shoulders of everyone's work so far - so please > don't think I'm claiming this as my baby. It's not. It's ours - so help us > to make it useful... Perhaps we should get a standard e-mail drafted (with > further links for more help as it stands presently - e.g. Eelke's design > patterns - Game-Accessibility.com - our forum? our mailing list and so > on.... > > Enough from me today I think... > > Barrie > www.OneSwitch.org.uk > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From barrie.ellis at oneswitch.org.uk Sun Dec 2 15:08:54 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 2 Dec 2007 20:08:54 -0000 Subject: [games_access] Getting Federal government. On our side. References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron> Message-ID: <001501c8351f$2a45b990$0202a8c0@oneswitch> Robert, if you kick start it, and get it going - I'll support you and so will others. Why not start by building an on-line petition - I'm sure there's more than just me here that would be happy to proof read it and add suggestions before it goes live. Take a look here: http://www.petitiononline.com/ http://www.petitiononline.com/Captions/petition.html I too don't know how successful this approach will be - but none of us will know for sure unless it's tried. At the very least, it can burble away in the background - building support for us in numbers. Perhaps we could all point people in its direction if it says things we are mostly happy with? I'd like it to be a bit more international in scope, so I'd love to see an intro paragraph with links to translated versions in other languages. Go for it, Robert! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Sunday, December 02, 2007 7:41 PM Subject: Re: [games_access] Getting Federal government. On our side. > I'm actually proposing how many of us want to and can help to send letters > to important people like senators, independent game developers, to get > petitions signed, and send it to some senators to get some kind of > nationwide talk on this and finally a regulated necessity standard? > > I think it's a very good and noble thing to do. Thinking of it in a way > that it's an industry that has ignored and does not have any future plans > for any big deals for accessibility for people. Especially in the United > States is our Constitution write to have fair access to all forms of > entertainment. To not allow people access to their product is > discrimination. > > Again this is something I have proposed before nobody said they wanted to > work on it and I don't know why it seems like a great thing to do. Stand > up > for our rights that's what the government is there to help us to > especially > in a billion-dollar industry making millions and millions but ignoring the > rest seems wrong. > > Robert > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 2 15:24:55 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 15:24:55 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykPiwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykPiwA Message-ID: <006401c83521$66e0a390$6501a8c0@Inspiron> Hey Reid. Thanks for those links that's just what we needed. I will definitely work on writing something. I'm sure it will need many revisions hopefully and I'll post it here in our mailing list to get it just right. First I'd like to while doing this at the same time, reach out to a few people in government see if they can give pointers in the language they're looking for maybe they might even write it for us. For the international touch I'm not so sure if we are going for a federal response support here from the USA. But I'm sure why not can it have international implications to reach out to the same group but other places. For example, parents approval rating system Hillary Clinton got into office, that seems to be a huge thing for games to be able to be sold in the United States but I don't think it implements other countries do they need the same rating? I don't know if you bought the same game in Germany or Italy or outside of America it has that rating on it? Maybe that doesn't improve their sales or maybe they put it anyway to give their consumers of raw more options so if it gets implemented in the United States and that kind of thing is already being put on the back for countries that don't need it but helps for sales, to me that means it would be excepted wherever they sell their product post it anyway. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, December 02, 2007 3:09 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Robert, if you kick start it, and get it going - I'll support you and so will others. Why not start by building an on-line petition - I'm sure there's more than just me here that would be happy to proof read it and add suggestions before it goes live. Take a look here: http://www.petitiononline.com/ http://www.petitiononline.com/Captions/petition.html I too don't know how successful this approach will be - but none of us will know for sure unless it's tried. At the very least, it can burble away in the background - building support for us in numbers. Perhaps we could all point people in its direction if it says things we are mostly happy with? I'd like it to be a bit more international in scope, so I'd love to see an intro paragraph with links to translated versions in other languages. Go for it, Robert! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Sunday, December 02, 2007 7:41 PM Subject: Re: [games_access] Getting Federal government. On our side. > I'm actually proposing how many of us want to and can help to send letters > to important people like senators, independent game developers, to get > petitions signed, and send it to some senators to get some kind of > nationwide talk on this and finally a regulated necessity standard? > > I think it's a very good and noble thing to do. Thinking of it in a way > that it's an industry that has ignored and does not have any future plans > for any big deals for accessibility for people. Especially in the United > States is our Constitution write to have fair access to all forms of > entertainment. To not allow people access to their product is > discrimination. > > Again this is something I have proposed before nobody said they wanted to > work on it and I don't know why it seems like a great thing to do. Stand > up > for our rights that's what the government is there to help us to > especially > in a billion-dollar industry making millions and millions but ignoring the > rest seems wrong. > > Robert > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 2 15:26:05 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 15:26:05 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykPiwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykPiwA Message-ID: <006501c83521$906c7900$6501a8c0@Inspiron> Thanks for the support. If it dwindles away at least we know we tried your right we haven't tried this approach. Petitions are always brought up tried over and over again also. I'm sure bills don't get past on their first approach. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, December 02, 2007 3:09 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Robert, if you kick start it, and get it going - I'll support you and so will others. Why not start by building an on-line petition - I'm sure there's more than just me here that would be happy to proof read it and add suggestions before it goes live. Take a look here: http://www.petitiononline.com/ http://www.petitiononline.com/Captions/petition.html I too don't know how successful this approach will be - but none of us will know for sure unless it's tried. At the very least, it can burble away in the background - building support for us in numbers. Perhaps we could all point people in its direction if it says things we are mostly happy with? I'd like it to be a bit more international in scope, so I'd love to see an intro paragraph with links to translated versions in other languages. Go for it, Robert! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Sunday, December 02, 2007 7:41 PM Subject: Re: [games_access] Getting Federal government. On our side. > I'm actually proposing how many of us want to and can help to send letters > to important people like senators, independent game developers, to get > petitions signed, and send it to some senators to get some kind of > nationwide talk on this and finally a regulated necessity standard? > > I think it's a very good and noble thing to do. Thinking of it in a way > that it's an industry that has ignored and does not have any future plans > for any big deals for accessibility for people. Especially in the United > States is our Constitution write to have fair access to all forms of > entertainment. To not allow people access to their product is > discrimination. > > Again this is something I have proposed before nobody said they wanted to > work on it and I don't know why it seems like a great thing to do. Stand > up > for our rights that's what the government is there to help us to > especially > in a billion-dollar industry making millions and millions but ignoring the > rest seems wrong. > > Robert > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sun Dec 2 15:46:26 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 2 Dec 2007 20:46:26 -0000 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Message-ID: <003f01c83524$693adfe0$0202a8c0@oneswitch> Hi Reid, Thanks for your suggestions. I appreciate the point that some access features are harder than they first seem to implement. But there definitely are easy to add features for specific genres. Quickly: a. Driving games - imagine OutRun - adding wider difficulty level adjustment such as much more generous time limits to complete a stage is very easy. b. Pinball games - allowing for adjustment in ball speed as a menu option seems pretty straight forward to me. c. Golf games - allowing an Easy Play option whereby hook and slice can be turned off also sounds very easy to me. Maybe the Extra Suggestions part is confusing the original message. These are intended to show some ways devleopers can stretch out and go a bit futher with that type of accessibility. I wouldn't want us to scare off developers by saying there are no "easy" accessibility features for developers to add. I really don't believe it. If Atari could do it regularly for the Atari 2600 in the early 1980's... 2. If it's really that contentious, I'll change it - but "3 most requested" isn't bullet proof either. 3. Why don't we make a Top 3 Most Requested Accessibility Features for each disability area? Sounds like a good idea to me... Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, December 02, 2007 8:07 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 > Hi Barrie, > > I like what you have but do have a couple suggestions. > > 1) I agree with Richard, there are no "easy" accessibility features > for developers to add. I have said that adding closed captioning to > games is easier than a physics or rendering system and it is true, but > creating the captioning system itself presents tricky design problems > and depending on the sound engine, maybe even technical issues. In > general, I don't think we have the right to designate whether an > accessibility feature is easy or not for a developer to implement. How > hard it is will depend on the developers technology foundation and > programming/designing talent they have. > > 2) On the contention of Top 3, why not slightly change the wording so > it's Top 3 Most Requested Accessibility Features. > > 3) Why don't we make a Top 3 Most Requested Accessibility Features for > each disability area. Richard can submit a list of his top 3 for > blind/visually impaired, I'll submit mine for hard of hearing/deaf and > so on. > > -Reid -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Sun Dec 2 16:21:36 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 2 Dec 2007 13:21:36 -0800 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: <003f01c83524$693adfe0$0202a8c0@oneswitch> References: <003f01c83524$693adfe0$0202a8c0@oneswitch> Message-ID: What if a game uses a physics engine? Slowing down the ball in a physics based pinball game will make it unplayable. The ball won't have enough momentum to carry it through the pinball obstacle course. A solution could be slow motion play mode, but that also presents other problems. Using slow motion can impact the timing of scripted events and messages being sent and received by the internal game systems. Unless someone has direct involvement with the development of a game, it's impossible to know what underlying technology issues have been implemented that can make accessibility features easy or hard to support. I once worked on a game that was made for consoles and then ported to the PC. Because of how the controls were setup for the console system, made it incredibly difficult to allow reconfigurable controls for the PC. I hear of this technology issue constantly on console games ported to the PC. Game design and technology has evolved drastically from the early 1980's. We're now using simulation based physics and AI systems that are open to influence by variables. Making games that use physics, such as most sports games are, can be very difficult. Half-Life 2 is a physics simulation based game is believe me, it's quite a head ache to solve some gameplay issues. Slowing down vehicles will not create enough velocity to create a strong enough force of impact to damage enemies if you try to run over them or crash through a wall. We're doing a disservice to game developers if we claim implementing accessibility features are easy. It will harm our credibility and damage trust in our working relationships. -Reid On Dec 2, 2007 12:46 PM, Barrie Ellis wrote: > > Hi Reid, > > Thanks for your suggestions. I appreciate the point that some access > features are harder than they first seem to implement. But there definitely > are easy to add features for specific genres. Quickly: > > a. Driving games - imagine OutRun - adding wider difficulty level adjustment > such as much more generous time limits to complete a stage is very easy. > b. Pinball games - allowing for adjustment in ball speed as a menu option > seems pretty straight forward to me. > c. Golf games - allowing an Easy Play option whereby hook and slice can be > turned off also sounds very easy to me. > > Maybe the Extra Suggestions part is confusing the original message. These > are intended to show some ways devleopers can stretch out and go a bit > futher with that type of accessibility. > > I wouldn't want us to scare off developers by saying there are no "easy" > accessibility features for developers to add. I really don't believe it. If > Atari could do it regularly for the Atari 2600 in the early 1980's... > > 2. If it's really that contentious, I'll change it - but "3 most requested" > isn't bullet proof either. > > > 3. Why don't we make a Top 3 Most Requested Accessibility Features for each > disability area? Sounds like a good idea to me... > > Barrie > > > > > ----- Original Message ----- > From: "Reid Kimball" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Sunday, December 02, 2007 8:07 PM > Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 > > > > Hi Barrie, > > > > I like what you have but do have a couple suggestions. > > > > 1) I agree with Richard, there are no "easy" accessibility features > > for developers to add. I have said that adding closed captioning to > > games is easier than a physics or rendering system and it is true, but > > creating the captioning system itself presents tricky design problems > > and depending on the sound engine, maybe even technical issues. In > > general, I don't think we have the right to designate whether an > > accessibility feature is easy or not for a developer to implement. How > > hard it is will depend on the developers technology foundation and > > programming/designing talent they have. > > > > 2) On the contention of Top 3, why not slightly change the wording so > > it's Top 3 Most Requested Accessibility Features. > > > > 3) Why don't we make a Top 3 Most Requested Accessibility Features for > > each disability area. Richard can submit a list of his top 3 for > > blind/visually impaired, I'll submit mine for hard of hearing/deaf and > > so on. > > > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From barrie.ellis at oneswitch.org.uk Sun Dec 2 16:42:12 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 2 Dec 2007 21:42:12 -0000 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 References: <003f01c83524$693adfe0$0202a8c0@oneswitch> Message-ID: <006201c8352c$33120030$0202a8c0@oneswitch> Hmm... Okay- point taken on the pinball side of things. Certainly I've seen it done with Pro-Pinball Time Shock and it works pretty well. I also get the strong sense that on a PC, if you turn frame skipping off, CPU Killer would enable you to slow the game down. What ever the case, I'll rejig the text on the blog. Easy is quite subjective I guess. I'm hoping these are easy concepts to grasp and are amongst the easier to implement. Implementation will be tougher for some. You certainly have far more experience than me in game development so I can only argue my case so far. Still think the other examples hold. Thanks for your oppinion. Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, December 02, 2007 9:21 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 > What if a game uses a physics engine? Slowing down the ball in a > physics based pinball game will make it unplayable. The ball won't > have enough momentum to carry it through the pinball obstacle course. > A solution could be slow motion play mode, but that also presents > other problems. Using slow motion can impact the timing of scripted > events and messages being sent and received by the internal game > systems. > > Unless someone has direct involvement with the development of a game, > it's impossible to know what underlying technology issues have been > implemented that can make accessibility features easy or hard to > support. I once worked on a game that was made for consoles and then > ported to the PC. Because of how the controls were setup for the > console system, made it incredibly difficult to allow reconfigurable > controls for the PC. I hear of this technology issue constantly on > console games ported to the PC. > > Game design and technology has evolved drastically from the early > 1980's. We're now using simulation based physics and AI systems that > are open to influence by variables. Making games that use physics, > such as most sports games are, can be very difficult. Half-Life 2 is a > physics simulation based game is believe me, it's quite a head ache to > solve some gameplay issues. Slowing down vehicles will not create > enough velocity to create a strong enough force of impact to damage > enemies if you try to run over them or crash through a wall. > > We're doing a disservice to game developers if we claim implementing > accessibility features are easy. It will harm our credibility and > damage trust in our working relationships. > > -Reid > > On Dec 2, 2007 12:46 PM, Barrie Ellis > wrote: >> >> Hi Reid, >> >> Thanks for your suggestions. I appreciate the point that some access >> features are harder than they first seem to implement. But there >> definitely >> are easy to add features for specific genres. Quickly: >> >> a. Driving games - imagine OutRun - adding wider difficulty level >> adjustment >> such as much more generous time limits to complete a stage is very easy. >> b. Pinball games - allowing for adjustment in ball speed as a menu option >> seems pretty straight forward to me. >> c. Golf games - allowing an Easy Play option whereby hook and slice can >> be >> turned off also sounds very easy to me. >> >> Maybe the Extra Suggestions part is confusing the original message. These >> are intended to show some ways devleopers can stretch out and go a bit >> futher with that type of accessibility. >> >> I wouldn't want us to scare off developers by saying there are no "easy" >> accessibility features for developers to add. I really don't believe it. >> If >> Atari could do it regularly for the Atari 2600 in the early 1980's... >> >> 2. If it's really that contentious, I'll change it - but "3 most >> requested" >> isn't bullet proof either. >> >> >> 3. Why don't we make a Top 3 Most Requested Accessibility Features for >> each >> disability area? Sounds like a good idea to me... >> >> Barrie >> >> >> >> >> ----- Original Message ----- >> From: "Reid Kimball" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Sunday, December 02, 2007 8:07 PM >> Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony >> 2008 >> >> >> > Hi Barrie, >> > >> > I like what you have but do have a couple suggestions. >> > >> > 1) I agree with Richard, there are no "easy" accessibility features >> > for developers to add. I have said that adding closed captioning to >> > games is easier than a physics or rendering system and it is true, but >> > creating the captioning system itself presents tricky design problems >> > and depending on the sound engine, maybe even technical issues. In >> > general, I don't think we have the right to designate whether an >> > accessibility feature is easy or not for a developer to implement. How >> > hard it is will depend on the developers technology foundation and >> > programming/designing talent they have. >> > >> > 2) On the contention of Top 3, why not slightly change the wording so >> > it's Top 3 Most Requested Accessibility Features. >> > >> > 3) Why don't we make a Top 3 Most Requested Accessibility Features for >> > each disability area. Richard can submit a list of his top 3 for >> > blind/visually impaired, I'll submit mine for hard of hearing/deaf and >> > so on. >> > >> > -Reid >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 2 16:54:01 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 16:54:01 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxEPywA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIykPiwA AAAAADBf8GSYa4xDlD4sBa5lcIxEPywA Message-ID: <006c01c8352d$d99302f0$6501a8c0@Inspiron> Sorry I meant thank you Barrie.lol. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Sunday, December 02, 2007 3:25 PM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] Getting Federal government. On our side. Hey Reid. Thanks for those links that's just what we needed. I will definitely work on writing something. I'm sure it will need many revisions hopefully and I'll post it here in our mailing list to get it just right. First I'd like to while doing this at the same time, reach out to a few people in government see if they can give pointers in the language they're looking for maybe they might even write it for us. For the international touch I'm not so sure if we are going for a federal response support here from the USA. But I'm sure why not can it have international implications to reach out to the same group but other places. For example, parents approval rating system Hillary Clinton got into office, that seems to be a huge thing for games to be able to be sold in the United States but I don't think it implements other countries do they need the same rating? I don't know if you bought the same game in Germany or Italy or outside of America it has that rating on it? Maybe that doesn't improve their sales or maybe they put it anyway to give their consumers of raw more options so if it gets implemented in the United States and that kind of thing is already being put on the back for countries that don't need it but helps for sales, to me that means it would be excepted wherever they sell their product post it anyway. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, December 02, 2007 3:09 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Robert, if you kick start it, and get it going - I'll support you and so will others. Why not start by building an on-line petition - I'm sure there's more than just me here that would be happy to proof read it and add suggestions before it goes live. Take a look here: http://www.petitiononline.com/ http://www.petitiononline.com/Captions/petition.html I too don't know how successful this approach will be - but none of us will know for sure unless it's tried. At the very least, it can burble away in the background - building support for us in numbers. Perhaps we could all point people in its direction if it says things we are mostly happy with? I'd like it to be a bit more international in scope, so I'd love to see an intro paragraph with links to translated versions in other languages. Go for it, Robert! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Sunday, December 02, 2007 7:41 PM Subject: Re: [games_access] Getting Federal government. On our side. > I'm actually proposing how many of us want to and can help to send letters > to important people like senators, independent game developers, to get > petitions signed, and send it to some senators to get some kind of > nationwide talk on this and finally a regulated necessity standard? > > I think it's a very good and noble thing to do. Thinking of it in a way > that it's an industry that has ignored and does not have any future plans > for any big deals for accessibility for people. Especially in the United > States is our Constitution write to have fair access to all forms of > entertainment. To not allow people access to their product is > discrimination. > > Again this is something I have proposed before nobody said they wanted to > work on it and I don't know why it seems like a great thing to do. Stand > up > for our rights that's what the government is there to help us to > especially > in a billion-dollar industry making millions and millions but ignoring the > rest seems wrong. > > Robert > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Dec 2 17:47:52 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 2 Dec 2007 23:47:52 +0100 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 References: <003f01c83524$693adfe0$0202a8c0@oneswitch> Message-ID: <008e01c83535$5f93ce00$6402a8c0@Delletje> Hi, *quote* I wouldn't want us to scare off developers by saying there are no "easy" accessibility features for developers to add. *quote end* I think the point is not mentioning the difficulty at all :) It is as Reid said, the difficulty is different for each game. Concerning the "Top 3 Most Requested Accessibility Features for each disability area": I agree with Barrie that "requested" can also be dubious. I think what we're trying to achieve here is to describe a list of "very-easy-to-understand-and-good-to-start-with [1] accessibility features that can be applied to a large number of games in order to make them more accessible". At least, that's how I interpret Barrie's blog-posting. Please correct me if otherwise ;) But if this is the case, than why not try to describe them with a simple line of text that carries this message of 'easy' 'start with' 'list' and 'features'. Something like: "The Game Accessibility Features List For Beginners" ... :? Also, if this is what we're trying to achieve here, than I would not go for seperate lists for each disability group. Actually, I do think it is wise to look at which features serve which group, but for the type of feature list we're talking here, I guess it would be better to try and serve all groups in one go (hate to bring W3C up, but somewhat similar to the W3C Priority 1 Guidelines ;) And I think we can. Have a look at this: (if it doesn't get through to the list, see: http://www2.hku.nl/~mosh/ga/GAcriticalpat0005.jpg ) This is an illutration of how I think my 10 key points serve which of the four target groups. It's only a sketch and I probably could have better used a simple table but I got carried away in Photoshop ;). To explain what you see: I think that the first 6 key points and keypoint 10 are the ones that make games accessible for gamers with physical impairments (the magenta blocks). I think that keypoint 4 to 8 and 10 are the ones that make games accessible for gamers with learning impairments (the grey blocks). And the blue blocks show that keypoints 4 to 10. My interpretation may not be very accurate [2] but it's a start. For those who missed it, see http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc for the descriptions of the key points so far. In short, key point 1,2 and 3 are about letting the player CONTROL the game (which is mostly the problem with physical impaired gamers). Key point 4, 5 and 6 concern features that allow the player to PLAY the game (which concerns all gamers with impairments). Key points 7,8 and 9 are about letting the player PERCEIVE the game (which is mostly the problem with visual and hearing impairments). The reason I show this is that if this is correct, it means that there are 4 key points that serve ALL target groups. So for a "The Game Accessibility Features List For Beginners" (if that is what we're talking about here), we might need to search for design features that fit these four key points. If we would, than I would suggest leaving out keypoint 6 (experience compensation) because that one is still under construction and still needs a good definition, and maybe also key point 10, because that discusses "out-of-game"-features (which are important too but maybe are less important to start with). This leaves design features found in key point 4 (adjustable gameplay options) and 5 (assistance). Interestingly, these are key points that are not about CONTROLLING or PERCEIVING the game, but about PLAYING [3] the game. In my document I mention about 6 or 7 features here such as: adjustable difficulty level, adjustabel speed [4], pass functionality, tutorial agent - to name a few. So maybe this is a good starting point for looking for features? One thing... after typing this all, I did find a small flaw in my own story (blush). Not that my story now is worthless, but I do want to share this: I am of the opinion that game accessibility features of the different keypoints work together to create accessible functionality. So keypoint 1 is pretty much useless unless you add keypoint 2 and 3. Not in all cases, but still most of the time. This also means that a certain feature found in key point 4 might only make a game accessible when combined with another feature, either from the same key point or a different one. So looking at my illustration and saying "here's the overlap so let's start there" might result in a list of features that are useless because they depend on other features. I do think that mostly features from key points 1,2 and 3 and 7,8 and 9 depend on each other, and that features of 4,5 and 6 (and 10) are less related to each other [5]. So when picking features, we might need to consider the dependence on other features too. Which maybe turns into a slightly new concept of the "The Game Accessibility Features List For Beginners" : "A List Of Independend Game Accessibility Features List For Beginners" ;) Greets, Richard [1] 'accessible game accessibility features' ? grin ;) [2] For example, I can imagine that #2 and #3 might be able to make games more accessible for learning impaired gamers as well, for instance by creating a control scheme that can be memorized better ;) In the end, I think we can agree that accessibility can serve all, and also improve the game experience even for those without impairments. But that is not the point of this illustration. [3] my personal definition of game accessibility revolves around these three goals: game accessibility is about making it possible that everyine can control, perceive and play games. [4] Just read Reids post about physics and Pinball games and he definitely has a point. I've read some stuff about LucasArts' upcoming Indiana Jones game where (rag doll) physics are an extremely important aspect of gameplay and I can already imagine some of the problems with adjusting speed. [5] Which actually is another argument to start looking for features in these key points ;) ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, December 02, 2007 9:46 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Hi Reid, Thanks for your suggestions. I appreciate the point that some access features are harder than they first seem to implement. But there definitely are easy to add features for specific genres. Quickly: a. Driving games - imagine OutRun - adding wider difficulty level adjustment such as much more generous time limits to complete a stage is very easy. b. Pinball games - allowing for adjustment in ball speed as a menu option seems pretty straight forward to me. c. Golf games - allowing an Easy Play option whereby hook and slice can be turned off also sounds very easy to me. Maybe the Extra Suggestions part is confusing the original message. These are intended to show some ways devleopers can stretch out and go a bit futher with that type of accessibility. I wouldn't want us to scare off developers by saying there are no "easy" accessibility features for developers to add. I really don't believe it. If Atari could do it regularly for the Atari 2600 in the early 1980's... 2. If it's really that contentious, I'll change it - but "3 most requested" isn't bullet proof either. 3. Why don't we make a Top 3 Most Requested Accessibility Features for each disability area? Sounds like a good idea to me... Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, December 02, 2007 8:07 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 > Hi Barrie, > > I like what you have but do have a couple suggestions. > > 1) I agree with Richard, there are no "easy" accessibility features > for developers to add. I have said that adding closed captioning to > games is easier than a physics or rendering system and it is true, but > creating the captioning system itself presents tricky design problems > and depending on the sound engine, maybe even technical issues. In > general, I don't think we have the right to designate whether an > accessibility feature is easy or not for a developer to implement. How > hard it is will depend on the developers technology foundation and > programming/designing talent they have. > > 2) On the contention of Top 3, why not slightly change the wording so > it's Top 3 Most Requested Accessibility Features. > > 3) Why don't we make a Top 3 Most Requested Accessibility Features for > each disability area. Richard can submit a list of his top 3 for > blind/visually impaired, I'll submit mine for hard of hearing/deaf and > so on. > > -Reid ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: GAcriticalpat0005.jpg Type: image/jpeg Size: 57811 bytes Desc: not available URL: From richard at audiogames.net Sun Dec 2 18:03:08 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 3 Dec 2007 00:03:08 +0100 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 References: <003f01c83524$693adfe0$0202a8c0@oneswitch> <008e01c83535$5f93ce00$6402a8c0@Delletje> Message-ID: <00c501c83537$812a3700$6402a8c0@Delletje> (updated pic): http://www2.hku.nl/~mosh/ga/GAcriticalpat0006.jpg ... notice the symmetrics? btw: I think I will drop Hollistic Game Accessibility from this Key point set up. My argument: the first 9 key points discuss how to make a GAME accessibile. Key point 10 discusses "things" (websites, packages, etc.) around the game that need to be accessible. But in order to MAKE these accessible, you can (in theory) use (a setup similar to) key point 1 to 9 ;) ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, December 02, 2007 11:47 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Hi, *quote* I wouldn't want us to scare off developers by saying there are no "easy" accessibility features for developers to add. *quote end* I think the point is not mentioning the difficulty at all :) It is as Reid said, the difficulty is different for each game. Concerning the "Top 3 Most Requested Accessibility Features for each disability area": I agree with Barrie that "requested" can also be dubious. I think what we're trying to achieve here is to describe a list of "very-easy-to-understand-and-good-to-start-with [1] accessibility features that can be applied to a large number of games in order to make them more accessible". At least, that's how I interpret Barrie's blog-posting. Please correct me if otherwise ;) But if this is the case, than why not try to describe them with a simple line of text that carries this message of 'easy' 'start with' 'list' and 'features'. Something like: "The Game Accessibility Features List For Beginners" ... :? Also, if this is what we're trying to achieve here, than I would not go for seperate lists for each disability group. Actually, I do think it is wise to look at which features serve which group, but for the type of feature list we're talking here, I guess it would be better to try and serve all groups in one go (hate to bring W3C up, but somewhat similar to the W3C Priority 1 Guidelines ;) And I think we can. Have a look at this: (if it doesn't get through to the list, see: http://www2.hku.nl/~mosh/ga/GAcriticalpat0005.jpg ) This is an illutration of how I think my 10 key points serve which of the four target groups. It's only a sketch and I probably could have better used a simple table but I got carried away in Photoshop ;). To explain what you see: I think that the first 6 key points and keypoint 10 are the ones that make games accessible for gamers with physical impairments (the magenta blocks). I think that keypoint 4 to 8 and 10 are the ones that make games accessible for gamers with learning impairments (the grey blocks). And the blue blocks show that keypoints 4 to 10. My interpretation may not be very accurate [2] but it's a start. For those who missed it, see http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc for the descriptions of the key points so far. In short, key point 1,2 and 3 are about letting the player CONTROL the game (which is mostly the problem with physical impaired gamers). Key point 4, 5 and 6 concern features that allow the player to PLAY the game (which concerns all gamers with impairments). Key points 7,8 and 9 are about letting the player PERCEIVE the game (which is mostly the problem with visual and hearing impairments). The reason I show this is that if this is correct, it means that there are 4 key points that serve ALL target groups. So for a "The Game Accessibility Features List For Beginners" (if that is what we're talking about here), we might need to search for design features that fit these four key points. If we would, than I would suggest leaving out keypoint 6 (experience compensation) because that one is still under construction and still needs a good definition, and maybe also key point 10, because that discusses "out-of-game"-features (which are important too but maybe are less important to start with). This leaves design features found in key point 4 (adjustable gameplay options) and 5 (assistance). Interestingly, these are key points that are not about CONTROLLING or PERCEIVING the game, but about PLAYING [3] the game. In my document I mention about 6 or 7 features here such as: adjustable difficulty level, adjustabel speed [4], pass functionality, tutorial agent - to name a few. So maybe this is a good starting point for looking for features? One thing... after typing this all, I did find a small flaw in my own story (blush). Not that my story now is worthless, but I do want to share this: I am of the opinion that game accessibility features of the different keypoints work together to create accessible functionality. So keypoint 1 is pretty much useless unless you add keypoint 2 and 3. Not in all cases, but still most of the time. This also means that a certain feature found in key point 4 might only make a game accessible when combined with another feature, either from the same key point or a different one. So looking at my illustration and saying "here's the overlap so let's start there" might result in a list of features that are useless because they depend on other features. I do think that mostly features from key points 1,2 and 3 and 7,8 and 9 depend on each other, and that features of 4,5 and 6 (and 10) are less related to each other [5]. So when picking features, we might need to consider the dependence on other features too. Which maybe turns into a slightly new concept of the "The Game Accessibility Features List For Beginners" : "A List Of Independend Game Accessibility Features List For Beginners" ;) Greets, Richard [1] 'accessible game accessibility features' ? grin ;) [2] For example, I can imagine that #2 and #3 might be able to make games more accessible for learning impaired gamers as well, for instance by creating a control scheme that can be memorized better ;) In the end, I think we can agree that accessibility can serve all, and also improve the game experience even for those without impairments. But that is not the point of this illustration. [3] my personal definition of game accessibility revolves around these three goals: game accessibility is about making it possible that everyine can control, perceive and play games. [4] Just read Reids post about physics and Pinball games and he definitely has a point. I've read some stuff about LucasArts' upcoming Indiana Jones game where (rag doll) physics are an extremely important aspect of gameplay and I can already imagine some of the problems with adjusting speed. [5] Which actually is another argument to start looking for features in these key points ;) -------------- next part -------------- An HTML attachment was scrubbed... URL: From agdev at thechases.com Sun Dec 2 18:05:52 2007 From: agdev at thechases.com (Tim Chase) Date: Sun, 02 Dec 2007 17:05:52 -0600 Subject: [games_access] Top 3 Top 3 In-Reply-To: References: <003f01c83524$693adfe0$0202a8c0@oneswitch> Message-ID: <47533A50.4010201@thechases.com> > What if a game uses a physics engine? Slowing down the ball in a > physics based pinball game will make it unplayable. The ball won't > have enough momentum to carry it through the pinball obstacle course. > A solution could be slow motion play mode, but that also presents > other problems. Using slow motion can impact the timing of scripted > events and messages being sent and received by the internal game > systems. In physics-based simulations, "time" is a constant only to the degree that it's a variable that's only been set once (or is established as a fixed harmonic of your system-clock). One only has to look to games such as _Prince Of Persia: Sands of Time_, and the Max Payne games where time-manipulation is part of the game-play. Granted, bunging with time in a multi-player game is a certain road to a flop; but in a single-player game, changing the rate of time to allow "slow motion" is doable. -tim From hinn at uiuc.edu Sun Dec 2 19:34:00 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 2 Dec 2007 18:34:00 -0600 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: <001501c8351f$2a45b990$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron> <001501c8351f$2a45b990$0202a8c0@oneswitch> Message-ID: I have all the US Senate/House/Governors email addresses so if you start it and others can help edit, I can send out a press release. We can start by raising the issue with the US government because I have those addresses but as Barrie suggested -- why limit this to just the US? I'm not sure how successful it will be but we haven't tried it and with the right tone it's worth a shot -- if anything it never hurts to remind the US government who often tries to outlaw gaming after this and that happens that games are important and not all bad. I'm always happy to contribute to that approach! Michelle >Robert, if you kick start it, and get it going - I'll support you >and so will others. Why not >start by building an on-line petition - I'm sure there's more than just me >here that would be happy to proof read it and add suggestions before >it goes live. > >Take a look here: > >http://www.petitiononline.com/ >http://www.petitiononline.com/Captions/petition.html > >I too don't know how successful this approach will be - but none of us will >know for sure unless it's tried. > >At the very least, it can burble away in the background - building support >for us in numbers. Perhaps we could all point people in its direction if it >says things we are mostly happy with? I'd like it to be a bit more >international in scope, so I'd love to see an intro paragraph with links to >translated versions in other languages. > >Go for it, Robert! > >Barrie >www.OneSwitch.org.uk > >----- Original Message ----- From: "Robert Florio" >To: "'IGDA Games Accessibility SIG Mailing List'" >Sent: Sunday, December 02, 2007 7:41 PM >Subject: Re: [games_access] Getting Federal government. On our side. > >>I'm actually proposing how many of us want to and can help to send letters >>to important people like senators, independent game developers, to get >>petitions signed, and send it to some senators to get some kind of >>nationwide talk on this and finally a regulated necessity standard? >> >>I think it's a very good and noble thing to do. Thinking of it in a way >>that it's an industry that has ignored and does not have any future plans >>for any big deals for accessibility for people. Especially in the United >>States is our Constitution write to have fair access to all forms of >>entertainment. To not allow people access to their product is >>discrimination. >> >>Again this is something I have proposed before nobody said they wanted to >>work on it and I don't know why it seems like a great thing to do. Stand >>up >>for our rights that's what the government is there to help us to >>especially >>in a billion-dollar industry making millions and millions but ignoring the >>rest seems wrong. >> >>Robert >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 2 19:39:07 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 19:39:07 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA Message-ID: <008201c83544$ea1a75b0$6501a8c0@Inspiron> Sounds great. I'm just not sure how to tie it in a broad? How would that work? I was suggesting that if it worked here it would become something marketable that other countries with one the same stamp of approval. My thoughts would be if it was made into some kind of legislation who makes up the ideas for ranking if it becomes accepted? I think the best thing is to put together the petition that I will definitely start writing. And then if we get any important representatives responding they can let us know what they think the best solution would be. Ultimately I think it should be something we can make money from instead of giving away all our ideas. So I'm sure there will be guidelines written up basic ones may be but then after that someone needs to regulate it. Kind of like what Hillary Clinton set up with the MSRP people. And as they might already have a branch or suggest a private branch which would be better. Maybe they would find it and give us a place to locate. One of the best persuasive points to put in the petition would be for the injured soldiers. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 7:34 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. I have all the US Senate/House/Governors email addresses so if you start it and others can help edit, I can send out a press release. We can start by raising the issue with the US government because I have those addresses but as Barrie suggested -- why limit this to just the US? I'm not sure how successful it will be but we haven't tried it and with the right tone it's worth a shot -- if anything it never hurts to remind the US government who often tries to outlaw gaming after this and that happens that games are important and not all bad. I'm always happy to contribute to that approach! Michelle >Robert, if you kick start it, and get it going - I'll support you >and so will others. Why not >start by building an on-line petition - I'm sure there's more than just me >here that would be happy to proof read it and add suggestions before >it goes live. > >Take a look here: > >http://www.petitiononline.com/ >http://www.petitiononline.com/Captions/petition.html > >I too don't know how successful this approach will be - but none of us will >know for sure unless it's tried. > >At the very least, it can burble away in the background - building support >for us in numbers. Perhaps we could all point people in its direction if it >says things we are mostly happy with? I'd like it to be a bit more >international in scope, so I'd love to see an intro paragraph with links to >translated versions in other languages. > >Go for it, Robert! > >Barrie >www.OneSwitch.org.uk > >----- Original Message ----- From: "Robert Florio" >To: "'IGDA Games Accessibility SIG Mailing List'" >Sent: Sunday, December 02, 2007 7:41 PM >Subject: Re: [games_access] Getting Federal government. On our side. > >>I'm actually proposing how many of us want to and can help to send letters >>to important people like senators, independent game developers, to get >>petitions signed, and send it to some senators to get some kind of >>nationwide talk on this and finally a regulated necessity standard? >> >>I think it's a very good and noble thing to do. Thinking of it in a way >>that it's an industry that has ignored and does not have any future plans >>for any big deals for accessibility for people. Especially in the United >>States is our Constitution write to have fair access to all forms of >>entertainment. To not allow people access to their product is >>discrimination. >> >>Again this is something I have proposed before nobody said they wanted to >>work on it and I don't know why it seems like a great thing to do. Stand >>up >>for our rights that's what the government is there to help us to >>especially >>in a billion-dollar industry making millions and millions but ignoring the >>rest seems wrong. >> >>Robert >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Dec 2 17:57:55 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 2 Dec 2007 23:57:55 +0100 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 References: <003f01c83524$693adfe0$0202a8c0@oneswitch> <008e01c83535$5f93ce00$6402a8c0@Delletje> Message-ID: <00ad01c83536$c6c51510$6402a8c0@Delletje> (updated pic): http://www2.hku.nl/~mosh/ga/GAcriticalpat0006.jpg ... notice the symmetrics? btw: I think I will drop Hollistic Game Accessibility from this Key point set up. My argument: the first 9 key points discuss how to make a GAME accessibile. Key point 10 discusses "things" (websites, packages, etc.) around the game that need to be accessible. But in order to MAKE these accessible, you can (in theory) use (a setup similar to) key point 1 to 9 ;) ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, December 02, 2007 11:47 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Hi, *quote* I wouldn't want us to scare off developers by saying there are no "easy" accessibility features for developers to add. *quote end* I think the point is not mentioning the difficulty at all :) It is as Reid said, the difficulty is different for each game. Concerning the "Top 3 Most Requested Accessibility Features for each disability area": I agree with Barrie that "requested" can also be dubious. I think what we're trying to achieve here is to describe a list of "very-easy-to-understand-and-good-to-start-with [1] accessibility features that can be applied to a large number of games in order to make them more accessible". At least, that's how I interpret Barrie's blog-posting. Please correct me if otherwise ;) But if this is the case, than why not try to describe them with a simple line of text that carries this message of 'easy' 'start with' 'list' and 'features'. Something like: "The Game Accessibility Features List For Beginners" ... :? Also, if this is what we're trying to achieve here, than I would not go for seperate lists for each disability group. Actually, I do think it is wise to look at which features serve which group, but for the type of feature list we're talking here, I guess it would be better to try and serve all groups in one go (hate to bring W3C up, but somewhat similar to the W3C Priority 1 Guidelines ;) And I think we can. Have a look at this: (if it doesn't get through to the list, see: http://www2.hku.nl/~mosh/ga/GAcriticalpat0005.jpg ) This is an illutration of how I think my 10 key points serve which of the four target groups. It's only a sketch and I probably could have better used a simple table but I got carried away in Photoshop ;). To explain what you see: I think that the first 6 key points and keypoint 10 are the ones that make games accessible for gamers with physical impairments (the magenta blocks). I think that keypoint 4 to 8 and 10 are the ones that make games accessible for gamers with learning impairments (the grey blocks). And the blue blocks show that keypoints 4 to 10. My interpretation may not be very accurate [2] but it's a start. For those who missed it, see http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc for the descriptions of the key points so far. In short, key point 1,2 and 3 are about letting the player CONTROL the game (which is mostly the problem with physical impaired gamers). Key point 4, 5 and 6 concern features that allow the player to PLAY the game (which concerns all gamers with impairments). Key points 7,8 and 9 are about letting the player PERCEIVE the game (which is mostly the problem with visual and hearing impairments). The reason I show this is that if this is correct, it means that there are 4 key points that serve ALL target groups. So for a "The Game Accessibility Features List For Beginners" (if that is what we're talking about here), we might need to search for design features that fit these four key points. If we would, than I would suggest leaving out keypoint 6 (experience compensation) because that one is still under construction and still needs a good definition, and maybe also key point 10, because that discusses "out-of-game"-features (which are important too but maybe are less important to start with). This leaves design features found in key point 4 (adjustable gameplay options) and 5 (assistance). Interestingly, these are key points that are not about CONTROLLING or PERCEIVING the game, but about PLAYING [3] the game. In my document I mention about 6 or 7 features here such as: adjustable difficulty level, adjustabel speed [4], pass functionality, tutorial agent - to name a few. So maybe this is a good starting point for looking for features? One thing... after typing this all, I did find a small flaw in my own story (blush). Not that my story now is worthless, but I do want to share this: I am of the opinion that game accessibility features of the different keypoints work together to create accessible functionality. So keypoint 1 is pretty much useless unless you add keypoint 2 and 3. Not in all cases, but still most of the time. This also means that a certain feature found in key point 4 might only make a game accessible when combined with another feature, either from the same key point or a different one. So looking at my illustration and saying "here's the overlap so let's start there" might result in a list of features that are useless because they depend on other features. I do think that mostly features from key points 1,2 and 3 and 7,8 and 9 depend on each other, and that features of 4,5 and 6 (and 10) are less related to each other [5]. So when picking features, we might need to consider the dependence on other features too. Which maybe turns into a slightly new concept of the "The Game Accessibility Features List For Beginners" : "A List Of Independend Game Accessibility Features List For Beginners" ;) Greets, Richard [1] 'accessible game accessibility features' ? grin ;) [2] For example, I can imagine that #2 and #3 might be able to make games more accessible for learning impaired gamers as well, for instance by creating a control scheme that can be memorized better ;) In the end, I think we can agree that accessibility can serve all, and also improve the game experience even for those without impairments. But that is not the point of this illustration. [3] my personal definition of game accessibility revolves around these three goals: game accessibility is about making it possible that everyine can control, perceive and play games. [4] Just read Reids post about physics and Pinball games and he definitely has a point. I've read some stuff about LucasArts' upcoming Indiana Jones game where (rag doll) physics are an extremely important aspect of gameplay and I can already imagine some of the problems with adjusting speed. [5] Which actually is another argument to start looking for features in these key points ;) ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, December 02, 2007 9:46 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Hi Reid, Thanks for your suggestions. I appreciate the point that some access features are harder than they first seem to implement. But there definitely are easy to add features for specific genres. Quickly: a. Driving games - imagine OutRun - adding wider difficulty level adjustment such as much more generous time limits to complete a stage is very easy. b. Pinball games - allowing for adjustment in ball speed as a menu option seems pretty straight forward to me. c. Golf games - allowing an Easy Play option whereby hook and slice can be turned off also sounds very easy to me. Maybe the Extra Suggestions part is confusing the original message. These are intended to show some ways devleopers can stretch out and go a bit futher with that type of accessibility. I wouldn't want us to scare off developers by saying there are no "easy" accessibility features for developers to add. I really don't believe it. If Atari could do it regularly for the Atari 2600 in the early 1980's... 2. If it's really that contentious, I'll change it - but "3 most requested" isn't bullet proof either. 3. Why don't we make a Top 3 Most Requested Accessibility Features for each disability area? Sounds like a good idea to me... Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, December 02, 2007 8:07 PM Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 > Hi Barrie, > > I like what you have but do have a couple suggestions. > > 1) I agree with Richard, there are no "easy" accessibility features > for developers to add. I have said that adding closed captioning to > games is easier than a physics or rendering system and it is true, but > creating the captioning system itself presents tricky design problems > and depending on the sound engine, maybe even technical issues. In > general, I don't think we have the right to designate whether an > accessibility feature is easy or not for a developer to implement. How > hard it is will depend on the developers technology foundation and > programming/designing talent they have. > > 2) On the contention of Top 3, why not slightly change the wording so > it's Top 3 Most Requested Accessibility Features. > > 3) Why don't we make a Top 3 Most Requested Accessibility Features for > each disability area. Richard can submit a list of his top 3 for > blind/visually impaired, I'll submit mine for hard of hearing/deaf and > so on. > > -Reid ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: GAcriticalpat0005.jpg Type: image/jpeg Size: 57811 bytes Desc: not available URL: From hinn at uiuc.edu Sun Dec 2 20:10:15 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 2 Dec 2007 19:10:15 -0600 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: <008201c83544$ea1a75b0$6501a8c0@Inspiron> References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@o neswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA <008201c83544$ea1a75b0$6501a8c0@Inspiron> Message-ID: Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 2 20:26:15 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 20:26:15 -0500 Subject: [games_access] First draft. Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA Message-ID: <008301c8354b$7f7d8150$6501a8c0@Inspiron> Thanks for the link skies. I did a little research on petitions. Let me know what you think about this first draft? Game Accessibility Petition Author. Robert Florio Organization. IGDA Accessibility SIG December 2, 2007 First draft. Description/History: In 2007 the game design industry has continued to fail making games accessible for people with limitations. Since the conception and marketing of videogames in the early 1980s, videogames have grown in complexity in design and development as well as extremely profitable receiving billions of dollars each year. In the United States and across the world abroad, the game design industry has never been remotely understanding in its efforts to make games accessible for people with limitations. Limitations such as, paralysis or injury making it impossible for someone to play with a product with their hands and fingers, a loss of hearing or site of vision, and even a cognitive ability to understand and play. With the ever-growing number of people missing out on enjoyability of this industry and feeling neglected and discriminated against, people with disabilities and equal opportunity consumers are disadvantaged time and time again, and now are looking for a solution to make games reach out to adapt to their needs as well. Petition: We, the undersigned, hereby petition the marketing of commercial country and worldwide videogames, design accessible videogames to a set standard. The requirement should include gamers with physical, visual, audio and cognitive impairments be given an equal chance in the design of individual videogames. Please sign this petition if you believe that all gamers should be treated as equals and videogame should be designed to a set standard of accessibility for videogames according to their individual game designers target market? -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 7:34 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. I have all the US Senate/House/Governors email addresses so if you start it and others can help edit, I can send out a press release. We can start by raising the issue with the US government because I have those addresses but as Barrie suggested -- why limit this to just the US? I'm not sure how successful it will be but we haven't tried it and with the right tone it's worth a shot -- if anything it never hurts to remind the US government who often tries to outlaw gaming after this and that happens that games are important and not all bad. I'm always happy to contribute to that approach! Michelle >Robert, if you kick start it, and get it going - I'll support you >and so will others. Why not >start by building an on-line petition - I'm sure there's more than just me >here that would be happy to proof read it and add suggestions before >it goes live. > >Take a look here: > >http://www.petitiononline.com/ >http://www.petitiononline.com/Captions/petition.html > >I too don't know how successful this approach will be - but none of us will >know for sure unless it's tried. > >At the very least, it can burble away in the background - building support >for us in numbers. Perhaps we could all point people in its direction if it >says things we are mostly happy with? I'd like it to be a bit more >international in scope, so I'd love to see an intro paragraph with links to >translated versions in other languages. > >Go for it, Robert! > >Barrie >www.OneSwitch.org.uk > >----- Original Message ----- From: "Robert Florio" >To: "'IGDA Games Accessibility SIG Mailing List'" >Sent: Sunday, December 02, 2007 7:41 PM >Subject: Re: [games_access] Getting Federal government. On our side. > >>I'm actually proposing how many of us want to and can help to send letters >>to important people like senators, independent game developers, to get >>petitions signed, and send it to some senators to get some kind of >>nationwide talk on this and finally a regulated necessity standard? >> >>I think it's a very good and noble thing to do. Thinking of it in a way >>that it's an industry that has ignored and does not have any future plans >>for any big deals for accessibility for people. Especially in the United >>States is our Constitution write to have fair access to all forms of >>entertainment. To not allow people access to their product is >>discrimination. >> >>Again this is something I have proposed before nobody said they wanted to >>work on it and I don't know why it seems like a great thing to do. Stand >>up >>for our rights that's what the government is there to help us to >>especially >>in a billion-dollar industry making millions and millions but ignoring the >>rest seems wrong. >> >>Robert >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 2 20:30:57 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 20:30:57 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA Message-ID: <008a01c8354c$3c4c0220$6501a8c0@Inspiron> I know what you mean Michelle. But the bottom line is there needs to be something created so that the entertainment world has a standard also. Take for example the product brought out by the movie industry. In order for their productivity listened to by people with heart hearing, the movie theaters themselves by law, have to provide assistance technology to help the people either see or hear with devices. To me that seems like not exactly the same thing but something similar. The game design industry also provides a product that is not equal opportunity to enjoy. If we can get the petition circled around then we can send it to the right people who know the law and who can help us voice in if they see the need, which will combine the most important people we can find to sign it. Even if we just get around to the people we need to sign it, and then send it around to officials, and nothing happens, I think it makes a very loud statement. Because then it can be documented who signed it. I would imagine trying to get the key names in the industry to sign it. Even the employees for those companies. Not to mention sending it out to all the important institutions. On their web site for the petition web page they do say that it's prohibited, not allowed, to mass e-mail yourself they set it up somehow targeting it to the right people I'm not sure how. I do not know what that's all about. Seems kind of crazy. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 8:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Sun Dec 2 20:58:32 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 2 Dec 2007 17:58:32 -0800 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: References: <003f01c83524$693adfe0$0202a8c0@oneswitch> Message-ID: Hi Reid, On Dec 2, 2007, at 1:21 PM, Reid Kimball wrote: > > A solution could be slow motion play mode, but that also presents > other problems. Using slow motion can impact the timing of scripted > events and messages being sent and received by the internal game > systems. That's not true. Most games provide a synchronization mechanism independent of underlying hardware. Drawing/ AI / Physics all need to be synchronized. AI / physics need to be deterministic and are executed exactly (n times per second). Drawing is a bit more flexible but at preferably 60 fps missing a few frames is usually not a problem. Most games use a tick based timer mechanism (either using events or callbacks ). E.g. if i want my game to run at 60fps I usually implement a timer mechanism that goes of every 1/60 second calls all the AI / Physics functions of my game handles player input and then calls draw. Guaranteed to run the same on any machine. This is how most games implement it. (assuming you have a single thread mechanism. For ps3/ xbox360 you might want to bypass you OS to run your processes for AI or physics on a single core but you would still synchronize them using a tick based mechanism, which effectively is already implemented in the PS3 pipeline ring-bus). I can slow my game down by changing one variable in my game and it does not change any events or messages, it just changes the frequency with which things are handled and in the pinball example the speed with which the ball moves.. Network play is a different thing but that usually relies upon an asynchronous medium (like TCP/IP) anyway. cheers eelke -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Sun Dec 2 21:08:18 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 2 Dec 2007 21:08:18 -0500 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkQywA References: <003f01c83524$693adfe0$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIwkQywA Message-ID: <009101c83551$625a0930$6501a8c0@Inspiron> Sounds cool what are you guys talking about? Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eelke Folmer Sent: Sunday, December 02, 2007 8:59 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 Hi Reid, On Dec 2, 2007, at 1:21 PM, Reid Kimball wrote: A solution could be slow motion play mode, but that also presents other problems. Using slow motion can impact the timing of scripted events and messages being sent and received by the internal game systems. That's not true. Most games provide a synchronization mechanism independent of underlying hardware. Drawing/ AI / Physics all need to be synchronized. AI / physics need to be deterministic and are executed exactly (n times per second). Drawing is a bit more flexible but at preferably 60 fps missing a few frames is usually not a problem. Most games use a tick based timer mechanism (either using events or callbacks ). E.g. if i want my game to run at 60fps I usually implement a timer mechanism that goes of every 1/60 second calls all the AI / Physics functions of my game handles player input and then calls draw. Guaranteed to run the same on any machine. This is how most games implement it. (assuming you have a single thread mechanism. For ps3/ xbox360 you might want to bypass you OS to run your processes for AI or physics on a single core but you would still synchronize them using a tick based mechanism, which effectively is already implemented in the PS3 pipeline ring-bus). I can slow my game down by changing one variable in my game and it does not change any events or messages, it just changes the frequency with which things are handled and in the pinball example the speed with which the ball moves.. Network play is a different thing but that usually relies upon an asynchronous medium (like TCP/IP) anyway. cheers eelke -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Dec 2 23:24:04 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 2 Dec 2007 22:24:04 -0600 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: <008a01c8354c$3c4c0220$6501a8c0@Inspiron> References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@o neswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA <008a01c8354c$3c4c0220$6501a8c0@Inspiron> Message-ID: This is true and I definitely was not trying to discourage the petition -- but when we start talking laws...we start talking about lawsuits. To do that is a whole different ballgame. Movie industry captioning does fall, in part, under the Americans with Disabilities Act but that ruling was in 2000 and the fight to get at least seat based captioning is STILL ongoing with lawsuit after lawsuit launched. The issue is that these require special devices and sometimes seating that someone has to pick up the bill for (who pays for that? The movie theatres? The movie industry?). The other issue is captions on or below the screen -- The National Association of the Deaf have been trying to get "open captioning" (captions on or below the screen) of movies in theaters implemented for a loooooong time now -- "open captioning" or on screen captioning is NOT covered under the Americans with Disabilities Act for some reason so there's ZERO incentive for the film industry to do that unless they are showing a foreign language film) and there are entire chains of movie theatres that do NOT provide captioning -- even seat-based: http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 See also this page for more information on how the movie industry has reacted (quoted from the website: "Movie studios and theaters have been slow to adopt open captioning of movies by claiming that open captioning causes a negative effect on box office sales." Sound familiar???): http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 The above is a nice example of a position statement that is perhaps more like what we want to go with regarding a petition. A tax break initiative for movie theatre chains to do provide for this was introduced in the JOBS act but when the final version of the law passed, this was a "rider" on the law that was not included. There have also been lawsuit after lawsuit after lawsuit raised and those take forever and usually get dropped for one reason or another. So perhaps what we need to do is not just get a petition going but actually get groups like the National Association of the Deaf and so forth involved. Because we can get every name in the game industry to sign the petition but it's powerful (and politically connected) groups like these that launch the lawsuits -- they have the power, connections, and the money to do this. I know...this is soooo "American." It would be great if there were easy and inexpensive options for the industry to implement, that it was "politically correct" for a legislator to stand behind this issue (remember...we are in election times...) -- the veteran issue is great and I definitely use this example in talks that I give. But on the flip side...games were also used to recruit so you can imagine the powderkeg the senator/whoever that brings this up will face. And with all the issues current candidates are having to address...eeek. So once again the lawsuit issue comes up. For that? We need way more power and we need the power and support of major disability organizations. Note: I am in no way saying "let's launch a lawsuit NOW." In fact, by even raising the issue I'm probably pissing off every developer on the list. Or not. I'm only raising the issue and pointing out how other advocacy groups have handled this issue of accessibility to entertainment. Michelle (who on some days is tempted to go get a law degree in night school...hahahahahahah...ok, seriously...I'm tired. And when that happens all kinds of crazy things come to mind.) >I know what you mean Michelle. But the bottom line is there needs to be >something created so that the entertainment world has a standard also. > >Take for example the product brought out by the movie industry. > >In order for their productivity listened to by people with heart hearing, >the movie theaters themselves by law, have to provide assistance technology >to help the people either see or hear with devices. > >To me that seems like not exactly the same thing but something similar. > >The game design industry also provides a product that is not equal >opportunity to enjoy. > >If we can get the petition circled around then we can send it to the right >people who know the law and who can help us voice in if they see the need, >which will combine the most important people we can find to sign it. > >Even if we just get around to the people we need to sign it, and then send >it around to officials, and nothing happens, I think it makes a very loud >statement. Because then it can be documented who signed it. > >I would imagine trying to get the key names in the industry to sign it. >Even the employees for those companies. > >Not to mention sending it out to all the important institutions. > >On their web site for the petition web page they do say that it's >prohibited, not allowed, to mass e-mail yourself they set it up somehow >targeting it to the right people I'm not sure how. > >I do not know what that's all about. Seems kind of crazy. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 8:10 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >Well, the reality is that it can take a VERY long time for a bill to >become a law...and even longer for something to become a bill! While >I think we should send something to the government I think the first >step is going to be sending something that makes them aware that this >is even an issue. > >Then we probably need the help of a legislative attorney who knows >what specific constitutional laws are being violated and in what >instances. For instance, I'm pretty sure that there's no law that >requires that the music industry makes all CDs sold accessible to all >so a federal law mandating that video games are accessible to all >seems like that's probably pretty improbable. But what about video >game tournaments that exclude disabled gamers or a video game that's >marketed and used in schools (that, for sure, is a violation of US >law)? > >I don't mean to be discouraging -- quite the opposite. We just have >to know what's possible and what is realistic and what can be done >soon and what is going to take a whole lot of persistence. > >Michelle > >>Sounds great. I'm just not sure how to tie it in a broad? How would that >>work? I was suggesting that if it worked here it would become something >>marketable that other countries with one the same stamp of approval. >> >>My thoughts would be if it was made into some kind of legislation who makes >>up the ideas for ranking if it becomes accepted? >> >>I think the best thing is to put together the petition that I will >>definitely start writing. And then if we get any important representatives >>responding they can let us know what they think the best solution would be. >> >>Ultimately I think it should be something we can make money from instead of >>giving away all our ideas. So I'm sure there will be guidelines written up >>basic ones may be but then after that someone needs to regulate it. >> >>Kind of like what Hillary Clinton set up with the MSRP people. And as they >>might already have a branch or suggest a private branch which would be >>better. Maybe they would find it and give us a place to locate. One of >the >>best persuasive points to put in the petition would be for the injured >>soldiers. >> >>Robert >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of d. michelle hinn >>Sent: Sunday, December 02, 2007 7:34 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>I have all the US Senate/House/Governors email addresses so if you >>start it and others can help edit, I can send out a press release. >> >>We can start by raising the issue with the US government because I >>have those addresses but as Barrie suggested -- why limit this to >>just the US? >> >>I'm not sure how successful it will be but we haven't tried it and > >with the right tone it's worth a shot -- if anything it never hurts >>to remind the US government who often tries to outlaw gaming after >>this and that happens that games are important and not all bad. I'm >>always happy to contribute to that approach! >> >>Michelle >> >>>Robert, if you kick start it, and get it going - I'll support you >>>and so will others. Why not >>>start by building an on-line petition - I'm sure there's more than just me >>>here that would be happy to proof read it and add suggestions before >>>it goes live. >>> >>>Take a look here: >>> >>>http://www.petitiononline.com/ >>>http://www.petitiononline.com/Captions/petition.html >>> >>>I too don't know how successful this approach will be - but none of us >will >>>know for sure unless it's tried. >>> >>>At the very least, it can burble away in the background - building support >>>for us in numbers. Perhaps we could all point people in its direction if >it >>>says things we are mostly happy with? I'd like it to be a bit more >>>international in scope, so I'd love to see an intro paragraph with links >to >>>translated versions in other languages. >>> >>>Go for it, Robert! >>> >>>Barrie >> >www.OneSwitch.org.uk >>> >>>----- Original Message ----- From: "Robert Florio" >> >>>To: "'IGDA Games Accessibility SIG Mailing List'" >>>Sent: Sunday, December 02, 2007 7:41 PM >>>Subject: Re: [games_access] Getting Federal government. On our side. >>> >>>>I'm actually proposing how many of us want to and can help to send >letters >>>>to important people like senators, independent game developers, to get >>>>petitions signed, and send it to some senators to get some kind of >>>>nationwide talk on this and finally a regulated necessity standard? >>>> >>>>I think it's a very good and noble thing to do. Thinking of it in a way >>>>that it's an industry that has ignored and does not have any future plans >>>>for any big deals for accessibility for people. Especially in the United >>>>States is our Constitution write to have fair access to all forms of >>>>entertainment. To not allow people access to their product is >>>>discrimination. >>>> >>>>Again this is something I have proposed before nobody said they wanted to >>>>work on it and I don't know why it seems like a great thing to do. Stand >>>>up >>>>for our rights that's what the government is there to help us to >>>>especially >>>>in a billion-dollar industry making millions and millions but ignoring >the >>>>rest seems wrong. >>>> >>>>Robert >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Sun Dec 2 09:03:54 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 2 Dec 2007 15:03:54 +0100 Subject: [games_access] Blog: Top 3 Top 3 and IGDA GASIG AwardsCeremony2008 In-Reply-To: <00ab01c834de$012d28e0$0202a8c0@oneswitch> References: <000a01c834be$a90a8a50$0202a8c0@oneswitch><006c01c834da$13bae730$6402a8c0@Delletje> <00ab01c834de$012d28e0$0202a8c0@oneswitch> Message-ID: <6EB0B455-91FD-4E77-941F-8874B785BF65@pininteractive.com> we could do something like the "First Pengiun Award" but targetet towards game accessibility - i.e early adopters of accessibility in mainstream games e.g Valve could be nominated for Half-life 2 closed- captioning - the thing should be for including access from the start. the "first penguin award" is given to pioneers in the game industry - the very first was given to the founders of Activision /thomas 2 dec 2007 kl. 13.22 skrev Barrie Ellis: > Hi Richard, > > I understand what you are saying re. the word "Top" - it's a bit > obvious - but it's catchy and yes it may not be 100% accurate... > But these lists are more specific to the genres than you give them > credit. It's not difficult to simplify the controls of a golf, > driving or pinball game down to less controls, and to make them all > digital if needed. It's some work - but I don't agree that this is > much of a stretch. I don't want to ignore blind and visually > impaired gamers - I personally just don't agree that those > adjustments you mention are the easiest for non-insiders to fully > grasp. If you want scalable fonts - you'll equally expect > everything fundamental to the game to be equally clear - not so > easy either. The colour-blind aspect can get quite tricky too > without full and proper advice. > > I wouldn't really be expecting main-stream developers to jump in > with one-switch access for games - but seeing as some iterations of > Everybody's Golf almost already can be played just by pressing X - > it didn't seem unreasonable to mention. > > I agree we need some kind of IGDA GASIG guidelines - but in lieu of > that, and in lieu of sitting on my hands... thought this might be > helpful. > > I've also added extra links at the bottom of each Top 3 to link to > extra help (Game Over, Barriers in Games, Help you Play and us of > course). > > Ideally - this is a basic list that will give developers something > to think about with those specific genres. Can it hurt? > > Barrie > > > > ----- Original Message ----- > From: AudioGames.net > To: IGDA Games Accessibility SIG Mailing List > Sent: Sunday, December 02, 2007 11:54 AM > Subject: Re: [games_access] Blog: Top 3 Top 3 and IGDA GASIG Awards > Ceremony2008 > > Hi, > > I got some thoughts about this and it is a bit related to what I > wrote in my earlier email concerning incoherent information and > stuff. I'll try to explain the best I can. On first glance I think > "Excellent! 3 simple key points that developers can easily > implement and therefore help to make many games a little more > accessible". > But on second glance, I think these small Top 3 lists are > misleading - in the bigger picture of game accessibility. If you > put it like this to the outside world, it might seem that these > three features (essentially the same three features repeated over > three genres) are somehow "the most important" features because of > the use of the word 'top' (which somehow refers to the option that > there might be more). I agree that these three would makes many > games a bit more accessible, but I think there are other features > that are equally important and would also make many games a bit > more accessible. I guess these three are mostly targeted towards > the target group that you work with in real life (gamers with > physical and learning impairments?) . For 'my' target group (the > group that I worked with most - gamers with visual impairments) > none of these 3 features make any difference accessibility-wise. > Examples of "easy" accessibility features for them would include > "color-blind accessibility" (no colour-communication OR provide > alternatives to color-communication), "rescalable fonts", > "customizable fonts", "customizable contrast", etc. Why wouldn't > these not be in your list? They would make many games a little more > accessible and are all very "easy"... ? > > But here's another thought about "easy"... > > Thing is, I have the feeling that there is no thing such as 'easy > accessibility'. When I look at this top 3, your second feature > ("Compatibility with Alternative Controllers") is not "easy" at > all. It is a lot of work to make a game work with alternative > controllers, especially when a certain controller has fewer control > capacity than the controllable functions in the game. Your "easy" > point 2 is actually my Keypoint 1 [1]. And to make my Keypoint 1 > work, one cannot play without (my) Keypoint 2 (which is partially > your point 1) AND (my) Keypoint 3 ("Interaction Techniques"). > My point: I think many accessibility features have consequences > that also need to be dealt with. If you do not communicate this > fact to developers, I think that's misleading. > > I think a list of accessibility features/requirements/design > guidelines is good. I guess it is possible to rank each feature > with a "easyness of implementation" (for instance, by looking at > how much consequences a certain features has - providing a > customizable font setting in Prince of Persia doesn't have as much > design consequences as to control Prince of Persia with a single > switch-controller). I also think that once you do that, you get a > different Top 3 than you present now. > > So... > > I think such "easy Top 3" lists are a good idea but should be > presented slightly different - not as "The Top Of Them All". And > when it concerns "easy", we have to be honest about how "easy" it > really is. I think you are doing a great job and am glad with your > initiative!!! > > Best regards, > > Richard > > > [1] http://www2.hku.nl/~mosh/ga/gatheoryshort029.doc > > > > Anyway - I've also set-up a "Top 3 Accessibility Features" section > for particular game genres: http://gameaccessibility.blogspot.com/ > search/label/Top%203 > > Pinball, Golf, Driving games covered at present. I'd appreciate > people's thoughts, and also on any suggestions of companies to > contact once we have a basic consensus. I realise there's lots of > things not covered - this is not the point - it's to try and get > some of the simplest concepts with the lowest potential overheads > to the people making games (indies, home coders, mainstream - > anyone!). > > This stuff stands on the shoulders of everyone's work so far - so > please don't think I'm claiming this as my baby. It's not. It's > ours - so help us to make it useful... Perhaps we should get a > standard e-mail drafted (with further links for more help as it > stands presently - e.g. Eelke's design patterns - Game- > Accessibility.com - our forum? our mailing list and so on.... > > Enough from me today I think... > > Barrie > www.OneSwitch.org.uk > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From j.chetwynd at btinternet.com Mon Dec 3 06:33:08 2007 From: j.chetwynd at btinternet.com (=?UTF-8?B?In46Jycg44GC44KK44GM44Go44GG44GU44GW44GE44G+44GX44Gf?= =?UTF-8?B?44CCIg==?=) Date: Mon, 3 Dec 2007 11:33:08 +0000 Subject: [games_access] BBC podcast: "Accessibility in a Web 2.0 world" Message-ID: <58749335-DAE4-4A09-973C-DEC967A31B9B@btinternet.com> BBC podcast: "Accessibility in a Web 2.0 world" http://backstage.bbc.co.uk/news/archives/2007/12/podcast_accessi.html well I'm working on something to shout about ~:" Jonathan Chetwynd Accessibility Consultant on Media Literacy and the Internet From arthit73 at cablespeed.com Mon Dec 3 12:16:19 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 3 Dec 2007 12:16:19 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEQywA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA<008a01c8354c$3c4c0220$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEQywA Message-ID: <00f501c835d0$38832e50$6501a8c0@Inspiron> That's cool. Take a look at the rough draft I wrote. In a previous submission here. I don't know if it needs to be a lawsuit but oh well if it needs to be it needs to be. But like you said the petition starts with that people we can get. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 11:24 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. This is true and I definitely was not trying to discourage the petition -- but when we start talking laws...we start talking about lawsuits. To do that is a whole different ballgame. Movie industry captioning does fall, in part, under the Americans with Disabilities Act but that ruling was in 2000 and the fight to get at least seat based captioning is STILL ongoing with lawsuit after lawsuit launched. The issue is that these require special devices and sometimes seating that someone has to pick up the bill for (who pays for that? The movie theatres? The movie industry?). The other issue is captions on or below the screen -- The National Association of the Deaf have been trying to get "open captioning" (captions on or below the screen) of movies in theaters implemented for a loooooong time now -- "open captioning" or on screen captioning is NOT covered under the Americans with Disabilities Act for some reason so there's ZERO incentive for the film industry to do that unless they are showing a foreign language film) and there are entire chains of movie theatres that do NOT provide captioning -- even seat-based: http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 See also this page for more information on how the movie industry has reacted (quoted from the website: "Movie studios and theaters have been slow to adopt open captioning of movies by claiming that open captioning causes a negative effect on box office sales." Sound familiar???): http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 The above is a nice example of a position statement that is perhaps more like what we want to go with regarding a petition. A tax break initiative for movie theatre chains to do provide for this was introduced in the JOBS act but when the final version of the law passed, this was a "rider" on the law that was not included. There have also been lawsuit after lawsuit after lawsuit raised and those take forever and usually get dropped for one reason or another. So perhaps what we need to do is not just get a petition going but actually get groups like the National Association of the Deaf and so forth involved. Because we can get every name in the game industry to sign the petition but it's powerful (and politically connected) groups like these that launch the lawsuits -- they have the power, connections, and the money to do this. I know...this is soooo "American." It would be great if there were easy and inexpensive options for the industry to implement, that it was "politically correct" for a legislator to stand behind this issue (remember...we are in election times...) -- the veteran issue is great and I definitely use this example in talks that I give. But on the flip side...games were also used to recruit so you can imagine the powderkeg the senator/whoever that brings this up will face. And with all the issues current candidates are having to address...eeek. So once again the lawsuit issue comes up. For that? We need way more power and we need the power and support of major disability organizations. Note: I am in no way saying "let's launch a lawsuit NOW." In fact, by even raising the issue I'm probably pissing off every developer on the list. Or not. I'm only raising the issue and pointing out how other advocacy groups have handled this issue of accessibility to entertainment. Michelle (who on some days is tempted to go get a law degree in night school...hahahahahahah...ok, seriously...I'm tired. And when that happens all kinds of crazy things come to mind.) I know what you mean Michelle. But the bottom line is there needs to be something created so that the entertainment world has a standard also. Take for example the product brought out by the movie industry. In order for their productivity listened to by people with heart hearing, the movie theaters themselves by law, have to provide assistance technology to help the people either see or hear with devices. To me that seems like not exactly the same thing but something similar. The game design industry also provides a product that is not equal opportunity to enjoy. If we can get the petition circled around then we can send it to the right people who know the law and who can help us voice in if they see the need, which will combine the most important people we can find to sign it. Even if we just get around to the people we need to sign it, and then send it around to officials, and nothing happens, I think it makes a very loud statement. Because then it can be documented who signed it. I would imagine trying to get the key names in the industry to sign it. Even the employees for those companies. Not to mention sending it out to all the important institutions. On their web site for the petition web page they do say that it's prohibited, not allowed, to mass e-mail yourself they set it up somehow targeting it to the right people I'm not sure how. I do not know what that's all about. Seems kind of crazy. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 8:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Mon Dec 3 12:18:41 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 3 Dec 2007 12:18:41 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEQywA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA<008a01c8354c$3c4c0220$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEQywA Message-ID: <00fa01c835d0$8d053ea0$6501a8c0@Inspiron> I took a look at that page for your suggestion of what the petition looks like. http://www.nad.org/site/pp.asp?c=foINKQMBF &b=100782 . I don't know about that I think it's way too long to write all that. The petition web site says it should be short and to the point and very precise. So I'd look at some of the other examples and it seems to be a good start. Except we do need to add the right links for people to click on to get history on the issue that's what was recommended. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 11:24 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. This is true and I definitely was not trying to discourage the petition -- but when we start talking laws...we start talking about lawsuits. To do that is a whole different ballgame. Movie industry captioning does fall, in part, under the Americans with Disabilities Act but that ruling was in 2000 and the fight to get at least seat based captioning is STILL ongoing with lawsuit after lawsuit launched. The issue is that these require special devices and sometimes seating that someone has to pick up the bill for (who pays for that? The movie theatres? The movie industry?). The other issue is captions on or below the screen -- The National Association of the Deaf have been trying to get "open captioning" (captions on or below the screen) of movies in theaters implemented for a loooooong time now -- "open captioning" or on screen captioning is NOT covered under the Americans with Disabilities Act for some reason so there's ZERO incentive for the film industry to do that unless they are showing a foreign language film) and there are entire chains of movie theatres that do NOT provide captioning -- even seat-based: http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 See also this page for more information on how the movie industry has reacted (quoted from the website: "Movie studios and theaters have been slow to adopt open captioning of movies by claiming that open captioning causes a negative effect on box office sales." Sound familiar???): http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 The above is a nice example of a position statement that is perhaps more like what we want to go with regarding a petition. A tax break initiative for movie theatre chains to do provide for this was introduced in the JOBS act but when the final version of the law passed, this was a "rider" on the law that was not included. There have also been lawsuit after lawsuit after lawsuit raised and those take forever and usually get dropped for one reason or another. So perhaps what we need to do is not just get a petition going but actually get groups like the National Association of the Deaf and so forth involved. Because we can get every name in the game industry to sign the petition but it's powerful (and politically connected) groups like these that launch the lawsuits -- they have the power, connections, and the money to do this. I know...this is soooo "American." It would be great if there were easy and inexpensive options for the industry to implement, that it was "politically correct" for a legislator to stand behind this issue (remember...we are in election times...) -- the veteran issue is great and I definitely use this example in talks that I give. But on the flip side...games were also used to recruit so you can imagine the powderkeg the senator/whoever that brings this up will face. And with all the issues current candidates are having to address...eeek. So once again the lawsuit issue comes up. For that? We need way more power and we need the power and support of major disability organizations. Note: I am in no way saying "let's launch a lawsuit NOW." In fact, by even raising the issue I'm probably pissing off every developer on the list. Or not. I'm only raising the issue and pointing out how other advocacy groups have handled this issue of accessibility to entertainment. Michelle (who on some days is tempted to go get a law degree in night school...hahahahahahah...ok, seriously...I'm tired. And when that happens all kinds of crazy things come to mind.) I know what you mean Michelle. But the bottom line is there needs to be something created so that the entertainment world has a standard also. Take for example the product brought out by the movie industry. In order for their productivity listened to by people with heart hearing, the movie theaters themselves by law, have to provide assistance technology to help the people either see or hear with devices. To me that seems like not exactly the same thing but something similar. The game design industry also provides a product that is not equal opportunity to enjoy. If we can get the petition circled around then we can send it to the right people who know the law and who can help us voice in if they see the need, which will combine the most important people we can find to sign it. Even if we just get around to the people we need to sign it, and then send it around to officials, and nothing happens, I think it makes a very loud statement. Because then it can be documented who signed it. I would imagine trying to get the key names in the industry to sign it. Even the employees for those companies. Not to mention sending it out to all the important institutions. On their web site for the petition web page they do say that it's prohibited, not allowed, to mass e-mail yourself they set it up somehow targeting it to the right people I'm not sure how. I do not know what that's all about. Seems kind of crazy. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 8:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Mon Dec 3 13:06:19 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 3 Dec 2007 13:06:19 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwEQywA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA AAAAADBf8GSYa4xDlD4sBa5lcIwEQywA Message-ID: <011701c835d7$37cf1c60$6501a8c0@Inspiron> I know what you mean Michelle. But the bottom line is there needs to be something created so that the entertainment world has a standard also. Take for example the product brought out by the movie industry. In order for their productivity listened to by people with heart hearing, the movie theaters themselves by law, have to provide assistance technology to help the people either see or hear with devices. To me that seems like not exactly the same thing but something similar. The game design industry also provides a product that is not equal opportunity to enjoy. If we can get the petition circled around then we can send it to the right people who know the law and who can help us voice in if they see the need, which will combine the most important people we can find to sign it. Even if we just get around to the people we need to sign it, and then send it around to officials, and nothing happens, I think it makes a very loud statement. Because then it can be documented who signed it. I would imagine trying to get the key names in the industry to sign it. Even the employees for those companies. Not to mention sending it out to all the important institutions. On their web site for the petition web page they do say that it's prohibited, not allowed, to mass e-mail yourself they set it up somehow targeting it to the right people I'm not sure how. I do not know what that's all about. Seems kind of crazy. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 8:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Mon Dec 3 13:34:35 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 3 Dec 2007 18:34:35 -0000 Subject: [games_access] Game Accessibility Forums Message-ID: <00bf01c835db$27872f60$0202a8c0@oneswitch> Am I missing any? http://gameaccessibility.blogspot.com/2007/12/game-accessibility-forums-of-world.html Still feel like there must be some in other languages around the globe. Wish we could track them down. Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From bsawyer at dmill.com Mon Dec 3 13:59:12 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Mon, 3 Dec 2007 13:59:12 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: <011701c835d7$37cf1c60$6501a8c0@Inspiron> References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA AAAAADBf8GSYa4xDlD4sBa5lcIwEQywA <011701c835d7$37cf1c60$6501a8c0@Inspiron> Message-ID: <86A6E6FC-12E7-4245-9587-0013B1B98A31@dmill.com> So hear me out as a friend and consultant in this regard... I would not do this right away. I think you need to wait until there is a strategic plan in place to properly address this as a potential campaign issue (by campaign I mean campaign by the sig not the actual presidential campaign). If the SIG is viewed as trying to simply apply political pressure on the game industry then it will be viewed by the industry as an opponent vs a partner. Right now I think there is more work to be done as a partner then an opponent. I think also you will have a much better time applying political pressure when the solutions for such games are better researched and documented in such a way where the argument is reduced to implementing very defined solutions. In the meantime why not start something where you gather online information about people with disabilities and what games they can and can't play or wish they could, etc. And have the identify what makes them semi or entirely unplayable - vision impairment nothwithstanding. In the case of vision impairment if we're talking absolute blindness we should instead understand what games could be playable if they did make a slight change. Obviously no one with severe vision impairment is playing Halo anytime soon. This data captured properly would put a bigger face and set up numbers on the issue much better and is a stalking horse for what comes next... You could create a survey via survey monkey and then also capture email. Then later you could potentially turn these into bona-fide petition holders if you felt like you were getting an absolute cold shoulder. My worry is that what you will do with something like this is basically redefine the SIG along seeing this requiring a governmental political solution. The games industry is not really great at reacting to such overtures. I don't want you to not think this is a valid option - it is - but to me done wrong it's the wrong option at the wrong time. - Ben On Dec 3, 2007, at 1:06 PM, Robert Florio wrote: > > > I know what you mean Michelle. But the bottom line is there needs > to be > something created so that the entertainment world has a standard also. > > Take for example the product brought out by the movie industry. > > In order for their productivity listened to by people with heart > hearing, > the movie theaters themselves by law, have to provide assistance > technology > to help the people either see or hear with devices. > > To me that seems like not exactly the same thing but something > similar. > > The game design industry also provides a product that is not equal > opportunity to enjoy. > > If we can get the petition circled around then we can send it to > the right > people who know the law and who can help us voice in if they see > the need, > which will combine the most important people we can find to sign it. > > Even if we just get around to the people we need to sign it, and > then send > it around to officials, and nothing happens, I think it makes a > very loud > statement. Because then it can be documented who signed it. > > I would imagine trying to get the key names in the industry to sign > it. > Even the employees for those companies. > > Not to mention sending it out to all the important institutions. > > On their web site for the petition web page they do say that it's > prohibited, not allowed, to mass e-mail yourself they set it up > somehow > targeting it to the right people I'm not sure how. > > I do not know what that's all about. Seems kind of crazy. > > Robert > From arthit73 at cablespeed.com Mon Dec 3 15:36:07 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 3 Dec 2007 15:36:07 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwETCwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwAAAAAADBf8GSYa4xDlD4sBa5lcIwEQywA<011701c835d7$37cf1c60$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIwETCwA Message-ID: <014001c835ec$27c428a0$6501a8c0@Inspiron> That's cool Ben I appreciate what you said. >From my experience and the experience we've already gotten results from leading industry people, there is no solution. I think it's ridiculous I don't think the sig will be viewed as an enemy I think it's a necessary step. The part about doing surveys and trying to find and research information is fine but I don't know how easy it will be because I don't think any of us has a direct way to actually go out and survey the people we need. And now we need that. It will make the petition stronger. Brainstorming is needed how do we get these surveys? Who do I contact, in person or just e-mail? The industry already we know they don't design excessively and we know they don't like the government messing with them, this is an entirely different thing. We're not saying they are ruining our child's development with violence, sex, drugs and alcohol, they are just saying we are discriminating against interested consumers. So that might be a little similar but either way you look at it I think a necessary thing. If anything I think a petition just serves to show whoever needs to see the information whether it be government, the industry leaders, whomever, that there is real backing behind this movement. Coupled together with what I think is a great idea for some research and surveys. But from what I researched petitions are not very detailed they become very lengthy and hard on the viewer to understand. They need to be right to the point specifically so I wrote up a draft I hope some people might look at it and say something. But I don't think waiting, Ben, like you might be suggesting, I might be wrong, for actual games to be made to show how it can be done most likely won't happen. Because we can't wait around for process of natural selection, I'm not an evolutionist, but it sounds funny that way the way I said it. I mean someday hopefully a big-time company might go all out on accessibility but that's like waiting and wishing not knowing anything. When and where. I appreciate your thoughts definitely agree that surveys will really help. In the meantime I think it's great to have a petition ready. I hope you look at the draft I wrote. It's in a previous submission. I think we absolutely should not be afraid of the industry. If we are afraid of them thinking of us as campaign issue starters and becoming opponents instead of partners, I feel like we will lay down our initiatives waiting for them to do something instead of going out and making it happen faster. It's a human rights issue and claiming I think everyone can see the industry is not budging. It's subjective with, budging, the way I mean it is there's absolutely no big talk on any huge game releases worldwide showing there is a movement supported by the industry. Besides independent gamers and designers but that hasn't made an impact. If we can rally the right people behind us coupled with surveys than we can get hopefully important people inspired to actually maybe do something. I think when people stand together in a crowd, it holds a lot more weight, than one or two people standing alone together pointing to a direction where everyone should be. When you can plainly see everybody already is behind these hypothetical 2 people to walk that direction. I think that's basic psychology and the way humanity approaches most serious issues. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ben Sawyer Sent: Monday, December 03, 2007 1:59 PM it's pretty To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. So hear me out as a friend and consultant in this regard... I would not do this right away. I think you need to wait until there is a strategic plan in place to properly address this as a potential campaign issue (by campaign I mean campaign by the sig not the actual presidential campaign). If the SIG is viewed as trying to simply apply political pressure on the game industry then it will be viewed by the industry as an opponent vs a partner. Right now I think there is more work to be done as a partner then an opponent. I think also you will have a much better time applying political pressure when the solutions for such games are better researched and documented in such a way where the argument is reduced to implementing very defined solutions. In the meantime why not start something where you gather online information about people with disabilities and what games they can and can't play or wish they could, etc. And have the identify what makes them semi or entirely unplayable - vision impairment nothwithstanding. In the case of vision impairment if we're talking absolute blindness we should instead understand what games could be playable if they did make a slight change. Obviously no one with severe vision impairment is playing Halo anytime soon. This data captured properly would put a bigger face and set up numbers on the issue much better and is a stalking horse for what comes next... You could create a survey via survey monkey and then also capture email. Then later you could potentially turn these into bona-fide petition holders if you felt like you were getting an absolute cold shoulder. My worry is that what you will do with something like this is basically redefine the SIG along seeing this requiring a governmental political solution. The games industry is not really great at reacting to such overtures. I don't want you to not think this is a valid option - it is - but to me done wrong it's the wrong option at the wrong time. - Ben On Dec 3, 2007, at 1:06 PM, Robert Florio wrote: > > > I know what you mean Michelle. But the bottom line is there needs > to be > something created so that the entertainment world has a standard also. > > Take for example the product brought out by the movie industry. > > In order for their productivity listened to by people with heart > hearing, > the movie theaters themselves by law, have to provide assistance > technology > to help the people either see or hear with devices. > > To me that seems like not exactly the same thing but something > similar. > > The game design industry also provides a product that is not equal > opportunity to enjoy. > > If we can get the petition circled around then we can send it to > the right > people who know the law and who can help us voice in if they see > the need, > which will combine the most important people we can find to sign it. > > Even if we just get around to the people we need to sign it, and > then send > it around to officials, and nothing happens, I think it makes a > very loud > statement. Because then it can be documented who signed it. > > I would imagine trying to get the key names in the industry to sign > it. > Even the employees for those companies. > > Not to mention sending it out to all the important institutions. > > On their web site for the petition web page they do say that it's > prohibited, not allowed, to mass e-mail yourself they set it up > somehow > targeting it to the right people I'm not sure how. > > I do not know what that's all about. Seems kind of crazy. > > Robert > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Mon Dec 3 15:31:34 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 3 Dec 2007 14:31:34 -0600 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: <00fa01c835d0$8d053ea0$6501a8c0@Inspiron> References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@o neswitch>AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@I nspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA<008a01c8354c$3c4c0220$6501a8c0@In spiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEQywA <00fa01c835d0$8d053ea0$6501a8c0@Inspiron> Message-ID: That's more of a place to move toward than something for right now. That's a position statement that's obviously been finally turned -- it's something we should work on having for the SIG that will help direct our efforts and remind us of what we ultimately are about. >I took a look at that page for your suggestion of what the petition >looks like. >http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 >. > >I don't know about that I think it's way too long to write all that. >The petition web site says it should be short and to the point and >very precise. So I'd look at some of the other examples and it >seems to be a good start. Except we do need to add the right links >for people to click on to get history on the issue that's what was >recommended. > >Robert > > >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 11:24 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >This is true and I definitely was not trying to discourage the >petition -- but when we start talking laws...we start talking about >lawsuits. To do that is a whole different ballgame. > >Movie industry captioning does fall, in part, under the Americans >with Disabilities Act but that ruling was in 2000 and the fight to >get at least seat based captioning is STILL ongoing with lawsuit >after lawsuit launched. The issue is that these require special >devices and sometimes seating that someone has to pick up the bill >for (who pays for that? The movie theatres? The movie industry?). >The other issue is captions on or below the screen -- The National >Association of the Deaf have been trying to get "open captioning" >(captions on or below the screen) of movies in theaters implemented >for a loooooong time now -- "open captioning" or on screen >captioning is NOT covered under the Americans with Disabilities Act >for some reason so there's ZERO incentive for the film industry to >do that unless they are showing a foreign language film) and there >are entire chains of movie theatres that do NOT provide captioning >-- even seat-based: > >http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 > >See also this page for more information on how the movie industry >has reacted (quoted from the website: "Movie studios and theaters >have been slow to adopt open captioning of movies by claiming that >open captioning causes a negative effect on box office sales." Sound >familiar???): > >http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 > >The above is a nice example of a position statement that is perhaps >more like what we want to go with regarding a petition. > >A tax break initiative for movie theatre chains to do provide for >this was introduced in the JOBS act but when the final version of >the law passed, this was a "rider" on the law that was not included. >There have also been lawsuit after lawsuit after lawsuit raised and >those take forever and usually get dropped for one reason or another. > >So perhaps what we need to do is not just get a petition going but >actually get groups like the National Association of the Deaf and so >forth involved. Because we can get every name in the game industry >to sign the petition but it's powerful (and politically connected) >groups like these that launch the lawsuits -- they have the power, >connections, and the money to do this. > >I know...this is soooo "American." It would be great if there were >easy and inexpensive options for the industry to implement, that it >was "politically correct" for a legislator to stand behind this >issue (remember...we are in election times...) -- the veteran issue >is great and I definitely use this example in talks that I give. But >on the flip side...games were also used to recruit so you can >imagine the powderkeg the senator/whoever that brings this up will >face. And with all the issues current candidates are having to >address...eeek. So once again the lawsuit issue comes up. For that? >We need way more power and we need the power and support of major >disability organizations. > >Note: I am in no way saying "let's launch a lawsuit NOW." In fact, >by even raising the issue I'm probably pissing off every developer >on the list. Or not. I'm only raising the issue and pointing out how >other advocacy groups have handled this issue of accessibility to >entertainment. > >Michelle (who on some days is tempted to go get a law degree in >night school...hahahahahahah...ok, seriously...I'm tired. And when >that happens all kinds of crazy things come to mind.) > > > >>I know what you mean Michelle. But the bottom line is there needs to be >>something created so that the entertainment world has a standard also. >> >>Take for example the product brought out by the movie industry. >> >>In order for their productivity listened to by people with heart hearing, >>the movie theaters themselves by law, have to provide assistance technology >>to help the people either see or hear with devices. >> >> >>To me that seems like not exactly the same thing but something similar. >> >>The game design industry also provides a product that is not equal >>opportunity to enjoy. >> >>If we can get the petition circled around then we can send it to the right >>people who know the law and who can help us voice in if they see the need, >>which will combine the most important people we can find to sign it. >> >>Even if we just get around to the people we need to sign it, and then send >>it around to officials, and nothing happens, I think it makes a very loud >>statement. Because then it can be documented who signed it. >> >>I would imagine trying to get the key names in the industry to sign it. >>Even the employees for those companies. >> >>Not to mention sending it out to all the important institutions. >> >>On their web site for the petition web page they do say that it's >>prohibited, not allowed, to mass e-mail yourself they set it up somehow >>targeting it to the right people I'm not sure how. >> >>I do not know what that's all about. Seems kind of crazy. >> >>Robert >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of d. michelle hinn >>Sent: Sunday, December 02, 2007 8:10 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>Well, the reality is that it can take a VERY long time for a bill to >>become a law...and even longer for something to become a bill! While >>I think we should send something to the government I think the first >>step is going to be sending something that makes them aware that this >>is even an issue. >> >>Then we probably need the help of a legislative attorney who knows >>what specific constitutional laws are being violated and in what >>instances. For instance, I'm pretty sure that there's no law that >>requires that the music industry makes all CDs sold accessible to all >>so a federal law mandating that video games are accessible to all >>seems like that's probably pretty improbable. But what about video >>game tournaments that exclude disabled gamers or a video game that's >>marketed and used in schools (that, for sure, is a violation of US >>law)? >> >>I don't mean to be discouraging -- quite the opposite. We just have >>to know what's possible and what is realistic and what can be done >>soon and what is going to take a whole lot of persistence. >> >>Michelle >> >>>Sounds great. I'm just not sure how to tie it in a broad? How would that >>>work? I was suggesting that if it worked here it would become something >>>marketable that other countries with one the same stamp of approval. >>> >>>My thoughts would be if it was made into some kind of legislation who makes >>>up the ideas for ranking if it becomes accepted? >>> >>>I think the best thing is to put together the petition that I will >>>definitely start writing. And then if we get any important representatives >>>responding they can let us know what they think the best solution would be. >>> >>>Ultimately I think it should be something we can make money from instead of >>>giving away all our ideas. So I'm sure there will be guidelines written up >>>basic ones may be but then after that someone needs to regulate it. >>> >>>Kind of like what Hillary Clinton set up with the MSRP people. And as they >> >might already have a branch or suggest a private branch which would be >>>better. Maybe they would find it and give us a place to locate. One of >>the >>>best persuasive points to put in the petition would be for the injured >>>soldiers. >>> >>>Robert >>> >>>-----Original Message----- >>>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>>On Behalf Of d. michelle hinn >>>Sent: Sunday, December 02, 2007 7:34 PM >>>To: IGDA Games Accessibility SIG Mailing List >>>Subject: Re: [games_access] Getting Federal government. On our side. >>> >>>I have all the US Senate/House/Governors email addresses so if you >>>start it and others can help edit, I can send out a press release. >>> >>>We can start by raising the issue with the US government because I >>>have those addresses but as Barrie suggested -- why limit this to >>>just the US? >>> >>>I'm not sure how successful it will be but we haven't tried it and >> >> >with the right tone it's worth a shot -- if anything it never hurts >>>to remind the US government who often tries to outlaw gaming after >>>this and that happens that games are important and not all bad. I'm >>>always happy to contribute to that approach! >>> >>>Michelle >>> >>>>Robert, if you kick start it, and get it going - I'll support you >>>>and so will others. Why not >>>>start by building an on-line petition - I'm sure there's more than just me >>>>here that would be happy to proof read it and add suggestions before >>>>it goes live. >>>> >>>>Take a look here: >>>> >>>>http://www.petitiononline.com/ >>>>http://www.petitiononline.com/Captions/petition.html >>>> >>>>I too don't know how successful this approach will be - but none of us >>will >>>>know for sure unless it's tried. >>>> >>>>At the very least, it can burble away in the background - building support >>>>for us in numbers. Perhaps we could all point people in its direction if >>it >>>>says things we are mostly happy with? I'd like it to be a bit more >>>>international in scope, so I'd love to see an intro paragraph with links >>to >>>>translated versions in other languages. >>>> >>>>Go for it, Robert! >>>> >>>>Barrie >>> >www.OneSwitch.org.uk >>>> >>>>----- Original Message ----- From: "Robert Florio" >>> >>>>To: "'IGDA Games Accessibility SIG Mailing List'" >>>>Sent: Sunday, December 02, 2007 7:41 PM >>>>Subject: Re: [games_access] Getting Federal government. On our side. >>>> >>>>>I'm actually proposing how many of us want to and can help to send >>letters >>>>>to important people like senators, independent game developers, to get >>>>>petitions signed, and send it to some senators to get some kind of >>>>>nationwide talk on this and finally a regulated necessity standard? >>>>> >>>>>I think it's a very good and noble thing to do. Thinking of it in a way >>>>>that it's an industry that has ignored and does not have any future plans >>>>>for any big deals for accessibility for people. Especially in the United >>>>>States is our Constitution write to have fair access to all forms of >>>>>entertainment. To not allow people access to their product is >>>>>discrimination. >>>>> >>>>>Again this is something I have proposed before nobody said they wanted to >>>>>work on it and I don't know why it seems like a great thing to do. Stand >>>>>up >>>>>for our rights that's what the government is there to help us to >>>>>especially >>>>>in a billion-dollar industry making millions and millions but ignoring >>the >>>>>rest seems wrong. >>>>> >>>>>Robert >>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon Dec 3 16:29:50 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 3 Dec 2007 15:29:50 -0600 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: <014001c835ec$27c428a0$6501a8c0@Inspiron> References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@o neswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>A AAAADBf8GSYa4xDlD4sBa5lcIxkQiwAAAAAADBf8GSYa4xDlD4sBa5lcIwEQywA<011701c835 d7$37cf1c60$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIwETCwA <014001c835ec$27c428a0$6501a8c0@Inspiron> Message-ID: I do agree with Ben, that walking down the political road is one to take with caution and one to do in the right way in the right time. I actually REALLY don't want us to take the lawsuit approach -- I've been reading up on a lot of US constitutional law and the ADA and this needs to be done VERY VERY well -- and be VERY VERY planned out. As I was trying to point out -- national groups for the deaf are STILL fighting after 7 years to get movie theatres to do what was determined by the law (the ADA) had to be done. So a petition is not going to result in action happening soon either. And done in an antagonist way...we might indeed be seen as a group that's anti-industry. The industry gets a LOT of political pressure just in trying to even have the right to exist (think of all the people in the government that would LOVE to see videogames go away -- tip the scale just a little too much in the wrong way and we may give those same government leaders MORE reason to try to make videogames go away -- they are not only "bad" but they are "discriminatory." I know...it sounds crazy. But the second we jump into political waters, we have to be very savvy about what we are getting into. Political spin is an obnoxious reality. We do have ways of reaching people through surveys -- it's the same way we would reach out to them with a petition. Why not think of a way to combine the spirit of the petition in with a survey that we send out press releases about. After we get initial results, we can send out another press release and then go to industry leaders and say "hey, this is interesting -- look what we found out?" Then we can work with them to help try and create a position statement on what the industry could be doing to correct this. At the same time, we can send the press releases to the people in the government with the goal of saying "hey, before you get on the anti-videogame bandwagon again, check out what we know is a POSITIVE thing about videogames." This is not meant to be a cop out -- it's just about planning the appropriate approach that will get the most action. Petitions are cool but that might not be the best way to approach things in the political world. So let's not stop our work in getting this figured out -- let's keep pushing to figure out what the best first step is going to be. This in uncharted territory for us and we need to know the historical lessons of what other groups in the entertainment world have learned so that we don't repeat any bad history. Michelle >That's cool Ben I appreciate what you said. > >>From my experience and the experience we've already gotten results from >leading industry people, there is no solution. > >I think it's ridiculous I don't think the sig will be viewed as an enemy I >think it's a necessary step. > >The part about doing surveys and trying to find and research information is >fine but I don't know how easy it will be because I don't think any of us >has a direct way to actually go out and survey the people we need. And now >we need that. > >It will make the petition stronger. Brainstorming is needed how do we get >these surveys? Who do I contact, in person or just e-mail? > >The industry already we know they don't design excessively and we know they >don't like the government messing with them, this is an entirely different >thing. We're not saying they are ruining our child's development with >violence, sex, drugs and alcohol, they are just saying we are discriminating >against interested consumers. So that might be a little similar but either >way you look at it I think a necessary thing. > >If anything I think a petition just serves to show whoever needs to see the >information whether it be government, the industry leaders, whomever, that >there is real backing behind this movement. > >Coupled together with what I think is a great idea for some research and >surveys. But from what I researched petitions are not very detailed they >become very lengthy and hard on the viewer to understand. They need to be >right to the point specifically so I wrote up a draft I hope some people >might look at it and say something. > >But I don't think waiting, Ben, like you might be suggesting, I might be >wrong, for actual games to be made to show how it can be done most likely >won't happen. Because we can't wait around for process of natural >selection, I'm not an evolutionist, but it sounds funny that way the way I >said it. I mean someday hopefully a big-time company might go all out on >accessibility but that's like waiting and wishing not knowing anything. >When and where. > >I appreciate your thoughts definitely agree that surveys will really help. >In the meantime I think it's great to have a petition ready. I hope you >look at the draft I wrote. It's in a previous submission. > >I think we absolutely should not be afraid of the industry. If we are >afraid of them thinking of us as campaign issue starters and becoming >opponents instead of partners, I feel like we will lay down our initiatives >waiting for them to do something instead of going out and making it happen >faster. It's a human rights issue and claiming I think everyone can see the >industry is not budging. It's subjective with, budging, the way I mean it >is there's absolutely no big talk on any huge game releases worldwide >showing there is a movement supported by the industry. Besides independent >gamers and designers but that hasn't made an impact. > >If we can rally the right people behind us coupled with surveys than we can >get hopefully important people inspired to actually maybe do something. I >think when people stand together in a crowd, it holds a lot more weight, >than one or two people standing alone together pointing to a direction where >everyone should be. When you can plainly see everybody already is behind >these hypothetical 2 people to walk that direction. I think that's basic >psychology and the way humanity approaches most serious issues. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Ben Sawyer >Sent: Monday, December 03, 2007 1:59 PM it's pretty >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >So hear me out as a friend and consultant in this regard... > >I would not do this right away. I think you need to wait until there >is a strategic plan in place to properly address this as a potential >campaign issue (by campaign I mean campaign by the sig not the actual >presidential campaign). > >If the SIG is viewed as trying to simply apply political pressure on >the game industry then it will be viewed by the industry as an >opponent vs a partner. Right now I think there is more work to be >done as a partner then an opponent. I think also you will have a >much better time applying political pressure when the solutions for >such games are better researched and documented in such a way where >the argument is reduced to implementing very defined solutions. > >In the meantime why not start something where you gather online >information about people with disabilities and what games they can >and can't play or wish they could, etc. And have the identify what >makes them semi or entirely unplayable - vision impairment >nothwithstanding. In the case of vision impairment if we're talking >absolute blindness we should instead understand what games could be >playable if they did make a slight change. Obviously no one with >severe vision impairment is playing Halo anytime soon. This data >captured properly would put a bigger face and set up numbers on the >issue much better and is a stalking horse for what comes next... > >You could create a survey via survey monkey and then also capture >email. Then later you could potentially turn these into bona-fide >petition holders if you felt like you were getting an absolute cold >shoulder. > >My worry is that what you will do with something like this is >basically redefine the SIG along seeing this requiring a governmental >political solution. The games industry is not really great at >reacting to such overtures. > >I don't want you to not think this is a valid option - it is - but to >me done wrong it's the wrong option at the wrong time. > >- Ben > > >On Dec 3, 2007, at 1:06 PM, Robert Florio wrote: > >> >> >> I know what you mean Michelle. But the bottom line is there needs >> to be >> something created so that the entertainment world has a standard also. >> >> Take for example the product brought out by the movie industry. >> >> In order for their productivity listened to by people with heart >> hearing, >> the movie theaters themselves by law, have to provide assistance >> technology >> to help the people either see or hear with devices. >> >> To me that seems like not exactly the same thing but something >> similar. >> >> The game design industry also provides a product that is not equal >> opportunity to enjoy. >> >> If we can get the petition circled around then we can send it to >> the right >> people who know the law and who can help us voice in if they see >> the need, >> which will combine the most important people we can find to sign it. >> >> Even if we just get around to the people we need to sign it, and >> then send >> it around to officials, and nothing happens, I think it makes a >> very loud >> statement. Because then it can be documented who signed it. >> >> I would imagine trying to get the key names in the industry to sign >> it. >> Even the employees for those companies. >> >> Not to mention sending it out to all the important institutions. >> >> On their web site for the petition web page they do say that it's >> prohibited, not allowed, to mass e-mail yourself they set it up >> somehow >> targeting it to the right people I'm not sure how. >> >> I do not know what that's all about. Seems kind of crazy. >> >> Robert >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Mon Dec 3 17:19:27 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 3 Dec 2007 17:19:27 -0500 Subject: [games_access] please read first draft! Getting Federal government. On our side. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykTiwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwAAAAAADBf8GSYa4xDlD4sBa5lcIwEQywA<011701c835d7$37cf1c60$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIwETCwA<014001c835ec$27c428a0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykTiwA Message-ID: <017001c835fa$9135afd0$6501a8c0@Inspiron> Okay I hear what you guys are saying. Be cautious. It does sound like we are scaring ourselves. I would appreciate though if even what I wrote is ridiculous someone can read it and respond. It's below. I research the few other petitions they are pretty short and to the point. I like what you said Michelle about doing something positive and then giving people something to say, hey look at what we've got that's good. To get behind. This already is something good to get behind. If it did get any political backing the key would be getting it back by someone who wouldn't present it as fuel to the fire with the other fire against videogames that Congress likes to say. Definitely have it said that it is a good thing to allow other people to play games just saying, this is the way for it to be done since the industry doesn't seem to understand the need. I think a petition would be awesome. It's something we can do pretty easily. The other things we have to wait and we can wait and wait for. Like doing surveys, figuring out who to reach out to, that's going to take so long. I think petitions can be short and to the point and stand for what they are. I don't have to worry too much about it being exactly worded when the wording is so simple explained it should be simply understood. I think if we approach it from a simplistic point of view we won't scare ourselves, and think that we are becoming opponents, and creating a bad name for ourselves. Robert Game Accessibility Petition Author. Robert Florio Organization. IGDA Accessibility SIG December 2, 2007 First draft. Description/History: In 2007 the game design industry has continued to fail making games accessible for people with limitations. Since the conception and marketing of videogames in the early 1980s, videogames have grown in complexity in design and development as well as extremely profitable receiving billions of dollars each year. In the United States and across the world abroad, the game design industry has never been remotely understanding in its efforts to make games accessible for people with limitations. Limitations such as, paralysis or injury making it impossible for someone to play with a product with their hands and fingers, a loss of hearing or site of vision, and even a cognitive ability to understand and play. With the ever-growing number of people missing out on enjoyability of this industry and feeling neglected and discriminated against, people with disabilities and equal opportunity consumers are disadvantaged time and time again, and now are looking for a solution to make games reach out to adapt to their needs as well. Petition: We, the undersigned, hereby petition the marketing of commercial country and worldwide videogames, design accessible videogames to a set standard. The requirement should include gamers with physical, visual, audio and cognitive impairments be given an equal chance in the design of individual videogames. Please sign this petition if you believe that all gamers should be treated as equals and videogame should be designed to a set standard of accessibility for videogames according to their individual game designers target market. -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Monday, December 03, 2007 4:30 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. I do agree with Ben, that walking down the political road is one to take with caution and one to do in the right way in the right time. I actually REALLY don't want us to take the lawsuit approach -- I've been reading up on a lot of US constitutional law and the ADA and this needs to be done VERY VERY well -- and be VERY VERY planned out. As I was trying to point out -- national groups for the deaf are STILL fighting after 7 years to get movie theatres to do what was determined by the law (the ADA) had to be done. So a petition is not going to result in action happening soon either. And done in an antagonist way...we might indeed be seen as a group that's anti-industry. The industry gets a LOT of political pressure just in trying to even have the right to exist (think of all the people in the government that would LOVE to see videogames go away -- tip the scale just a little too much in the wrong way and we may give those same government leaders MORE reason to try to make videogames go away -- they are not only "bad" but they are "discriminatory." I know...it sounds crazy. But the second we jump into political waters, we have to be very savvy about what we are getting into. Political spin is an obnoxious reality. We do have ways of reaching people through surveys -- it's the same way we would reach out to them with a petition. Why not think of a way to combine the spirit of the petition in with a survey that we send out press releases about. After we get initial results, we can send out another press release and then go to industry leaders and say "hey, this is interesting -- look what we found out?" Then we can work with them to help try and create a position statement on what the industry could be doing to correct this. At the same time, we can send the press releases to the people in the government with the goal of saying "hey, before you get on the anti-videogame bandwagon again, check out what we know is a POSITIVE thing about videogames." This is not meant to be a cop out -- it's just about planning the appropriate approach that will get the most action. Petitions are cool but that might not be the best way to approach things in the political world. So let's not stop our work in getting this figured out -- let's keep pushing to figure out what the best first step is going to be. This in uncharted territory for us and we need to know the historical lessons of what other groups in the entertainment world have learned so that we don't repeat any bad history. Michelle >That's cool Ben I appreciate what you said. > >>From my experience and the experience we've already gotten results from >leading industry people, there is no solution. > >I think it's ridiculous I don't think the sig will be viewed as an enemy I >think it's a necessary step. > >The part about doing surveys and trying to find and research information is >fine but I don't know how easy it will be because I don't think any of us >has a direct way to actually go out and survey the people we need. And now >we need that. > >It will make the petition stronger. Brainstorming is needed how do we get >these surveys? Who do I contact, in person or just e-mail? > >The industry already we know they don't design excessively and we know they >don't like the government messing with them, this is an entirely different >thing. We're not saying they are ruining our child's development with >violence, sex, drugs and alcohol, they are just saying we are discriminating >against interested consumers. So that might be a little similar but either >way you look at it I think a necessary thing. > >If anything I think a petition just serves to show whoever needs to see the >information whether it be government, the industry leaders, whomever, that >there is real backing behind this movement. > >Coupled together with what I think is a great idea for some research and >surveys. But from what I researched petitions are not very detailed they >become very lengthy and hard on the viewer to understand. They need to be >right to the point specifically so I wrote up a draft I hope some people >might look at it and say something. > >But I don't think waiting, Ben, like you might be suggesting, I might be >wrong, for actual games to be made to show how it can be done most likely >won't happen. Because we can't wait around for process of natural >selection, I'm not an evolutionist, but it sounds funny that way the way I >said it. I mean someday hopefully a big-time company might go all out on >accessibility but that's like waiting and wishing not knowing anything. >When and where. > >I appreciate your thoughts definitely agree that surveys will really help. >In the meantime I think it's great to have a petition ready. I hope you >look at the draft I wrote. It's in a previous submission. > >I think we absolutely should not be afraid of the industry. If we are >afraid of them thinking of us as campaign issue starters and becoming >opponents instead of partners, I feel like we will lay down our initiatives >waiting for them to do something instead of going out and making it happen >faster. It's a human rights issue and claiming I think everyone can see the >industry is not budging. It's subjective with, budging, the way I mean it >is there's absolutely no big talk on any huge game releases worldwide >showing there is a movement supported by the industry. Besides independent >gamers and designers but that hasn't made an impact. > >If we can rally the right people behind us coupled with surveys than we can >get hopefully important people inspired to actually maybe do something. I >think when people stand together in a crowd, it holds a lot more weight, >than one or two people standing alone together pointing to a direction where >everyone should be. When you can plainly see everybody already is behind >these hypothetical 2 people to walk that direction. I think that's basic >psychology and the way humanity approaches most serious issues. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Ben Sawyer >Sent: Monday, December 03, 2007 1:59 PM it's pretty >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >So hear me out as a friend and consultant in this regard... > >I would not do this right away. I think you need to wait until there >is a strategic plan in place to properly address this as a potential >campaign issue (by campaign I mean campaign by the sig not the actual >presidential campaign). > >If the SIG is viewed as trying to simply apply political pressure on >the game industry then it will be viewed by the industry as an >opponent vs a partner. Right now I think there is more work to be >done as a partner then an opponent. I think also you will have a >much better time applying political pressure when the solutions for >such games are better researched and documented in such a way where >the argument is reduced to implementing very defined solutions. > >In the meantime why not start something where you gather online >information about people with disabilities and what games they can >and can't play or wish they could, etc. And have the identify what >makes them semi or entirely unplayable - vision impairment >nothwithstanding. In the case of vision impairment if we're talking >absolute blindness we should instead understand what games could be >playable if they did make a slight change. Obviously no one with >severe vision impairment is playing Halo anytime soon. This data >captured properly would put a bigger face and set up numbers on the >issue much better and is a stalking horse for what comes next... > >You could create a survey via survey monkey and then also capture >email. Then later you could potentially turn these into bona-fide >petition holders if you felt like you were getting an absolute cold >shoulder. > >My worry is that what you will do with something like this is >basically redefine the SIG along seeing this requiring a governmental >political solution. The games industry is not really great at >reacting to such overtures. > >I don't want you to not think this is a valid option - it is - but to >me done wrong it's the wrong option at the wrong time. > >- Ben > > >On Dec 3, 2007, at 1:06 PM, Robert Florio wrote: > >> >> >> I know what you mean Michelle. But the bottom line is there needs >> to be >> something created so that the entertainment world has a standard also. >> >> Take for example the product brought out by the movie industry. >> >> In order for their productivity listened to by people with heart >> hearing, >> the movie theaters themselves by law, have to provide assistance >> technology >> to help the people either see or hear with devices. >> >> To me that seems like not exactly the same thing but something >> similar. >> >> The game design industry also provides a product that is not equal >> opportunity to enjoy. >> >> If we can get the petition circled around then we can send it to >> the right >> people who know the law and who can help us voice in if they see >> the need, >> which will combine the most important people we can find to sign it. >> >> Even if we just get around to the people we need to sign it, and >> then send >> it around to officials, and nothing happens, I think it makes a >> very loud >> statement. Because then it can be documented who signed it. >> >> I would imagine trying to get the key names in the industry to sign >> it. >> Even the employees for those companies. >> >> Not to mention sending it out to all the important institutions. >> >> On their web site for the petition web page they do say that it's >> prohibited, not allowed, to mass e-mail yourself they set it up >> somehow >> targeting it to the right people I'm not sure how. >> >> I do not know what that's all about. Seems kind of crazy. >> >> Robert >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Mon Dec 3 18:05:30 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 4 Dec 2007 00:05:30 +0100 Subject: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008 In-Reply-To: References: <003f01c83524$693adfe0$0202a8c0@oneswitch> Message-ID: <7BFF86F5-F63D-4FB8-96A8-B8B0F40C864F@pininteractive.com> a simple way to slow down physics is to slow down the update of the entire physics simulation just modify the step() method in the Havok physics engine used by Half-life 2 of course, that doesn't slow down only the vehicles but the entire game /Thomas 2 dec 2007 kl. 22.21 skrev Reid Kimball: > Game design and technology has evolved drastically from the early > 1980's. We're now using simulation based physics and AI systems that > are open to influence by variables. Making games that use physics, > such as most sports games are, can be very difficult. Half-Life 2 is a > physics simulation based game is believe me, it's quite a head ache to > solve some gameplay issues. Slowing down vehicles will not create > enough velocity to create a strong enough force of impact to damage > enemies if you try to run over them or crash through a wall. -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon Dec 3 23:51:52 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 3 Dec 2007 22:51:52 -0600 Subject: [games_access] New Member and thoughts about legislation Message-ID: Hey Gang -- we have a new member and for some reason the bounce filter got him so I'm resending (Michael -- did you send from another address than you subscribed to the list with?). And welcome! Michelle PS -- we've been slaving away at getting us known in the dev community -- we're getting there and we now have the attention of a growing number of people. So we soldier on! :) >Greetings everyone! > Just joined yesterday. I'm a software engineer, basically trolling >for ideas for projects to kill some spare cycles and looking for >people who might be interested in helping me design and test the same. > My primary goal joining this group and the ACM's SIGACCESS group is >to try to figure out what types of accessibility software are >currently lacking and see if I might be able to fill a niche there. >I've got a lot of experience with industrial imaging and >automation/control software, and have spent the last several years in >consumer audio and multimedia development so hopefully we can find >something I can offer. > >I can't rewrite Doom 3 from scratch to make it accessible to everyone >- hell, I couldn't see anything but the 4 pixels in the center of the >screen in that game myself - but I have done some experimentation with >inserting my code into video games and modifying their rendering >behavior. Any ideas from basic utilities to accessibility gaming mods >would be much appreciated. > >On the current topic regarding legislation - I don't think that will >be the most productive direction to take. One of the great things >about the software industry is that any bloke with a grasp on logic >and some time can crank out a piece of software. If it doesn't suck >people might even use it. In the game industry specifically, we've >seen small groups of individuals with no money but a lot of time and >talent completely turn the establishment on its head and create >entirely new genres of games. This is one of the things that helps >keep the industry innovative and fun. > >Legislation will create a barrier for independents and hobbyists, and >prevent new innovations that don't mesh with the laws. If it's done >in a lowest-common-denominator manner in the way the ADA is, it could >even create hurdles to those wishing to create games for a specific >subset of the market you wish to help. For example, some really neat >audio games would be kinda boring for a deaf person. > >What I'd recommend instead is to try to make your market more visible >to the developer community and to approach smaller groups and >independents for whom making a game with a smaller target audience >might still be profitable or fun. There's a fair number of developers >out there like me that just enjoy writing software and do it as a >hobby as well as a profession - you'll find a lot of those in the Open >Source community. If you want to get their attention, write articles >for Slashdot and similar places to increase awareness and to educate >the community, then get projects started on SourceForge to get new >genres going, etc. > >One of the big challenges any developer will face here though is that >unless they themselves have an identical disability, they won't know >where to start to make something fun and easy for you to interact >with. That's where we need your help. > >Cheers, >Mike Ellison From arthit73 at cablespeed.com Tue Dec 4 11:23:00 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 4 Dec 2007 11:23:00 -0500 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzkUCwA References: AAAAADBf8GSYa4xDlD4sBa5lcIzkUCwA Message-ID: <01be01c83691$f00d4b20$6501a8c0@Inspiron> Thanks for the info Mike... I guess it comes down to do we have the manpower? Most of the time it's been no. It seems like it's inevitable anything that's going to come down to actual results in developer community is going to take years upon years upon years. I still not understand why legislation would get in the way. It seems like the logical step to get someone to help those who need games accessible and said of the backdoor way your suggesting, which you are saying makes it still fun and innovative. I appreciate your thoughts and don't understand what you mean by making the software accessible? Do you mean making the game in cell or the software that the game developers use accessible? I think they're two different things. We are not concerned with making the software developers use accessible only that the developers create videogames that are accessible. I guess you're might be calling the videogame itself software? >From my perspective I have a paralysis I've been forced to use my mouth to play video games, and I can't use my hands so now that I've been around the industry for four years, graduating from the Art Institute game art and design now, it's so darn frustrating to see that the tiniest little steps up to come forward first. Maybe this is the way of the industry but it seems ridiculous to have to wait for some people who may or may not have the time, which from years of this city being open I think three years now, we really have not made that impact. There was some contest that we helped sponsor for game accessibility which resulted in one of the games called, strange attractors now strange attractors tw o coming out. I still think there needs to be a group of people behind a movement instead of little tiny spurts of people being made aware of some issues, and then huge potential for the project not even go through. Talking about working on a game independently. I think you were suggesting. It's all very frustrating. Who gets the credit? I still believe it should be profitable these ideas for accessibility I think that's one of the best-selling points out leaning game, I said it time and time again, it seems like the industry only responds to examples. But who can compete when it takes millions of dollars to make them, with thousands of hours of professionals doing time. Maybe not legislation is what we need, I repeat maybe not legislation is what we need, not legislation, not legislation, not legislation, OK, but getting the petition around to the right people. And then maybe addressing the issue with some of the big corporations to see if they finally will do a project or at least see the big picture were doing it. I mean is exhausting thinking about the time it's going to take which most of us can't really spend individual time on these projects. To be honest the ideas here don't really go too far we have a couple ideas and then they fly away. Not all of them. I wish we could all finally get behind at least something and kick that idea in the butt until it gets results. Petitions are so easy to do. It's tradition for petitions to get results. I now understand how doing this would slow down fun and innovation. It's about a group of people who have real issues finally being a knowledge and industry trying to have some sympathy to understand that and then once they grasp the concept, they're mine will finally develop what is needed. It really seems selfish to me like I believe you might have said, Mike, " One of the big challenges any developer will face here though is that >unless they themselves have an identical disability, they won't know >where to start to make something fun and easy for you to interact >with. That's where we need your help." That is the big issue. I mean does the entire game design industry have to fall fatally ill with injuries for them to finally see the need? That gives me an idea,lol, just kidding, there might be something in the water that we could get the right people to finally realize what's going on. lol Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Monday, December 03, 2007 11:52 PM To: games_access at igda.org Subject: [games_access] New Member and thoughts about legislation Hey Gang -- we have a new member and for some reason the bounce filter got him so I'm resending (Michael -- did you send from another address than you subscribed to the list with?). And welcome! Michelle PS -- we've been slaving away at getting us known in the dev community -- we're getting there and we now have the attention of a growing number of people. So we soldier on! :) >Greetings everyone! > Just joined yesterday. I'm a software engineer, basically trolling >for ideas for projects to kill some spare cycles and looking for >people who might be interested in helping me design and test the same. > My primary goal joining this group and the ACM's SIGACCESS group is >to try to figure out what types of accessibility software are >currently lacking and see if I might be able to fill a niche there. >I've got a lot of experience with industrial imaging and >automation/control software, and have spent the last several years in >consumer audio and multimedia development so hopefully we can find >something I can offer. > >I can't rewrite Doom 3 from scratch to make it accessible to everyone >- hell, I couldn't see anything but the 4 pixels in the center of the >screen in that game myself - but I have done some experimentation with >inserting my code into video games and modifying their rendering >behavior. Any ideas from basic utilities to accessibility gaming mods >would be much appreciated. > >On the current topic regarding legislation - I don't think that will >be the most productive direction to take. One of the great things >about the software industry is that any bloke with a grasp on logic >and some time can crank out a piece of software. If it doesn't suck >people might even use it. In the game industry specifically, we've >seen small groups of individuals with no money but a lot of time and >talent completely turn the establishment on its head and create >entirely new genres of games. This is one of the things that helps >keep the industry innovative and fun. > >Legislation will create a barrier for independents and hobbyists, and >prevent new innovations that don't mesh with the laws. If it's done >in a lowest-common-denominator manner in the way the ADA is, it could >even create hurdles to those wishing to create games for a specific >subset of the market you wish to help. For example, some really neat >audio games would be kinda boring for a deaf person. > >What I'd recommend instead is to try to make your market more visible >to the developer community and to approach smaller groups and >independents for whom making a game with a smaller target audience >might still be profitable or fun. There's a fair number of developers >out there like me that just enjoy writing software and do it as a >hobby as well as a profession - you'll find a lot of those in the Open >Source community. If you want to get their attention, write articles >for Slashdot and similar places to increase awareness and to educate >the community, then get projects started on SourceForge to get new >genres going, etc. > >One of the big challenges any developer will face here though is that >unless they themselves have an identical disability, they won't know >where to start to make something fun and easy for you to interact >with. That's where we need your help. > >Cheers, >Mike Ellison _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Dec 4 12:20:28 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 4 Dec 2007 11:20:28 -0600 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: <01be01c83691$f00d4b20$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIzkUCwA <01be01c83691$f00d4b20$6501a8c0@Inspiron> Message-ID: Robert -- Legislation is a whole other ballgame and historically in the entertainment industry it has been slow to get implemented (remember the example of movie theatres -- 7 years after the ruling the movie theatre experience still remains inaccessible to a large number of potential deaf patrons). And it's put the movie industry at odds with national disability groups because it's been lawsuit after lawsuit to try and make what IS the law a reality. My biggest concern with legislation? It would take a full-time effort of the 4 or 5 of us who are active in the SIG who are US citizens and all we would have time for IS the legislation effort -- you can forget all about games. It would be a purely political move with no time for accessibility solutions to come from us -- just a mandate. So ok, I see that what you wrote below that you don't want to take on the legal issue and still want to go forward with a petition. Give us some time to read through what you wrote -- this is the beginning of finals for my university and I have a lot of grading (and papers to read before I grade them) so I haven't had the time to really come up with wording suggestions. There are ways to write the petition so that it comes across as inclusive and something non-hostile and might be a better approach to take. Right now your personal anger is coming through -- I don't blame you, nor am I saying you are wrong to write with passion. I know from my own experience in trying to make change that it is not fast and it is frustrating. To take other IGDA SIGs as example -- the women in games sig has been around for maybe ten years now and they are STILL trying to raise the number of women in the industry. That doesn't mean they haven't been trying to change that (and by no means am I criticizing them -- change is slow) -- and there are a lot more active community members there than us and I think in comparison we hold our own given that there are far fewer of us. We HAVE done a LOT as a SIG -- you have to remember that we are about 10 active members. You are doing a great job in helping us figure out this angle but you do have to give us time to digest it and then help with the wording of it. We are all volunteers -- none of us get paid for work we do with the SIG. It personally frustrates me to hear from you that we have made zero impact. That's far from true. And it frustrates me to hear things about projects being dropped -- that's because the person raising the issue dropped it too. So no one has said "no petition" -- we just have to have time to think this through and make sure that it's written in language that is inclusive and doesn't pit us as overly antagonistic. Petitions do NOT automatically end up with results. So please, please don't think we're piling up against you on this -- we're just trying to make sure we make this first move the best move possible. When you raise an idea to a group, you are going to get lots of opinions. That's the way it is. So then you start to adjust and rethink through a few things -- that's totally natural. Persistence and patience. Michelle >Thanks for the info Mike... I guess it comes down to do we have the >manpower? Most of the time it's been no. It seems like it's inevitable >anything that's going to come down to actual results in developer community >is going to take years upon years upon years. > >I still not understand why legislation would get in the way. It seems like >the logical step to get someone to help those who need games accessible and >said of the backdoor way your suggesting, which you are saying makes it >still fun and innovative. > >I appreciate your thoughts and don't understand what you mean by making the >software accessible? Do you mean making the game in cell or the software >that the game developers use accessible? I think they're two different >things. > >We are not concerned with making the software developers use accessible only >that the developers create videogames that are accessible. I guess you're >might be calling the videogame itself software? > >>From my perspective I have a paralysis I've been forced to use my mouth to >play video games, and I can't use my hands so now that I've been around the >industry for four years, graduating from the Art Institute game art and >design now, it's so darn frustrating to see that the tiniest little steps up >to come forward first. > >Maybe this is the way of the industry but it seems ridiculous to have to >wait for some people who may or may not have the time, which from years of >this city being open I think three years now, we really have not made that >impact. > >There was some contest that we helped sponsor for game accessibility which >resulted in one of the games called, strange attractors now strange >attractors tw o coming out. > >I still think there needs to be a group of people behind a movement instead >of little tiny spurts of people being made aware of some issues, and then >huge potential for the project not even go through. Talking about working >on a game independently. I think you were suggesting. > >It's all very frustrating. Who gets the credit? I still believe it should >be profitable these ideas for accessibility I think that's one of the >best-selling points out leaning game, I said it time and time again, it >seems like the industry only responds to examples. > >But who can compete when it takes millions of dollars to make them, with >thousands of hours of professionals doing time. > >Maybe not legislation is what we need, I repeat maybe not legislation is >what we need, not legislation, not legislation, not legislation, OK, but >getting the petition around to the right people. > >And then maybe addressing the issue with some of the big corporations to see >if they finally will do a project or at least see the big picture were doing >it. > >I mean is exhausting thinking about the time it's going to take which most >of us can't really spend individual time on these projects. > >To be honest the ideas here don't really go too far we have a couple ideas >and then they fly away. Not all of them. > >I wish we could all finally get behind at least something and kick that idea >in the butt until it gets results. Petitions are so easy to do. It's >tradition for petitions to get results. > >I now understand how doing this would slow down fun and innovation. It's >about a group of people who have real issues finally being a knowledge and >industry trying to have some sympathy to understand that and then once they >grasp the concept, they're mine will finally develop what is needed. It >really seems selfish to me like I believe you might have said, Mike, > > " One of the big challenges any developer will face here though is >that >>unless they themselves have an identical disability, they won't know >>where to start to make something fun and easy for you to interact >>with. That's where we need your help." > >That is the big issue. I mean does the entire game design industry have to >fall fatally ill with injuries for them to finally see the need? That gives >me an idea,lol, just kidding, there might be something in the water that we >could get the right people to finally realize what's going on. lol > >Robert > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Monday, December 03, 2007 11:52 PM >To: games_access at igda.org >Subject: [games_access] New Member and thoughts about legislation > >Hey Gang -- we have a new member and for some reason the bounce >filter got him so I'm resending (Michael -- did you send from another >address than you subscribed to the list with?). And welcome! > >Michelle > >PS -- we've been slaving away at getting us known in the dev >community -- we're getting there and we now have the attention of a >growing number of people. So we soldier on! :) > >>Greetings everyone! >> Just joined yesterday. I'm a software engineer, basically trolling >>for ideas for projects to kill some spare cycles and looking for >>people who might be interested in helping me design and test the same. > > My primary goal joining this group and the ACM's SIGACCESS group is >>to try to figure out what types of accessibility software are >>currently lacking and see if I might be able to fill a niche there. >>I've got a lot of experience with industrial imaging and >>automation/control software, and have spent the last several years in >>consumer audio and multimedia development so hopefully we can find >>something I can offer. >> >>I can't rewrite Doom 3 from scratch to make it accessible to everyone >>- hell, I couldn't see anything but the 4 pixels in the center of the >>screen in that game myself - but I have done some experimentation with >>inserting my code into video games and modifying their rendering >>behavior. Any ideas from basic utilities to accessibility gaming mods >>would be much appreciated. >> >>On the current topic regarding legislation - I don't think that will >>be the most productive direction to take. One of the great things >>about the software industry is that any bloke with a grasp on logic >>and some time can crank out a piece of software. If it doesn't suck >>people might even use it. In the game industry specifically, we've >>seen small groups of individuals with no money but a lot of time and >>talent completely turn the establishment on its head and create >>entirely new genres of games. This is one of the things that helps >>keep the industry innovative and fun. >> >>Legislation will create a barrier for independents and hobbyists, and >>prevent new innovations that don't mesh with the laws. If it's done >>in a lowest-common-denominator manner in the way the ADA is, it could >>even create hurdles to those wishing to create games for a specific >>subset of the market you wish to help. For example, some really neat >>audio games would be kinda boring for a deaf person. >> >>What I'd recommend instead is to try to make your market more visible >>to the developer community and to approach smaller groups and >>independents for whom making a game with a smaller target audience >>might still be profitable or fun. There's a fair number of developers >>out there like me that just enjoy writing software and do it as a >>hobby as well as a profession - you'll find a lot of those in the Open >>Source community. If you want to get their attention, write articles >>for Slashdot and similar places to increase awareness and to educate >>the community, then get projects started on SourceForge to get new >>genres going, etc. >> >>One of the big challenges any developer will face here though is that >>unless they themselves have an identical disability, they won't know >>where to start to make something fun and easy for you to interact >>with. That's where we need your help. >> >>Cheers, >>Mike Ellison > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Tue Dec 4 16:19:51 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 4 Dec 2007 16:19:51 -0500 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEVSwA References: AAAAADBf8GSYa4xDlD4sBa5lcIzkUCwA AAAAADBf8GSYa4xDlD4sBa5lcIzEVSwA Message-ID: <003b01c836bb$6b0e9080$6501a8c0@Inspiron> Out of context. If this is not being heard that's OK. I know we all choose what to listen to. Mike, I'm not calling use of this sorry I hope my writing didn't come across that way when I said " It really seems selfish to me might I believe you might have said, Mike," In general I'm saying what the industry is doing seems selfish. Thanks I hope this is OK. Sometimes it's hard to see what the industry is doing and it feels good to be able to say some things. About it. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Tuesday, December 04, 2007 11:23 AM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] New Member and thoughts about legislation Thanks for the info Mike... I guess it comes down to do we have the manpower? Most of the time it's been no. It seems like it's inevitable anything that's going to come down to actual results in developer community is going to take years upon years upon years. I still not understand why legislation would get in the way. It seems like the logical step to get someone to help those who need games accessible and said of the backdoor way your suggesting, which you are saying makes it still fun and innovative. I appreciate your thoughts and don't understand what you mean by making the software accessible? Do you mean making the game in cell or the software that the game developers use accessible? I think they're two different things. We are not concerned with making the software developers use accessible only that the developers create videogames that are accessible. I guess you're might be calling the videogame itself software? >From my perspective I have a paralysis I've been forced to use my mouth to play video games, and I can't use my hands so now that I've been around the industry for four years, graduating from the Art Institute game art and design now, it's so darn frustrating to see that the tiniest little steps up to come forward first. Maybe this is the way of the industry but it seems ridiculous to have to wait for some people who may or may not have the time, which from years of this city being open I think three years now, we really have not made that impact. There was some contest that we helped sponsor for game accessibility which resulted in one of the games called, strange attractors now strange attractors tw o coming out. I still think there needs to be a group of people behind a movement instead of little tiny spurts of people being made aware of some issues, and then huge potential for the project not even go through. Talking about working on a game independently. I think you were suggesting. It's all very frustrating. Who gets the credit? I still believe it should be profitable these ideas for accessibility I think that's one of the best-selling points out leaning game, I said it time and time again, it seems like the industry only responds to examples. But who can compete when it takes millions of dollars to make them, with thousands of hours of professionals doing time. Maybe not legislation is what we need, I repeat maybe not legislation is what we need, not legislation, not legislation, not legislation, OK, but getting the petition around to the right people. And then maybe addressing the issue with some of the big corporations to see if they finally will do a project or at least see the big picture were doing it. I mean is exhausting thinking about the time it's going to take which most of us can't really spend individual time on these projects. To be honest the ideas here don't really go too far we have a couple ideas and then they fly away. Not all of them. I wish we could all finally get behind at least something and kick that idea in the butt until it gets results. Petitions are so easy to do. It's tradition for petitions to get results. I now understand how doing this would slow down fun and innovation. It's about a group of people who have real issues finally being a knowledge and industry trying to have some sympathy to understand that and then once they grasp the concept, they're mine will finally develop what is needed. It really seems selfish to me like I believe you might have said, Mike, " One of the big challenges any developer will face here though is that >unless they themselves have an identical disability, they won't know >where to start to make something fun and easy for you to interact >with. That's where we need your help." That is the big issue. I mean does the entire game design industry have to fall fatally ill with injuries for them to finally see the need? That gives me an idea,lol, just kidding, there might be something in the water that we could get the right people to finally realize what's going on. lol Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Monday, December 03, 2007 11:52 PM To: games_access at igda.org Subject: [games_access] New Member and thoughts about legislation Hey Gang -- we have a new member and for some reason the bounce filter got him so I'm resending (Michael -- did you send from another address than you subscribed to the list with?). And welcome! Michelle PS -- we've been slaving away at getting us known in the dev community -- we're getting there and we now have the attention of a growing number of people. So we soldier on! :) >Greetings everyone! > Just joined yesterday. I'm a software engineer, basically trolling >for ideas for projects to kill some spare cycles and looking for >people who might be interested in helping me design and test the same. > My primary goal joining this group and the ACM's SIGACCESS group is >to try to figure out what types of accessibility software are >currently lacking and see if I might be able to fill a niche there. >I've got a lot of experience with industrial imaging and >automation/control software, and have spent the last several years in >consumer audio and multimedia development so hopefully we can find >something I can offer. > >I can't rewrite Doom 3 from scratch to make it accessible to everyone >- hell, I couldn't see anything but the 4 pixels in the center of the >screen in that game myself - but I have done some experimentation with >inserting my code into video games and modifying their rendering >behavior. Any ideas from basic utilities to accessibility gaming mods >would be much appreciated. > >On the current topic regarding legislation - I don't think that will >be the most productive direction to take. One of the great things >about the software industry is that any bloke with a grasp on logic >and some time can crank out a piece of software. If it doesn't suck >people might even use it. In the game industry specifically, we've >seen small groups of individuals with no money but a lot of time and >talent completely turn the establishment on its head and create >entirely new genres of games. This is one of the things that helps >keep the industry innovative and fun. > >Legislation will create a barrier for independents and hobbyists, and >prevent new innovations that don't mesh with the laws. If it's done >in a lowest-common-denominator manner in the way the ADA is, it could >even create hurdles to those wishing to create games for a specific >subset of the market you wish to help. For example, some really neat >audio games would be kinda boring for a deaf person. > >What I'd recommend instead is to try to make your market more visible >to the developer community and to approach smaller groups and >independents for whom making a game with a smaller target audience >might still be profitable or fun. There's a fair number of developers >out there like me that just enjoy writing software and do it as a >hobby as well as a profession - you'll find a lot of those in the Open >Source community. If you want to get their attention, write articles >for Slashdot and similar places to increase awareness and to educate >the community, then get projects started on SourceForge to get new >genres going, etc. > >One of the big challenges any developer will face here though is that >unless they themselves have an identical disability, they won't know >where to start to make something fun and easy for you to interact >with. That's where we need your help. > >Cheers, >Mike Ellison _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Tue Dec 4 16:09:46 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 4 Dec 2007 16:09:46 -0500 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEViwA References: AAAAADBf8GSYa4xDlD4sBa5lcIzkUCwA<01be01c83691$f00d4b20$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEViwA Message-ID: <003501c836b9$ffd9c290$6501a8c0@Inspiron> Thanks Michelle. I understand that. All except on the part about, whether it's true or not that we sometimes don't get things done. I don't think I said we were getting zero accomplished. I respect your thoughts and welcome even more. I don't mind if your anger comes through its showing some good passion. Sorry I came across that way, probably true. Well, I hope we can talk more about this. There have been tons of other things being thrown in and I've been trying to keep up on and some things I just haven't. So I know what you mean. Robert . -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Tuesday, December 04, 2007 12:20 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] New Member and thoughts about legislation Robert -- Legislation is a whole other ballgame and historically in the entertainment industry it has been slow to get implemented (remember the example of movie theatres -- 7 years after the ruling the movie theatre experience still remains inaccessible to a large number of potential deaf patrons). And it's put the movie industry at odds with national disability groups because it's been lawsuit after lawsuit to try and make what IS the law a reality. My biggest concern with legislation? It would take a full-time effort of the 4 or 5 of us who are active in the SIG who are US citizens and all we would have time for IS the legislation effort -- you can forget all about games. It would be a purely political move with no time for accessibility solutions to come from us -- just a mandate. So ok, I see that what you wrote below that you don't want to take on the legal issue and still want to go forward with a petition. Give us some time to read through what you wrote -- this is the beginning of finals for my university and I have a lot of grading (and papers to read before I grade them) so I haven't had the time to really come up with wording suggestions. There are ways to write the petition so that it comes across as inclusive and something non-hostile and might be a better approach to take. Right now your personal anger is coming through -- I don't blame you, nor am I saying you are wrong to write with passion. I know from my own experience in trying to make change that it is not fast and it is frustrating. To take other IGDA SIGs as example -- the women in games sig has been around for maybe ten years now and they are STILL trying to raise the number of women in the industry. That doesn't mean they haven't been trying to change that (and by no means am I criticizing them -- change is slow) -- and there are a lot more active community members there than us and I think in comparison we hold our own given that there are far fewer of us. We HAVE done a LOT as a SIG -- you have to remember that we are about 10 active members. You are doing a great job in helping us figure out this angle but you do have to give us time to digest it and then help with the wording of it. We are all volunteers -- none of us get paid for work we do with the SIG. It personally frustrates me to hear from you that we have made zero impact. That's far from true. And it frustrates me to hear things about projects being dropped -- that's because the person raising the issue dropped it too. So no one has said "no petition" -- we just have to have time to think this through and make sure that it's written in language that is inclusive and doesn't pit us as overly antagonistic. Petitions do NOT automatically end up with results. So please, please don't think we're piling up against you on this -- we're just trying to make sure we make this first move the best move possible. When you raise an idea to a group, you are going to get lots of opinions. That's the way it is. So then you start to adjust and rethink through a few things -- that's totally natural. Persistence and patience. Michelle >Thanks for the info Mike... I guess it comes down to do we have the >manpower? Most of the time it's been no. It seems like it's inevitable >anything that's going to come down to actual results in developer community >is going to take years upon years upon years. > >I still not understand why legislation would get in the way. It seems like >the logical step to get someone to help those who need games accessible and >said of the backdoor way your suggesting, which you are saying makes it >still fun and innovative. > >I appreciate your thoughts and don't understand what you mean by making the >software accessible? Do you mean making the game in cell or the software >that the game developers use accessible? I think they're two different >things. > >We are not concerned with making the software developers use accessible only >that the developers create videogames that are accessible. I guess you're >might be calling the videogame itself software? > >>From my perspective I have a paralysis I've been forced to use my mouth to >play video games, and I can't use my hands so now that I've been around the >industry for four years, graduating from the Art Institute game art and >design now, it's so darn frustrating to see that the tiniest little steps up >to come forward first. > >Maybe this is the way of the industry but it seems ridiculous to have to >wait for some people who may or may not have the time, which from years of >this city being open I think three years now, we really have not made that >impact. > >There was some contest that we helped sponsor for game accessibility which >resulted in one of the games called, strange attractors now strange >attractors tw o coming out. > >I still think there needs to be a group of people behind a movement instead >of little tiny spurts of people being made aware of some issues, and then >huge potential for the project not even go through. Talking about working >on a game independently. I think you were suggesting. > >It's all very frustrating. Who gets the credit? I still believe it should >be profitable these ideas for accessibility I think that's one of the >best-selling points out leaning game, I said it time and time again, it >seems like the industry only responds to examples. > >But who can compete when it takes millions of dollars to make them, with >thousands of hours of professionals doing time. > >Maybe not legislation is what we need, I repeat maybe not legislation is >what we need, not legislation, not legislation, not legislation, OK, but >getting the petition around to the right people. > >And then maybe addressing the issue with some of the big corporations to see >if they finally will do a project or at least see the big picture were doing >it. > >I mean is exhausting thinking about the time it's going to take which most >of us can't really spend individual time on these projects. > >To be honest the ideas here don't really go too far we have a couple ideas >and then they fly away. Not all of them. > >I wish we could all finally get behind at least something and kick that idea >in the butt until it gets results. Petitions are so easy to do. It's >tradition for petitions to get results. > >I now understand how doing this would slow down fun and innovation. It's >about a group of people who have real issues finally being a knowledge and >industry trying to have some sympathy to understand that and then once they >grasp the concept, they're mine will finally develop what is needed. It >really seems selfish to me like I believe you might have said, Mike, > > " One of the big challenges any developer will face here though is >that >>unless they themselves have an identical disability, they won't know >>where to start to make something fun and easy for you to interact >>with. That's where we need your help." > >That is the big issue. I mean does the entire game design industry have to >fall fatally ill with injuries for them to finally see the need? That gives >me an idea,lol, just kidding, there might be something in the water that we >could get the right people to finally realize what's going on. lol > >Robert > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Monday, December 03, 2007 11:52 PM >To: games_access at igda.org >Subject: [games_access] New Member and thoughts about legislation > >Hey Gang -- we have a new member and for some reason the bounce >filter got him so I'm resending (Michael -- did you send from another >address than you subscribed to the list with?). And welcome! > >Michelle > >PS -- we've been slaving away at getting us known in the dev >community -- we're getting there and we now have the attention of a >growing number of people. So we soldier on! :) > >>Greetings everyone! >> Just joined yesterday. I'm a software engineer, basically trolling >>for ideas for projects to kill some spare cycles and looking for >>people who might be interested in helping me design and test the same. > > My primary goal joining this group and the ACM's SIGACCESS group is >>to try to figure out what types of accessibility software are >>currently lacking and see if I might be able to fill a niche there. >>I've got a lot of experience with industrial imaging and >>automation/control software, and have spent the last several years in >>consumer audio and multimedia development so hopefully we can find >>something I can offer. >> >>I can't rewrite Doom 3 from scratch to make it accessible to everyone >>- hell, I couldn't see anything but the 4 pixels in the center of the >>screen in that game myself - but I have done some experimentation with >>inserting my code into video games and modifying their rendering >>behavior. Any ideas from basic utilities to accessibility gaming mods >>would be much appreciated. >> >>On the current topic regarding legislation - I don't think that will >>be the most productive direction to take. One of the great things >>about the software industry is that any bloke with a grasp on logic >>and some time can crank out a piece of software. If it doesn't suck >>people might even use it. In the game industry specifically, we've >>seen small groups of individuals with no money but a lot of time and >>talent completely turn the establishment on its head and create >>entirely new genres of games. This is one of the things that helps >>keep the industry innovative and fun. >> >>Legislation will create a barrier for independents and hobbyists, and >>prevent new innovations that don't mesh with the laws. If it's done >>in a lowest-common-denominator manner in the way the ADA is, it could >>even create hurdles to those wishing to create games for a specific >>subset of the market you wish to help. For example, some really neat >>audio games would be kinda boring for a deaf person. >> >>What I'd recommend instead is to try to make your market more visible >>to the developer community and to approach smaller groups and >>independents for whom making a game with a smaller target audience >>might still be profitable or fun. There's a fair number of developers >>out there like me that just enjoy writing software and do it as a >>hobby as well as a profession - you'll find a lot of those in the Open >>Source community. If you want to get their attention, write articles >>for Slashdot and similar places to increase awareness and to educate >>the community, then get projects started on SourceForge to get new >>genres going, etc. >> >>One of the big challenges any developer will face here though is that >>unless they themselves have an identical disability, they won't know >>where to start to make something fun and easy for you to interact >>with. That's where we need your help. >> >>Cheers, >>Mike Ellison > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Tue Dec 4 17:18:16 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 4 Dec 2007 22:18:16 -0000 Subject: [games_access] Gentle Petition Message-ID: <082a01c836c3$91e648d0$0202a8c0@oneswitch> Robert (and others) - regarding the petition why don't you consider a compromise? I know in the UK you can quite easily go down the political path to get things to the government: http://petitions.pm.gov.uk/SupportAT/ What about starting a very simple petition - "We the undersigned want to see more accessibility features in games...." - with a bit of an explanation (But not too much) - and some translations into other languages. It would be nice to have something to take to developers, indies, home-coders to say lots do want this - it's not just us few people contacting you! And a few years down the line if we're still getting no where - but have everything in place that we can do - then maybe the political path is the way to go. Let's face it - in 50 years - accessibility in software will very likely be legislated for (and let's hope it will be so much easier to bring into being) - so Robert's not so far off the mark. It's just so.... slow.... What do you think re. the gentle petition? Barrie -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue Dec 4 17:59:29 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 4 Dec 2007 16:59:29 -0600 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: <003b01c836bb$6b0e9080$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIzkUCwA AAAAADBf8GSYa4xDlD4sBa5lcIzEVSwA <003b01c836bb$6b0e9080$6501a8c0@Inspiron> Message-ID: I hear ya Robert -- it's good to vent and we all are frustrated that things aren't as easy for the industry to implement as we wish and, yeah, some companies are more enlightened than others but then they have to fight the same fight to get accessibility features in when they are already under tight schedules and may not have planned for it. But the more information and feedback we can give them about what different gamers want in, say, Halo 4 because it was an issue in Halo, Halo 2 and Halo 3, the more likely we can get in changes for future versions of a game or other titles that they produce. Michelle >Out of context. If this is not being heard that's OK. I know we all choose >what to listen to. Mike, I'm not calling use of this sorry I hope my >writing didn't come across that way when I said " It >really seems selfish to me might I believe you might have said, Mike," > >In general I'm saying what the industry is doing seems selfish. > >Thanks I hope this is OK. > >Sometimes it's hard to see what the industry is doing and it feels good to >be able to say some things. About it. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Robert Florio >Sent: Tuesday, December 04, 2007 11:23 AM >To: 'IGDA Games Accessibility SIG Mailing List' >Subject: Re: [games_access] New Member and thoughts about legislation > >Thanks for the info Mike... I guess it comes down to do we have the >manpower? Most of the time it's been no. It seems like it's inevitable >anything that's going to come down to actual results in developer community >is going to take years upon years upon years. > >I still not understand why legislation would get in the way. It seems like >the logical step to get someone to help those who need games accessible and >said of the backdoor way your suggesting, which you are saying makes it >still fun and innovative. > >I appreciate your thoughts and don't understand what you mean by making the >software accessible? Do you mean making the game in cell or the software >that the game developers use accessible? I think they're two different >things. > >We are not concerned with making the software developers use accessible only >that the developers create videogames that are accessible. I guess you're >might be calling the videogame itself software? > >>From my perspective I have a paralysis I've been forced to use my mouth to >play video games, and I can't use my hands so now that I've been around the >industry for four years, graduating from the Art Institute game art and >design now, it's so darn frustrating to see that the tiniest little steps up >to come forward first. > >Maybe this is the way of the industry but it seems ridiculous to have to >wait for some people who may or may not have the time, which from years of >this city being open I think three years now, we really have not made that >impact. > >There was some contest that we helped sponsor for game accessibility which >resulted in one of the games called, strange attractors now strange >attractors tw o coming out. > >I still think there needs to be a group of people behind a movement instead >of little tiny spurts of people being made aware of some issues, and then >huge potential for the project not even go through. Talking about working >on a game independently. I think you were suggesting. > >It's all very frustrating. Who gets the credit? I still believe it should >be profitable these ideas for accessibility I think that's one of the >best-selling points out leaning game, I said it time and time again, it >seems like the industry only responds to examples. > >But who can compete when it takes millions of dollars to make them, with >thousands of hours of professionals doing time. > >Maybe not legislation is what we need, I repeat maybe not legislation is >what we need, not legislation, not legislation, not legislation, OK, but >getting the petition around to the right people. > >And then maybe addressing the issue with some of the big corporations to see >if they finally will do a project or at least see the big picture were doing >it. > >I mean is exhausting thinking about the time it's going to take which most >of us can't really spend individual time on these projects. > >To be honest the ideas here don't really go too far we have a couple ideas >and then they fly away. Not all of them. > >I wish we could all finally get behind at least something and kick that idea >in the butt until it gets results. Petitions are so easy to do. It's >tradition for petitions to get results. > >I now understand how doing this would slow down fun and innovation. It's >about a group of people who have real issues finally being a knowledge and >industry trying to have some sympathy to understand that and then once they >grasp the concept, they're mine will finally develop what is needed. It >really seems selfish to me like I believe you might have said, Mike, > > " One of the big challenges any developer will face here though is >that >>unless they themselves have an identical disability, they won't know >>where to start to make something fun and easy for you to interact >>with. That's where we need your help." > >That is the big issue. I mean does the entire game design industry have to >fall fatally ill with injuries for them to finally see the need? That gives >me an idea,lol, just kidding, there might be something in the water that we >could get the right people to finally realize what's going on. lol > >Robert > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Monday, December 03, 2007 11:52 PM >To: games_access at igda.org >Subject: [games_access] New Member and thoughts about legislation > >Hey Gang -- we have a new member and for some reason the bounce >filter got him so I'm resending (Michael -- did you send from another >address than you subscribed to the list with?). And welcome! > >Michelle > >PS -- we've been slaving away at getting us known in the dev >community -- we're getting there and we now have the attention of a >growing number of people. So we soldier on! :) > >>Greetings everyone! >> Just joined yesterday. I'm a software engineer, basically trolling >>for ideas for projects to kill some spare cycles and looking for >>people who might be interested in helping me design and test the same. >> My primary goal joining this group and the ACM's SIGACCESS group is >>to try to figure out what types of accessibility software are >>currently lacking and see if I might be able to fill a niche there. >>I've got a lot of experience with industrial imaging and >>automation/control software, and have spent the last several years in >>consumer audio and multimedia development so hopefully we can find >>something I can offer. >> >>I can't rewrite Doom 3 from scratch to make it accessible to everyone >>- hell, I couldn't see anything but the 4 pixels in the center of the >>screen in that game myself - but I have done some experimentation with >>inserting my code into video games and modifying their rendering >>behavior. Any ideas from basic utilities to accessibility gaming mods >>would be much appreciated. >> >>On the current topic regarding legislation - I don't think that will >>be the most productive direction to take. One of the great things >>about the software industry is that any bloke with a grasp on logic >>and some time can crank out a piece of software. If it doesn't suck >>people might even use it. In the game industry specifically, we've >>seen small groups of individuals with no money but a lot of time and >>talent completely turn the establishment on its head and create >>entirely new genres of games. This is one of the things that helps >>keep the industry innovative and fun. >> >>Legislation will create a barrier for independents and hobbyists, and >>prevent new innovations that don't mesh with the laws. If it's done >>in a lowest-common-denominator manner in the way the ADA is, it could >>even create hurdles to those wishing to create games for a specific >>subset of the market you wish to help. For example, some really neat > >audio games would be kinda boring for a deaf person. >> >>What I'd recommend instead is to try to make your market more visible >>to the developer community and to approach smaller groups and >>independents for whom making a game with a smaller target audience >>might still be profitable or fun. There's a fair number of developers >>out there like me that just enjoy writing software and do it as a >>hobby as well as a profession - you'll find a lot of those in the Open >>Source community. If you want to get their attention, write articles >>for Slashdot and similar places to increase awareness and to educate >>the community, then get projects started on SourceForge to get new >>genres going, etc. >> >>One of the big challenges any developer will face here though is that >>unless they themselves have an identical disability, they won't know >>where to start to make something fun and easy for you to interact >>with. That's where we need your help. >> >>Cheers, >>Mike Ellison > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Dec 4 18:49:27 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 4 Dec 2007 17:49:27 -0600 Subject: [games_access] Gentle Petition In-Reply-To: <082a01c836c3$91e648d0$0202a8c0@oneswitch> References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> Message-ID: I agree -- We haven't gone down the road of the politics at all yet and I think if we approach it the right way that it would be well received and maybe even result in awareness amongst gamers, developers, and people who would be gamers but don't know that they could be. So a more gentle petition to say "hey, we agree that games are important and here's why adding accessibility is a good idea..." There's no reason we can't send an informative brief to let legislators know about game accessibility even in the US -- when done, this is a GOOD thing about games. We send the good things about game accessibility and games to start things out versus something that is anti-industry, which we don't want to do at this point. And, hey, maybe in 50 years there won't be a need for legislation because there will be some incredible breakthrough that none of us can even imagine yet! :) Michelle >Robert (and others) - regarding the petition why don't you consider a >compromise? I know in the UK you can quite easily go down the political path >to get things to the government: > ><>http://petitions.pm.gov.uk/SupportAT/ > >What about starting a very simple petition - "We the undersigned want to see >more accessibility features in games...." - with a bit of an explanation >(But not too much) - and some translations into other languages. > >It would be nice to have something to take to developers, indies, >home-coders to say lots do want this - it's not just us few people >contacting you! And a few years down the line if we're still getting no >where - but have everything in place that we can do - then maybe the >political path is the way to go. > >Let's face it - in 50 years - accessibility in software will very likely be >legislated for (and let's hope it will be so much easier to bring into >being) - so Robert's not so far off the mark. It's just so.... slow.... > >What do you think re. the gentle petition? > >Barrie > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From devellison at gmail.com Tue Dec 4 19:07:54 2007 From: devellison at gmail.com (Michael Ellison) Date: Tue, 4 Dec 2007 18:07:54 -0600 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: <01be01c83691$f00d4b20$6501a8c0@Inspiron> References: <01be01c83691$f00d4b20$6501a8c0@Inspiron> Message-ID: Greetings again, I think I managed to mail the bounce folder directly the first time, thanks for catching that Michelle! I'm gonna back out of the legislation/petition discussion for now. As far as why the game industry, and the software industry as a whole, don't currently make their products accessible - here's the reasons I see: 1.) It's expensive, and the relative financial return on investment is small. Same reason why there aren't many games ported to Macintosh or Linux. 2.) We don't know how, or aren't aware of the specific problems our products may present to each type of disability. I've worked on products where all the indicators were little circles of different colors. Changing them to be different shapes as well as different colors took about 5 minutes, but the original implementors hadn't ever thought about anyone having difficulty telling the difference between green, yellow, and red circles and no one had complained. Someone just had to point out the problem and provide an easy solution. Here's my thoughts on solutions to the above. I don't know if I'm adding anything new idea-wise, but as an engineer looking for ways to help I'm still currently looking for a problem to solve ;) 1.) First, solve any problems that can be solved by third-party software for multiple games. This is where you'll get the most bang for the buck, and it means you get benefit from it now on multiple products. It also provides examples for the software industry to follow on what actually works. I don't know what the problems that are left in this category are right now - I see a lot of specialist software to solve different accessibility problems, but I don't know what works and what doesn't or what's been left out. 2.) Second, make generic libraries that can be integrated by game developers that provide those functions as easily and transparently as possible - and preferably make them open and free for the developers to use using BSD-style licenses (not GPL ones). If possible, get these libraries integrated with the big game development libraries like Miles Sound System, Microsoft's DirectX and XBox SDKs, Sony's SDKs, etc. so that any new major game gets the features for free. The cheaper and easier it is for game developers to make their games accessible, the more likely they will. 3.) Third, keep doing what ya'll are doing for awareness. It got me here, others will come. I do think that specifically targetting Open Source groups will get you a lot of mileage in the long run, although there will be a lot of false starts in the process (fair warning: when people are doing things for free in their spare time, the stuff can get derailed easily by events in the individuals' lives. Try not to get too frustrated by this. Best defense against it is to get multiple people working together on projects so that leadership can be transferred if a problem arises). 4.) Finally, keep trying to change the design process of video games to be more inclusive to those with disabilities. As you already know, this part will be extremely hard in a lot of cases, and it will affect the game as a whole for everyone. In a lot of cases there will be tradeoffs between accessibility and normal gameplay that require a lot of thought and time. The fact that most development efforts are *already* behind schedule, over budget, and are throwing out features they wanted left and right won't help. It's definitely worth doing, I'm glad ya'll are doing it, but I think it's the hardest and slowest avenue. I'd like to have a shot at my #1 up there. If it looks like I'm doing something useful and enjoying it, I'll toss around the idea for #2 (libraries) and see if I can find others interested in it as well. So, what software would be useful? I've taken a look at the QuadController, but aside from pictures and video I don't have any experience with it. It looks like the PC version installs as a native game device with one joystick, some toggles, and a few buttons. It also looks like they've got some form of Joystick->Mouse emulation available for it that could work both with games and with normal applications. What are the common hurdles you currently face interacting with modern games that existing hardware and software don't fix? Are there problems still around that could be generalized and solved by external software for multiple games? I can put just about any kind of interface up inside modern PC games and/or reroute just about any kind of input switches you can throw at me into any other kind of input or output. I may be able to slow down or change the rendering behavior of a lot of modern PC games, but it'll depend on how they're written. Let me know if there's something I can do that'd be useful. Cheers, Mike Ellison From eelke.folmer at gmail.com Tue Dec 4 20:40:03 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 4 Dec 2007 17:40:03 -0800 Subject: [games_access] Gentle Petition In-Reply-To: References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> Message-ID: <836db6300712041740u6dd45885h99828e29370afa42@mail.gmail.com> I support the petition but I can also understand the viewpoint of the game industry why games are not being made accessible, if they even consider it. If every game had to be made accessible to blind, deaf, mobility and cognitive impaired gamers it would drive many game companies out of business. Many game companies are already struggling for survival (not EA games) only 1 in 7 games is able to make a profit. If you think of it there are a large number of everyday things in our lives that we use that are not accessible at all. A bike is not accessible at all nor a cell phone. Transportation and communication are probably more important than entertainment. I think with our petition we should ask for a "reasonable accommodation" to make games accessible, like implementing closed captions or reconfigurable controls, otherwise I don't think we will get much support from the games industry. An effort to make game accessibility mandatory is likely to succeed more with help from the games industry, than with an industry will try to protect 25.000 jobs. Cheers Eelke On 04/12/2007, d. michelle hinn wrote: > > > I agree -- We haven't gone down the road of the politics at all yet and I > think if we approach it the right way that it would be well received and > maybe even result in awareness amongst gamers, developers, and people who > would be gamers but don't know that they could be. So a more gentle petition > to say "hey, we agree that games are important and here's why adding > accessibility is a good idea..." > > > There's no reason we can't send an informative brief to let legislators know > about game accessibility even in the US -- when done, this is a GOOD thing > about games. We send the good things about game accessibility and games to > start things out versus something that is anti-industry, which we don't want > to do at this point. > > > And, hey, maybe in 50 years there won't be a need for legislation because > there will be some incredible breakthrough that none of us can even imagine > yet! :) > > > Michelle > > > > Robert (and others) - regarding the petition why don't you consider a > compromise? I know in the UK you can quite easily go down the political > path > to get things to the government: > > http://petitions.pm.gov.uk/SupportAT/ > > What about starting a very simple petition - "We the undersigned want to > see > more accessibility features in games...." - with a bit of an explanation > (But not too much) - and some translations into other languages. > > It would be nice to have something to take to developers, indies, > home-coders to say lots do want this - it's not just us few people > contacting you! And a few years down the line if we're still getting no > where - but have everything in place that we can do - then maybe the > political path is the way to go. > > Let's face it - in 50 years - accessibility in software will very likely be > legislated for (and let's hope it will be so much easier to bring into > being) - so Robert's not so far off the mark. It's just so.... slow.... > > What do you think re. the gentle petition? > > Barrie > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From hinn at uiuc.edu Tue Dec 4 22:03:32 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 4 Dec 2007 21:03:32 -0600 (CST) Subject: [games_access] Gentle Petition Message-ID: <20071204210332.AYT07193@expms2.cites.uiuc.edu> This is true, Eelke. There are a lot of things that are inaccessible in our daily lives -- games are just one small slice of the pie. I think if we take an approach that is more like a "pledge of support" for game accessibility that says "yeah, we agree that there is an important audience out there that we want to reach and we're in support of the GA SIG's efforts to help us make games more accessible" I think we'd go pretty far with regard to awareness and positive change without going down a really ugly political route. I just read today's ECA email, which reminded me that there are so many legislative clogs that are really working against the music industry, the film industry, etc that to add to that fray would probably end up being "yet another" cog in the system. We don't want that -- we want change, not sitting around studying up on legal crap. I think that's at the heart of what Robert is saying -- we just need to pitch in and figure out the right wording to get the results in action! It takes so long for games to get developed that it's hard to see the changes -- that and so many games get the "no go" in a "go/no go" meeting that might have had accessible features in them. It's frustrating...but it's the real world. And we have to be on top of changes and document instances where we learn that "game x" works really well with "controller a" There's so much to do -- we just need to keep the positive energy moving! Michelle ---- Original message ---- >Date: Tue, 4 Dec 2007 17:40:03 -0800 >From: "Eelke Folmer" >Subject: Re: [games_access] Gentle Petition >To: "IGDA Games Accessibility SIG Mailing List" > >I support the petition but I can also understand the viewpoint of the >game industry why games are not being made accessible, if they even >consider it. If every game had to be made accessible to blind, deaf, >mobility and cognitive impaired gamers it would drive many game >companies out of business. Many game companies are already struggling >for survival (not EA games) only 1 in 7 games is able to make a >profit. > >If you think of it there are a large number of everyday things in our >lives that we use that are not accessible at all. A bike is not >accessible at all nor a cell phone. Transportation and communication >are probably more important than entertainment. > >I think with our petition we should ask for a "reasonable >accommodation" to make games accessible, like implementing closed >captions or reconfigurable controls, otherwise I don't think we will >get much support from the games industry. An effort to make game >accessibility mandatory is likely to succeed more with help from the >games industry, than with an industry will try to protect 25.000 jobs. > >Cheers Eelke > > > >On 04/12/2007, d. michelle hinn wrote: >> >> >> I agree -- We haven't gone down the road of the politics at all yet and I >> think if we approach it the right way that it would be well received and >> maybe even result in awareness amongst gamers, developers, and people who >> would be gamers but don't know that they could be. So a more gentle petition >> to say "hey, we agree that games are important and here's why adding >> accessibility is a good idea..." >> >> >> There's no reason we can't send an informative brief to let legislators know >> about game accessibility even in the US -- when done, this is a GOOD thing >> about games. We send the good things about game accessibility and games to >> start things out versus something that is anti-industry, which we don't want >> to do at this point. >> >> >> And, hey, maybe in 50 years there won't be a need for legislation because >> there will be some incredible breakthrough that none of us can even imagine >> yet! :) >> >> >> Michelle >> >> >> >> Robert (and others) - regarding the petition why don't you consider a >> compromise? I know in the UK you can quite easily go down the political >> path >> to get things to the government: >> >> http://petitions.pm.gov.uk/SupportAT/ >> >> What about starting a very simple petition - "We the undersigned want to >> see >> more accessibility features in games...." - with a bit of an explanation >> (But not too much) - and some translations into other languages. >> >> It would be nice to have something to take to developers, indies, >> home-coders to say lots do want this - it's not just us few people >> contacting you! And a few years down the line if we're still getting no >> where - but have everything in place that we can do - then maybe the >> political path is the way to go. >> >> Let's face it - in 50 years - accessibility in software will very likely be >> legislated for (and let's hope it will be so much easier to bring into >> being) - so Robert's not so far off the mark. It's just so.... slow.... >> >> What do you think re. the gentle petition? >> >> Barrie >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... 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" ....................................... From hinn at uiuc.edu Tue Dec 4 22:32:46 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 4 Dec 2007 21:32:46 -0600 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: References: <01be01c83691$f00d4b20$6501a8c0@Inspiron> Message-ID: Hey Michael -- great to see you here and great to see your support. Don't worry -- I'm sure we'll come up with an idea for you to program away on! :) Welcome again! You did enter into the midst of a heated debate -- I should have warned you that it was in progress. Not that posting was bad -- it's always encouraged. But you probably just didn't realize how heated things were on the topic. We have a lot of passionate people on board! Michelle >Greetings again, > I think I managed to mail the bounce folder directly the first >time, thanks for catching that Michelle! > >I'm gonna back out of the legislation/petition discussion for now. > >As far as why the game industry, and the software industry as a whole, >don't currently make their products accessible - here's the reasons I >see: >1.) It's expensive, and the relative financial return on investment is >small. Same reason why there aren't many games ported to Macintosh or >Linux. >2.) We don't know how, or aren't aware of the specific problems our >products may present to each type of disability. I've worked on >products where all the indicators were little circles of different >colors. Changing them to be different shapes as well as different >colors took about 5 minutes, but the original implementors hadn't ever >thought about anyone having difficulty telling the difference between >green, yellow, and red circles and no one had complained. Someone >just had to point out the problem and provide an easy solution. > >Here's my thoughts on solutions to the above. I don't know if I'm >adding anything new idea-wise, but as an engineer looking for ways to >help I'm still currently looking for a problem to solve ;) > >1.) First, solve any problems that can be solved by third-party >software for multiple games. This is where you'll get the most bang >for the buck, and it means you get benefit from it now on multiple >products. It also provides examples for the software industry to >follow on what actually works. I don't know what the problems that >are left in this category are right now - I see a lot of specialist >software to solve different accessibility problems, but I don't know >what works and what doesn't or what's been left out. > >2.) Second, make generic libraries that can be integrated by game >developers that provide those functions as easily and transparently as >possible - and preferably make them open and free for the developers >to use using BSD-style licenses (not GPL ones). If possible, get >these libraries integrated with the big game development libraries >like Miles Sound System, Microsoft's DirectX and XBox SDKs, Sony's >SDKs, etc. so that any new major game gets the features for free. The >cheaper and easier it is for game developers to make their games >accessible, the more likely they will. > >3.) Third, keep doing what ya'll are doing for awareness. It got me >here, others will come. I do think that specifically targetting Open >Source groups will get you a lot of mileage in the long run, although >there will be a lot of false starts in the process (fair warning: when >people are doing things for free in their spare time, the stuff can >get derailed easily by events in the individuals' lives. Try not to >get too frustrated by this. Best defense against it is to get multiple >people working together on projects so that leadership can be >transferred if a problem arises). > >4.) Finally, keep trying to change the design process of video games >to be more inclusive to those with disabilities. As you already know, >this part will be extremely hard in a lot of cases, and it will affect >the game as a whole for everyone. In a lot of cases there will be >tradeoffs between accessibility and normal gameplay that require a lot >of thought and time. The fact that most development efforts are >*already* behind schedule, over budget, and are throwing out features >they wanted left and right won't help. It's definitely worth doing, >I'm glad ya'll are doing it, but I think it's the hardest and slowest >avenue. > >I'd like to have a shot at my #1 up there. If it looks like I'm doing >something useful and enjoying it, I'll toss around the idea for #2 >(libraries) and see if I can find others interested in it as well. > >So, what software would be useful? > >I've taken a look at the QuadController, but aside from pictures and >video I don't have any experience with it. It looks like the PC >version installs as a native game device with one joystick, some >toggles, and a few buttons. It also looks like they've got some form >of Joystick->Mouse emulation available for it that could work both >with games and with normal applications. > >What are the common hurdles you currently face interacting with modern >games that existing hardware and software don't fix? Are there >problems still around that could be generalized and solved by external >software for multiple games? I can put just about any kind of >interface up inside modern PC games and/or reroute just about any kind >of input switches you can throw at me into any other kind of input or >output. I may be able to slow down or change the rendering behavior >of a lot of modern PC games, but it'll depend on how they're written. > >Let me know if there's something I can do that'd be useful. > >Cheers, >Mike Ellison >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Tue Dec 4 22:48:06 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 4 Dec 2007 19:48:06 -0800 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: References: <01be01c83691$f00d4b20$6501a8c0@Inspiron> Message-ID: <836db6300712041948o2e86dbc5s298a8ff23989ae40@mail.gmail.com> Hi Mike, More programmers in this SIG that can actually help games make accessible are always welcome! If you are interested in helping me with some small accessibility programming jobs shoot me an email offline. I have a bunch of students working for me already but since I'm thinking of new accessible game projects at a faster rate than my students are able to finish I could use the help. ;-) Cheers Eelke On 04/12/2007, Michael Ellison wrote: > Greetings again, > I think I managed to mail the bounce folder directly the first > time, thanks for catching that Michelle! > > I'm gonna back out of the legislation/petition discussion for now. > > As far as why the game industry, and the software industry as a whole, > don't currently make their products accessible - here's the reasons I > see: > 1.) It's expensive, and the relative financial return on investment is > small. Same reason why there aren't many games ported to Macintosh or > Linux. > 2.) We don't know how, or aren't aware of the specific problems our > products may present to each type of disability. I've worked on > products where all the indicators were little circles of different > colors. Changing them to be different shapes as well as different > colors took about 5 minutes, but the original implementors hadn't ever > thought about anyone having difficulty telling the difference between > green, yellow, and red circles and no one had complained. Someone > just had to point out the problem and provide an easy solution. > > Here's my thoughts on solutions to the above. I don't know if I'm > adding anything new idea-wise, but as an engineer looking for ways to > help I'm still currently looking for a problem to solve ;) > > 1.) First, solve any problems that can be solved by third-party > software for multiple games. This is where you'll get the most bang > for the buck, and it means you get benefit from it now on multiple > products. It also provides examples for the software industry to > follow on what actually works. I don't know what the problems that > are left in this category are right now - I see a lot of specialist > software to solve different accessibility problems, but I don't know > what works and what doesn't or what's been left out. > > 2.) Second, make generic libraries that can be integrated by game > developers that provide those functions as easily and transparently as > possible - and preferably make them open and free for the developers > to use using BSD-style licenses (not GPL ones). If possible, get > these libraries integrated with the big game development libraries > like Miles Sound System, Microsoft's DirectX and XBox SDKs, Sony's > SDKs, etc. so that any new major game gets the features for free. The > cheaper and easier it is for game developers to make their games > accessible, the more likely they will. > > 3.) Third, keep doing what ya'll are doing for awareness. It got me > here, others will come. I do think that specifically targetting Open > Source groups will get you a lot of mileage in the long run, although > there will be a lot of false starts in the process (fair warning: when > people are doing things for free in their spare time, the stuff can > get derailed easily by events in the individuals' lives. Try not to > get too frustrated by this. Best defense against it is to get multiple > people working together on projects so that leadership can be > transferred if a problem arises). > > 4.) Finally, keep trying to change the design process of video games > to be more inclusive to those with disabilities. As you already know, > this part will be extremely hard in a lot of cases, and it will affect > the game as a whole for everyone. In a lot of cases there will be > tradeoffs between accessibility and normal gameplay that require a lot > of thought and time. The fact that most development efforts are > *already* behind schedule, over budget, and are throwing out features > they wanted left and right won't help. It's definitely worth doing, > I'm glad ya'll are doing it, but I think it's the hardest and slowest > avenue. > > I'd like to have a shot at my #1 up there. If it looks like I'm doing > something useful and enjoying it, I'll toss around the idea for #2 > (libraries) and see if I can find others interested in it as well. > > So, what software would be useful? > > I've taken a look at the QuadController, but aside from pictures and > video I don't have any experience with it. It looks like the PC > version installs as a native game device with one joystick, some > toggles, and a few buttons. It also looks like they've got some form > of Joystick->Mouse emulation available for it that could work both > with games and with normal applications. > > What are the common hurdles you currently face interacting with modern > games that existing hardware and software don't fix? Are there > problems still around that could be generalized and solved by external > software for multiple games? I can put just about any kind of > interface up inside modern PC games and/or reroute just about any kind > of input switches you can throw at me into any other kind of input or > output. I may be able to slow down or change the rendering behavior > of a lot of modern PC games, but it'll depend on how they're written. > > Let me know if there's something I can do that'd be useful. > > Cheers, > Mike Ellison > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From devellison at gmail.com Tue Dec 4 23:04:45 2007 From: devellison at gmail.com (Michael Ellison) Date: Tue, 4 Dec 2007 22:04:45 -0600 Subject: [games_access] New Member and thoughts about legislation In-Reply-To: References: <01be01c83691$f00d4b20$6501a8c0@Inspiron> Message-ID: On Dec 4, 2007 9:32 PM, d. michelle hinn wrote: > Hey Michael -- great to see you here and great to see your support. > Don't worry -- I'm sure we'll come up with an idea for you to program > away on! :) Thanks Michelle, glad to be here ;) Actually just got one project from the list that may keep me busy for a while, but I'm totally interested in others. If my hands are full, having a list for other developers of "Here's what's needed and what you can do" would be excellent. > Welcome again! You did enter into the midst of a heated debate -- I > should have warned you that it was in progress. Not that posting was > bad -- it's always encouraged. But you probably just didn't realize > how heated things were on the topic. We have a lot of passionate > people on board! LOL.. no worries, I kinda expected it seeing the first several messages before I posted and Robert - you didn't offend me at all, it's good to hear your perspective. I had seen some of the press you've gotten when looking for alternative controllers and that's actually what brought me to this group. I'm just a hell of a lot better at coding than I am dealing with people, and think that's where I should put my time and energy. My position isn't going to budge, and I doubt anyone else's position who disagrees with me will change due to me arguing with them, so it's probably best for me to just do what I do ;) Cheers, Mike From hinn at uiuc.edu Wed Dec 5 01:08:18 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Wed, 5 Dec 2007 00:08:18 -0600 (CST) Subject: [games_access] New Member and thoughts about legislation Message-ID: <20071205000818.AYT27829@expms2.cites.uiuc.edu> Cool! This is awesome! If anything we need more programmers so if you know any like-minded colleagues, I'm sure Eelke would love to have them join us as well! ---- Original message ---- >Date: Tue, 4 Dec 2007 19:48:06 -0800 >From: "Eelke Folmer" >Subject: Re: [games_access] New Member and thoughts about legislation >To: "IGDA Games Accessibility SIG Mailing List" > >Hi Mike, > >More programmers in this SIG that can actually help games make >accessible are always welcome! If you are interested in helping me >with some small accessibility programming jobs shoot me an email >offline. I have a bunch of students working for me already but since >I'm thinking of new accessible game projects at a faster rate than my >students are able to finish I could use the help. ;-) > >Cheers Eelke > >On 04/12/2007, Michael Ellison wrote: >> Greetings again, >> I think I managed to mail the bounce folder directly the first >> time, thanks for catching that Michelle! >> >> I'm gonna back out of the legislation/petition discussion for now. >> >> As far as why the game industry, and the software industry as a whole, >> don't currently make their products accessible - here's the reasons I >> see: >> 1.) It's expensive, and the relative financial return on investment is >> small. Same reason why there aren't many games ported to Macintosh or >> Linux. >> 2.) We don't know how, or aren't aware of the specific problems our >> products may present to each type of disability. I've worked on >> products where all the indicators were little circles of different >> colors. Changing them to be different shapes as well as different >> colors took about 5 minutes, but the original implementors hadn't ever >> thought about anyone having difficulty telling the difference between >> green, yellow, and red circles and no one had complained. Someone >> just had to point out the problem and provide an easy solution. >> >> Here's my thoughts on solutions to the above. I don't know if I'm >> adding anything new idea-wise, but as an engineer looking for ways to >> help I'm still currently looking for a problem to solve ;) >> >> 1.) First, solve any problems that can be solved by third-party >> software for multiple games. This is where you'll get the most bang >> for the buck, and it means you get benefit from it now on multiple >> products. It also provides examples for the software industry to >> follow on what actually works. I don't know what the problems that >> are left in this category are right now - I see a lot of specialist >> software to solve different accessibility problems, but I don't know >> what works and what doesn't or what's been left out. >> >> 2.) Second, make generic libraries that can be integrated by game >> developers that provide those functions as easily and transparently as >> possible - and preferably make them open and free for the developers >> to use using BSD-style licenses (not GPL ones). If possible, get >> these libraries integrated with the big game development libraries >> like Miles Sound System, Microsoft's DirectX and XBox SDKs, Sony's >> SDKs, etc. so that any new major game gets the features for free. The >> cheaper and easier it is for game developers to make their games >> accessible, the more likely they will. >> >> 3.) Third, keep doing what ya'll are doing for awareness. It got me >> here, others will come. I do think that specifically targetting Open >> Source groups will get you a lot of mileage in the long run, although >> there will be a lot of false starts in the process (fair warning: when >> people are doing things for free in their spare time, the stuff can >> get derailed easily by events in the individuals' lives. Try not to >> get too frustrated by this. Best defense against it is to get multiple >> people working together on projects so that leadership can be >> transferred if a problem arises). >> >> 4.) Finally, keep trying to change the design process of video games >> to be more inclusive to those with disabilities. As you already know, >> this part will be extremely hard in a lot of cases, and it will affect >> the game as a whole for everyone. In a lot of cases there will be >> tradeoffs between accessibility and normal gameplay that require a lot >> of thought and time. The fact that most development efforts are >> *already* behind schedule, over budget, and are throwing out features >> they wanted left and right won't help. It's definitely worth doing, >> I'm glad ya'll are doing it, but I think it's the hardest and slowest >> avenue. >> >> I'd like to have a shot at my #1 up there. If it looks like I'm doing >> something useful and enjoying it, I'll toss around the idea for #2 >> (libraries) and see if I can find others interested in it as well. >> >> So, what software would be useful? >> >> I've taken a look at the QuadController, but aside from pictures and >> video I don't have any experience with it. It looks like the PC >> version installs as a native game device with one joystick, some >> toggles, and a few buttons. It also looks like they've got some form >> of Joystick->Mouse emulation available for it that could work both >> with games and with normal applications. >> >> What are the common hurdles you currently face interacting with modern >> games that existing hardware and software don't fix? Are there >> problems still around that could be generalized and solved by external >> software for multiple games? I can put just about any kind of >> interface up inside modern PC games and/or reroute just about any kind >> of input switches you can throw at me into any other kind of input or >> output. I may be able to slow down or change the rendering behavior >> of a lot of modern PC games, but it'll depend on how they're written. >> >> Let me know if there's something I can do that'd be useful. >> >> Cheers, >> Mike Ellison >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... 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" ....................................... From barrie.ellis at oneswitch.org.uk Wed Dec 5 04:27:55 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 5 Dec 2007 09:27:55 -0000 Subject: [games_access] New Member and thoughts about legislation References: <01be01c83691$f00d4b20$6501a8c0@Inspiron> Message-ID: <001501c83721$1ed28260$0202a8c0@oneswitch> Hi Michael, Always nice to get new people on board and showing interest. I'm wondering if you might be able to assist the new Noah project: http://gameaccessibility.blogspot.com/2007/12/4noah.html http://games4noah.sitesled.com/ 4Noah is a PC utility that enables people using a single button (in this case the left-mouse click which can be easily hooked up to any accessibility switch using most switch interfaces: http://www.oneswitch.org.uk/1/AGS/AGS-switch/2/PCinterfaces.htm - to control games that use more buttons (presently from two to six - but this could potentially be expanded in all sorts of clever ways). I'll buzz you off list with a few more thoughts and introduce you... Regarding your earlier question: > I've taken a look at the QuadController, but aside from pictures and > video I don't have any experience with it. It looks like the PC > version installs as a native game device with one joystick, some > toggles, and a few buttons. It also looks like they've got some form > of Joystick->Mouse emulation available for it that could work both > with games and with normal applications. Yes - the majority of PC based controllers are recognised as joysticks or keyboard controllers. The Quadcontroller would be recognised as a standard Playstation 2 controller via a PS2 to USB adapter. Robert Florio could tell you better than I the issues with this controller - but my assumption is that if users are being asked to press too many buttons simulaneously with no remapping function - this can be very diffiult to impossible. For instance if you had the X button mapped to SIP on a tube and O button mapped to PUFF on that same tube - this is physically impossible to achieve. Remapping would make this function more possible by mapping button O to something you can activate at the same time. Remapping is really important for one handed gamers too. Many will be using standard joypads like this guy: http://www.solcon.nl/avee/ohgp/indexeng.html - but not all will be able to do this - so remapping can be essential. Many one-handed gamers are using specialised Japanese controllers too: http://www.oneswitch.org.uk/1/AGS/AGS-onehand.htm - As you can see from this GA.com video: http://www.youtube.com/watch?v=1k3DRvTiots - one handed gaming without the ability to remap can be a stretch. It was very uncomfortable too. Also - people using tailor made set-ups (such as the LEPMIS PS2-Switch Access Pod: http://www.oneswitch.org.uk/1/AGS/AGS-bespoke.htm) - having to physically reconnect controls takes independence away from gamers, whereby they may have to rely upon others to get them set-up for each different game. If they could reconfigure controls in software - then away they'd go. Finally - for gamers using very simplified controls (e.g. a basic arcade stick - or even one, two or three large buttons) - being able to pick and choose what works with what can make a big difference. Barrie www.OneSwitch.org.uk From thomas at pininteractive.com Wed Dec 5 05:29:27 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 5 Dec 2007 11:29:27 +0100 Subject: [games_access] Gentle Petition In-Reply-To: References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> Message-ID: a couple of years ago I tried to talk to the Swedish government with a similar approach and get their attention by writing a letter to the minister of culture, but only got a polite reply that they didn't have time for a meeting to discuss with me perhaps things have changed now (new administration) so I can give it a try again /Thomas 5 dec 2007 kl. 00.49 skrev d. michelle hinn: > I agree -- We haven't gone down the road of the politics at all yet > and I think if we approach it the right way that it would be well > received and maybe even result in awareness amongst gamers, > developers, and people who would be gamers but don't know that they > could be. So a more gentle petition to say "hey, we agree that > games are important and here's why adding accessibility is a good > idea..." > > There's no reason we can't send an informative brief to let > legislators know about game accessibility even in the US -- when > done, this is a GOOD thing about games. We send the good things > about game accessibility and games to start things out versus > something that is anti-industry, which we don't want to do at this > point. > > And, hey, maybe in 50 years there won't be a need for legislation > because there will be some incredible breakthrough that none of us > can even imagine yet! :) > > Michelle > >> Robert (and others) - regarding the petition why don't you consider a >> compromise? I know in the UK you can quite easily go down the >> political path >> to get things to the government: >> >> http://petitions.pm.gov.uk/SupportAT/ >> >> What about starting a very simple petition - "We the undersigned >> want to see >> more accessibility features in games...." - with a bit of an >> explanation >> (But not too much) - and some translations into other languages. >> >> It would be nice to have something to take to developers, indies, >> home-coders to say lots do want this - it's not just us few people >> contacting you! And a few years down the line if we're still >> getting no >> where - but have everything in place that we can do - then maybe the >> political path is the way to go. >> >> Let's face it - in 50 years - accessibility in software will very >> likely be >> legislated for (and let's hope it will be so much easier to bring >> into >> being) - so Robert's not so far off the mark. It's just so.... >> slow.... >> >> What do you think re. the gentle petition? >> >> Barrie >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Wed Dec 5 05:43:21 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 5 Dec 2007 11:43:21 +0100 Subject: [games_access] GAIM 0.02 Message-ID: <88257726-0ABE-4696-B100-BB8857EADE21@pininteractive.com> Hello version 0.02 of GAIM is now online please comment http://people.dsv.su.se/~thomasw/gaim Kind regards Thomas From hinn at uiuc.edu Wed Dec 5 11:52:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 5 Dec 2007 10:52:39 -0600 Subject: [games_access] Gentle Petition In-Reply-To: References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> Message-ID: Yes, going down a serious government track often ends up that way here too -- I think just getting the message out that games can help from a positive psychology standpoint helps raise awareness amongst legislators. I received an email yesterday -- the daily ECA bulletin -- apparently a report came out yesterday that put the game industry in hot water again. Apparently "games" are even worse for us than ever was the gist of this report and the ESRP got slammed. So the industry is STILL having to defend it's existance daily. So anything we can do to help put games in a positive light, I think the industry would get behind. So a "pledge of support" for game accessibility may be what we want our next move to be. For more on the ECA (I'm a founding member!), go to http://www.theeca.com/ -- The IGDA has agreed (and are totally backing the ECA, which is consumer aimed rather than developer aimed) to let us partner with them in fighting to keep the game industry healthy. Reid and I talked with them at E for All and I've been emailing them -- they are helping us get some major names (I'll announce things officially when we have the written support) in gaming to join in with us. I think to avoid the lawsuit mess that is tying up our courts and actually really messing over different entertainment industries because what they thought was a good idea actually ended up thrown back in their faces, we should definitely work on this "positive awareness" versus legislation idea. Robert has started things going -- if we could all take a little time in the next week or so (I know so many of us are slammed giving exams and/or taking exams right about now because we are either instructors or students (or both!) so this week and next is probably pretty rough on time) and help the petition become something we as a SIG can stand behind and feel that it is not anti-industry but that it is positive industry, that would be great. You know...we've also never gotten the industry to get behind us in a formal way so why not take this energy and do this now? Sure, it's not about changing laws but it's perhaps even more important. Because the industry needs us and others that know that gaming is important because it's a route to leisure, which is what makes life, well, fun! :) So if we change our wording in the petition to something positive and inspiring, well that could really, really work. And remember -- GDC is SOON! And Robert is one of the few of us that has a pass (Thanks again to Eelke who generously gave his pass up so Robert could attend) so, hey, let's turn this opportunity into something we can go into to GDC with -- it's a great talking point! Michelle >a couple of years ago I tried to talk to the Swedish government with >a similar approach and get their attention by writing a letter to >the minister of culture, but only got a polite reply that they >didn't have time for a meeting to discuss with me > >perhaps things have changed now (new administration) so I can give >it a try again > >/Thomas > >5 dec 2007 kl. 00.49 skrev d. michelle hinn: > >>I agree -- We haven't gone down the road of the politics at all yet >>and I think if we approach it the right way that it would be well >>received and maybe even result in awareness amongst gamers, >>developers, and people who would be gamers but don't know that they >>could be. So a more gentle petition to say "hey, we agree that >>games are important and here's why adding accessibility is a good >>idea..." >> >>There's no reason we can't send an informative brief to let >>legislators know about game accessibility even in the US -- when >>done, this is a GOOD thing about games. We send the good things >>about game accessibility and games to start things out versus >>something that is anti-industry, which we don't want to do at this >>point. >> >>And, hey, maybe in 50 years there won't be a need for legislation >>because there will be some incredible breakthrough that none of us >>can even imagine yet! :) >> >>Michelle >> >>>Robert (and others) - regarding the petition why don't you consider a >>>compromise? I know in the UK you can quite easily go down the political path >>>to get things to the government: >>> >>><>http://petitions.pm.gov.uk/SupportAT/ >>> >>>What about starting a very simple petition - "We the undersigned want to see >>>more accessibility features in games...." - with a bit of an explanation >>>(But not too much) - and some translations into other languages. >>> >>>It would be nice to have something to take to developers, indies, >>>home-coders to say lots do want this - it's not just us few people >>>contacting you! And a few years down the line if we're still getting no >>>where - but have everything in place that we can do - then maybe the >>>political path is the way to go. >>> >>>Let's face it - in 50 years - accessibility in software will very likely be >>>legislated for (and let's hope it will be so much easier to bring into >>>being) - so Robert's not so far off the mark. It's just so.... slow.... >>> >>>What do you think re. the gentle petition? >>> >>>Barrie >>> >>> >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Wed Dec 5 12:45:04 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 5 Dec 2007 12:45:04 -0500 Subject: [games_access] Gentle Petition. Suggestions? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkYSwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIwkYSwA Message-ID: <005701c83766$942eb520$6501a8c0@Inspiron> Okay cool. If you got a chance to look at the petition I wrote I guess the suggestion is to make it seem more positive? Which part? I think the beginning part of the history that I wrote says " it is 2007 in the industry as failed to make games accessible" is there a better way to say that because that's when it is? Is that what you mean if that is I will look through it and adjust other things. I do like the idea of not keeping it short and simple like the petition web site suggests. So it's hard to fit a lot in. I think Berrie also suggested a softer petition. Let me know what you mean that would be great. Ellke gave up his pass? Wow are you sure? In my mind I thought I wasn't going but I think now I have to reconsider my options and then get back to you as soon as possible if it is absolutely still possible for me to take the offer. I would say if I can afford the trip, and I will talk it over with the people helping me to get there, let him not completely decide to not go. I appreciate the talk here and I don't mean to piss anybody off I just think it's better to talk about the issues in the open so we are all more open with each other. I understand about the timing. I'll be graduating December 13 so between now and then I'll be busy myself. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, December 05, 2007 11:53 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Gentle Petition Yes, going down a serious government track often ends up that way here too -- I think just getting the message out that games can help from a positive psychology standpoint helps raise awareness amongst legislators. I received an email yesterday -- the daily ECA bulletin -- apparently a report came out yesterday that put the game industry in hot water again. Apparently "games" are even worse for us than ever was the gist of this report and the ESRP got slammed. So the industry is STILL having to defend it's existance daily. So anything we can do to help put games in a positive light, I think the industry would get behind. So a "pledge of support" for game accessibility may be what we want our next move to be. For more on the ECA (I'm a founding member!), go to http://www.theeca.com/ -- The IGDA has agreed (and are totally backing the ECA, which is consumer aimed rather than developer aimed) to let us partner with them in fighting to keep the game industry healthy. Reid and I talked with them at E for All and I've been emailing them -- they are helping us get some major names (I'll announce things officially when we have the written support) in gaming to join in with us. I think to avoid the lawsuit mess that is tying up our courts and actually really messing over different entertainment industries because what they thought was a good idea actually ended up thrown back in their faces, we should definitely work on this "positive awareness" versus legislation idea. Robert has started things going -- if we could all take a little time in the next week or so (I know so many of us are slammed giving exams and/or taking exams right about now because we are either instructors or students (or both!) so this week and next is probably pretty rough on time) and help the petition become something we as a SIG can stand behind and feel that it is not anti-industry but that it is positive industry, that would be great. You know...we've also never gotten the industry to get behind us in a formal way so why not take this energy and do this now? Sure, it's not about changing laws but it's perhaps even more important. Because the industry needs us and others that know that gaming is important because it's a route to leisure, which is what makes life, well, fun! :) So if we change our wording in the petition to something positive and inspiring, well that could really, really work. And remember -- GDC is SOON! And Robert is one of the few of us that has a pass (Thanks again to Eelke who generously gave his pass up so Robert could attend) so, hey, let's turn this opportunity into something we can go into to GDC with -- it's a great talking point! Michelle a couple of years ago I tried to talk to the Swedish government with a similar approach and get their attention by writing a letter to the minister of culture, but only got a polite reply that they didn't have time for a meeting to discuss with me perhaps things have changed now (new administration) so I can give it a try again /Thomas 5 dec 2007 kl. 00.49 skrev d. michelle hinn: I agree -- We haven't gone down the road of the politics at all yet and I think if we approach it the right way that it would be well received and maybe even result in awareness amongst gamers, developers, and people who would be gamers but don't know that they could be. So a more gentle petition to say "hey, we agree that games are important and here's why adding accessibility is a good idea..." There's no reason we can't send an informative brief to let legislators know about game accessibility even in the US -- when done, this is a GOOD thing about games. We send the good things about game accessibility and games to start things out versus something that is anti-industry, which we don't want to do at this point. And, hey, maybe in 50 years there won't be a need for legislation because there will be some incredible breakthrough that none of us can even imagine yet! :) Michelle Robert (and others) - regarding the petition why don't you consider a compromise? I know in the UK you can quite easily go down the political path to get things to the government: http://petitions.pm.gov.uk/SupportAT/ What about starting a very simple petition - "We the undersigned want to see more accessibility features in games...." - with a bit of an explanation (But not too much) - and some translations into other languages. It would be nice to have something to take to developers, indies, home-coders to say lots do want this - it's not just us few people contacting you! And a few years down the line if we're still getting no where - but have everything in place that we can do - then maybe the political path is the way to go. Let's face it - in 50 years - accessibility in software will very likely be legislated for (and let's hope it will be so much easier to bring into being) - so Robert's not so far off the mark. It's just so.... slow.... What do you think re. the gentle petition? Barrie _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Wed Dec 5 12:47:21 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 5 Dec 2007 12:47:21 -0500 Subject: [games_access] Robert Baltimore Sun. FrontPage. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkYSwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIwkYSwA Message-ID: <005c01c83766$e33e1e30$6501a8c0@Inspiron> I thought it was pretty cool what, Mike, said that he heard about us through an article may be that I was in. Well here's another one you know me. Front page of the Baltimore Sun on Tuesday but here's the link. It's very emotional hold on, but this guy has done the best job makes it sound like a book. It's about the painting I am trying to get auctioned for the Babe Ruth Museum, there haven't been any bids which is disappointing, but I think the museum should have it anyway. We're calling around some big-money people to buy it. And donate it to the museum. I don't know why it's not going maybe the starting bid was too high. It's absolutely beautiful unlike any other painting, the chief curator and Babe Ruth expert of the museum has ever seen himself. The article. http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,7488618 .story Robert www.RobertFlorio.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Wed Dec 5 13:21:20 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 5 Dec 2007 13:21:20 -0500 Subject: [games_access] Second draft. Gentle Petition. Suggestions? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykYSwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIwkYSwA AAAAADBf8GSYa4xDlD4sBa5lcIykYSwA Message-ID: <007f01c8376b$a51d5350$6501a8c0@Inspiron> Here is the second draft Of the petition. Basically left everything I did say before if it needs to come out or change let me know when you get a chance. Everything underlined is what I added with the more positive and encouraged gentler side. I don't know if that can be in with the other stuff also let me know. I thought it could. It is what it is. The situation. I think the other parts about discrimination lets people know that the issue has become that serious but we are still looking at it from me positive standpoint. Game Accessibility Petition Author. Robert Florio Organization. IGDA Accessibility SIG December 5, 2007 Second draft. Description/History: In 2007 the game design industry has continued to fail making games accessible for people with limitations. Since the conception and marketing of videogames in the early 1980s, videogames have grown in complexity in design and development as well as extremely profitable receiving billions of dollars each year. In the United States and across the world abroad, the game design industry has never been remotely understanding in its efforts to make games accessible for people with limitations. The understanding is the misunderstanding comes from the consumer market for games being accessible has not been proven profitable. However, the support of accessible game design enriches the industry with a very positive message that is encouraging innovation and experimentation unlike ever before with new and refreshing marketable concepts. Limitations such as, paralysis or injury making it impossible for someone to play with a product with their hands and fingers, a loss of hearing or site of vision, and even a cognitive ability to understand and play. With the ever-growing number of people missing out on enjoyability of this industry and feeling neglected and discriminated against, people with disabilities and equal opportunity consumers are disadvantaged time and time again, and now are looking for a solution to make games reach out to adapt to their needs as well. This petition will reach out to the voices who can make a difference supporting the idea that games designed and are accessible to those with limitations, is not only marketable but gives a very positive win-win situation for the industry and its market. Petition: We, the undersigned, hereby petition the marketing of commercial country and worldwide videogames, design accessible videogames to a set standard. The requirement should include gamers with physical, visual, audio and cognitive impairments be given an equal chance in the design of individual videogames. Please sign this petition if you believe that all gamers should be treated as equals and videogame should be designed to a set standard of accessibility for videogames according to their individual game designers target market. _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Wednesday, December 05, 2007 12:45 PM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] Gentle Petition. Suggestions? Okay cool. If you got a chance to look at the petition I wrote I guess the suggestion is to make it seem more positive? Which part? I think the beginning part of the history that I wrote says " it is 2007 in the industry as failed to make games accessible" is there a better way to say that because that's when it is? Is that what you mean if that is I will look through it and adjust other things. I do like the idea of not keeping it short and simple like the petition web site suggests. So it's hard to fit a lot in. I think Berrie also suggested a softer petition. Let me know what you mean that would be great. Ellke gave up his pass? Wow are you sure? In my mind I thought I wasn't going but I think now I have to reconsider my options and then get back to you as soon as possible if it is absolutely still possible for me to take the offer. I would say if I can afford the trip, and I will talk it over with the people helping me to get there, let him not completely decide to not go. I appreciate the talk here and I don't mean to piss anybody off I just think it's better to talk about the issues in the open so we are all more open with each other. I understand about the timing. I'll be graduating December 13 so between now and then I'll be busy myself. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, December 05, 2007 11:53 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Gentle Petition Yes, going down a serious government track often ends up that way here too -- I think just getting the message out that games can help from a positive psychology standpoint helps raise awareness amongst legislators. I received an email yesterday -- the daily ECA bulletin -- apparently a report came out yesterday that put the game industry in hot water again. Apparently "games" are even worse for us than ever was the gist of this report and the ESRP got slammed. So the industry is STILL having to defend it's existance daily. So anything we can do to help put games in a positive light, I think the industry would get behind. So a "pledge of support" for game accessibility may be what we want our next move to be. For more on the ECA (I'm a founding member!), go to http://www.theeca.com/ -- The IGDA has agreed (and are totally backing the ECA, which is consumer aimed rather than developer aimed) to let us partner with them in fighting to keep the game industry healthy. Reid and I talked with them at E for All and I've been emailing them -- they are helping us get some major names (I'll announce things officially when we have the written support) in gaming to join in with us. I think to avoid the lawsuit mess that is tying up our courts and actually really messing over different entertainment industries because what they thought was a good idea actually ended up thrown back in their faces, we should definitely work on this "positive awareness" versus legislation idea. Robert has started things going -- if we could all take a little time in the next week or so (I know so many of us are slammed giving exams and/or taking exams right about now because we are either instructors or students (or both!) so this week and next is probably pretty rough on time) and help the petition become something we as a SIG can stand behind and feel that it is not anti-industry but that it is positive industry, that would be great. You know...we've also never gotten the industry to get behind us in a formal way so why not take this energy and do this now? Sure, it's not about changing laws but it's perhaps even more important. Because the industry needs us and others that know that gaming is important because it's a route to leisure, which is what makes life, well, fun! :) So if we change our wording in the petition to something positive and inspiring, well that could really, really work. And remember -- GDC is SOON! And Robert is one of the few of us that has a pass (Thanks again to Eelke who generously gave his pass up so Robert could attend) so, hey, let's turn this opportunity into something we can go into to GDC with -- it's a great talking point! Michelle a couple of years ago I tried to talk to the Swedish government with a similar approach and get their attention by writing a letter to the minister of culture, but only got a polite reply that they didn't have time for a meeting to discuss with me perhaps things have changed now (new administration) so I can give it a try again /Thomas 5 dec 2007 kl. 00.49 skrev d. michelle hinn: I agree -- We haven't gone down the road of the politics at all yet and I think if we approach it the right way that it would be well received and maybe even result in awareness amongst gamers, developers, and people who would be gamers but don't know that they could be. So a more gentle petition to say "hey, we agree that games are important and here's why adding accessibility is a good idea..." There's no reason we can't send an informative brief to let legislators know about game accessibility even in the US -- when done, this is a GOOD thing about games. We send the good things about game accessibility and games to start things out versus something that is anti-industry, which we don't want to do at this point. And, hey, maybe in 50 years there won't be a need for legislation because there will be some incredible breakthrough that none of us can even imagine yet! :) Michelle Robert (and others) - regarding the petition why don't you consider a compromise? I know in the UK you can quite easily go down the political path to get things to the government: http://petitions.pm.gov.uk/SupportAT/ What about starting a very simple petition - "We the undersigned want to see more accessibility features in games...." - with a bit of an explanation (But not too much) - and some translations into other languages. It would be nice to have something to take to developers, indies, home-coders to say lots do want this - it's not just us few people contacting you! And a few years down the line if we're still getting no where - but have everything in place that we can do - then maybe the political path is the way to go. Let's face it - in 50 years - accessibility in software will very likely be legislated for (and let's hope it will be so much easier to bring into being) - so Robert's not so far off the mark. It's just so.... slow.... What do you think re. the gentle petition? Barrie _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed Dec 5 13:59:55 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 5 Dec 2007 12:59:55 -0600 Subject: [games_access] Gentle Petition. Suggestions? In-Reply-To: <005701c83766$942eb520$6501a8c0@Inspiron> References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIwkYSwA <005701c83766$942eb520$6501a8c0@Inspiron> Message-ID: Eelke gave up his pass because he has unused funding that has to be used up or he'll lose it -- this was because of the mess he had trying to go to FuturePlay. He's still going to GDC but he is paying for his own pass with that unused funding. So that allows us to have one pass for someone to run the SIG "Meet and Greet" session -- that is what you would be in charge of at GDC if you can go. Can you let me know off-list in reply to my email I sent you last night about your bio when you'll know if you can go? I thought that you had said that you had funding to go but only if you had a pass. Anyway, no worries -- I just need to know very soon if you cannot go because then I will re-assign it to someone else who will have to make some plane and hotel reservations in a hurry. Just let me know by replying to the email I sent you last night. I'll draft up an edited version of the petition that's more in line with what we've been talking about as soon as I get through grading my students. Michelle >Okay cool. If you got a chance to look at the petition I wrote I >guess the suggestion is to make it seem more positive? Which part? >I think the beginning part of the history that I wrote says " it is >2007 in the industry as failed to make games accessible" is there a >better way to say that because that's when it is? Is that what you >mean if that is I will look through it and adjust other things. > >I do like the idea of not keeping it short and simple like the >petition web site suggests. So it's hard to fit a lot in. > >I think Berrie also suggested a softer petition. Let me know what >you mean that would be great. > >Ellke gave up his pass? > >Wow are you sure? In my mind I thought I wasn't going but I think >now I have to reconsider my options and then get back to you as soon >as possible if it is absolutely still possible for me to take the >offer. I would say if I can afford the trip, and I will talk it >over with the people helping me to get there, let him not completely >decide to not go. > >I appreciate the talk here and I don't mean to piss anybody off I >just think it's better to talk about the issues in the open so we >are all more open with each other. I understand about the timing. >I'll be graduating December 13 so between now and then I'll be busy >myself. > >Robert > > >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn >Sent: Wednesday, December 05, 2007 11:53 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Gentle Petition > >Yes, going down a serious government track often ends up that way >here too -- I think just getting the message out that games can help >from a positive psychology standpoint helps raise awareness amongst >legislators. I received an email yesterday -- the daily ECA bulletin >-- apparently a report came out yesterday that put the game industry >in hot water again. Apparently "games" are even worse for us than >ever was the gist of this report and the ESRP got slammed. So the >industry is STILL having to defend it's existance daily. So anything >we can do to help put games in a positive light, I think the >industry would get behind. So a "pledge of support" for game >accessibility may be what we want our next move to be. > >For more on the ECA (I'm a founding member!), go to >http://www.theeca.com/ -- The IGDA has agreed (and are totally >backing the ECA, which is consumer aimed rather than developer >aimed) to let us partner with them in fighting to keep the game >industry healthy. Reid and I talked with them at E for All and I've >been emailing them -- they are helping us get some major names (I'll >announce things officially when we have the written support) in >gaming to join in with us. > >I think to avoid the lawsuit mess that is tying up our courts and >actually really messing over different entertainment industries >because what they thought was a good idea actually ended up thrown >back in their faces, we should definitely work on this "positive >awareness" versus legislation idea. Robert has started things going >-- if we could all take a little time in the next week or so (I know >so many of us are slammed giving exams and/or taking exams right >about now because we are either instructors or students (or both!) >so this week and next is probably pretty rough on time) and help the >petition become something we as a SIG can stand behind and feel that >it is not anti-industry but that it is positive industry, that would >be great. > >You know...we've also never gotten the industry to get behind us in >a formal way so why not take this energy and do this now? Sure, it's >not about changing laws but it's perhaps even more important. >Because the industry needs us and others that know that gaming is >important because it's a route to leisure, which is what makes life, >well, fun! :) So if we change our wording in the petition to >something positive and inspiring, well that could really, really >work. And remember -- GDC is SOON! And Robert is one of the few of >us that has a pass (Thanks again to Eelke who generously gave his >pass up so Robert could attend) so, hey, let's turn this opportunity >into something we can go into to GDC with -- it's a great talking >point! > >Michelle > > >>a couple of years ago I tried to talk to the Swedish government >>with a similar approach and get their attention by writing a letter >>to the minister of culture, but only got a polite reply that they >>didn't have time for a meeting to discuss with me >> >> >> >>perhaps things have changed now (new administration) so I can give >>it a try again >> >> >> >>/Thomas >> >> >> >>5 dec 2007 kl. 00.49 skrev d. michelle hinn: >> >> >> >>I agree -- We haven't gone down the road of the politics at all yet >>and I think if we approach it the right way that it would be well >>received and maybe even result in awareness amongst gamers, >>developers, and people who would be gamers but don't know that they >>could be. So a more gentle petition to say "hey, we agree that >>games are important and here's why adding accessibility is a good >>idea..." >> >>> >>> >>>There's no reason we can't send an informative brief to let >>>legislators know about game accessibility even in the US -- when >>>done, this is a GOOD thing about games. We send the good things >>>about game accessibility and games to start things out versus >>>something that is anti-industry, which we don't want to do at this >>>point. >>> >>> >>> >>>And, hey, maybe in 50 years there won't be a need for legislation >>>because there will be some incredible breakthrough that none of us >>>can even imagine yet! :) >>> >>> >>> >>>Michelle >>> >>> >>> >>>Robert (and others) - regarding the petition why don't you consider a >>>compromise? I know in the UK you can quite easily go down the political path >>>to get things to the government: >>> >>>http://petitions.pm.gov.uk/SupportAT/ >>> >>>What about starting a very simple petition - "We the undersigned want to see >>>more accessibility features in games...." - with a bit of an explanation >>>(But not too much) - and some translations into other languages. >>> >>>It would be nice to have something to take to developers, indies, >>>home-coders to say lots do want this - it's not just us few people >>>contacting you! And a few years down the line if we're still getting no >>>where - but have everything in place that we can do - then maybe the >>>political path is the way to go. >>> >>>Let's face it - in 50 years - accessibility in software will very likely be >>>legislated for (and let's hope it will be so much easier to bring into >>>being) - so Robert's not so far off the mark. It's just so.... slow.... >>> >>>What do you think re. the gentle petition? >>> >>>Barrie >>> >>>> >>>> >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>> >>> >>>_______________________________________________ >>> >>>games_access mailing list >>> >>>games_access at igda.org >>> >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Wed Dec 5 14:18:23 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 5 Dec 2007 14:18:23 -0500 Subject: [games_access] Gentle Petition. Suggestions? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEYywA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIwkYSwA<005701c83766$942eb520$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIyEYywA Message-ID: <009f01c83773$9a93e6d0$6501a8c0@Inspiron> OK. I didn't get that e-mail from you off list Michelle. Yes I thought I would have funding a need to check with this painting it looks like there's no bids coming in. Sadly. That's frustrating. It's a beautiful painting unlike anyone has seen yet no one is bidding. That's strange. Takes more time I think. Yes I will definitely let you know soon as I can. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, December 05, 2007 2:00 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Gentle Petition. Suggestions? Eelke gave up his pass because he has unused funding that has to be used up or he'll lose it -- this was because of the mess he had trying to go to FuturePlay. He's still going to GDC but he is paying for his own pass with that unused funding. So that allows us to have one pass for someone to run the SIG "Meet and Greet" session -- that is what you would be in charge of at GDC if you can go. Can you let me know off-list in reply to my email I sent you last night about your bio when you'll know if you can go? I thought that you had said that you had funding to go but only if you had a pass. Anyway, no worries -- I just need to know very soon if you cannot go because then I will re-assign it to someone else who will have to make some plane and hotel reservations in a hurry. Just let me know by replying to the email I sent you last night. I'll draft up an edited version of the petition that's more in line with what we've been talking about as soon as I get through grading my students. Michelle Okay cool. If you got a chance to look at the petition I wrote I guess the suggestion is to make it seem more positive? Which part? I think the beginning part of the history that I wrote says " it is 2007 in the industry as failed to make games accessible" is there a better way to say that because that's when it is? Is that what you mean if that is I will look through it and adjust other things. I do like the idea of not keeping it short and simple like the petition web site suggests. So it's hard to fit a lot in. I think Berrie also suggested a softer petition. Let me know what you mean that would be great. Ellke gave up his pass? Wow are you sure? In my mind I thought I wasn't going but I think now I have to reconsider my options and then get back to you as soon as possible if it is absolutely still possible for me to take the offer. I would say if I can afford the trip, and I will talk it over with the people helping me to get there, let him not completely decide to not go. I appreciate the talk here and I don't mean to piss anybody off I just think it's better to talk about the issues in the open so we are all more open with each other. I understand about the timing. I'll be graduating December 13 so between now and then I'll be busy myself. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, December 05, 2007 11:53 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Gentle Petition Yes, going down a serious government track often ends up that way here too -- I think just getting the message out that games can help from a positive psychology standpoint helps raise awareness amongst legislators. I received an email yesterday -- the daily ECA bulletin -- apparently a report came out yesterday that put the game industry in hot water again. Apparently "games" are even worse for us than ever was the gist of this report and the ESRP got slammed. So the industry is STILL having to defend it's existance daily. So anything we can do to help put games in a positive light, I think the industry would get behind. So a "pledge of support" for game accessibility may be what we want our next move to be. For more on the ECA (I'm a founding member!), go to http://www.theeca.com/ -- The IGDA has agreed (and are totally backing the ECA, which is consumer aimed rather than developer aimed) to let us partner with them in fighting to keep the game industry healthy. Reid and I talked with them at E for All and I've been emailing them -- they are helping us get some major names (I'll announce things officially when we have the written support) in gaming to join in with us. I think to avoid the lawsuit mess that is tying up our courts and actually really messing over different entertainment industries because what they thought was a good idea actually ended up thrown back in their faces, we should definitely work on this "positive awareness" versus legislation idea. Robert has started things going -- if we could all take a little time in the next week or so (I know so many of us are slammed giving exams and/or taking exams right about now because we are either instructors or students (or both!) so this week and next is probably pretty rough on time) and help the petition become something we as a SIG can stand behind and feel that it is not anti-industry but that it is positive industry, that would be great. You know...we've also never gotten the industry to get behind us in a formal way so why not take this energy and do this now? Sure, it's not about changing laws but it's perhaps even more important. Because the industry needs us and others that know that gaming is important because it's a route to leisure, which is what makes life, well, fun! :) So if we change our wording in the petition to something positive and inspiring, well that could really, really work. And remember -- GDC is SOON! And Robert is one of the few of us that has a pass (Thanks again to Eelke who generously gave his pass up so Robert could attend) so, hey, let's turn this opportunity into something we can go into to GDC with -- it's a great talking point! Michelle a couple of years ago I tried to talk to the Swedish government with a similar approach and get their attention by writing a letter to the minister of culture, but only got a polite reply that they didn't have time for a meeting to discuss with me perhaps things have changed now (new administration) so I can give it a try again /Thomas 5 dec 2007 kl. 00.49 skrev d. michelle hinn: I agree -- We haven't gone down the road of the politics at all yet and I think if we approach it the right way that it would be well received and maybe even result in awareness amongst gamers, developers, and people who would be gamers but don't know that they could be. So a more gentle petition to say "hey, we agree that games are important and here's why adding accessibility is a good idea..." There's no reason we can't send an informative brief to let legislators know about game accessibility even in the US -- when done, this is a GOOD thing about games. We send the good things about game accessibility and games to start things out versus something that is anti-industry, which we don't want to do at this point. And, hey, maybe in 50 years there won't be a need for legislation because there will be some incredible breakthrough that none of us can even imagine yet! :) Michelle Robert (and others) - regarding the petition why don't you consider a compromise? I know in the UK you can quite easily go down the political path to get things to the government: http://petitions.pm.gov.uk/SupportAT/ What about starting a very simple petition - "We the undersigned want to see more accessibility features in games...." - with a bit of an explanation (But not too much) - and some translations into other languages. It would be nice to have something to take to developers, indies, home-coders to say lots do want this - it's not just us few people contacting you! And a few years down the line if we're still getting no where - but have everything in place that we can do - then maybe the political path is the way to go. Let's face it - in 50 years - accessibility in software will very likely be legislated for (and let's hope it will be so much easier to bring into being) - so Robert's not so far off the mark. It's just so.... slow.... What do you think re. the gentle petition? Barrie _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed Dec 5 14:20:27 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 5 Dec 2007 13:20:27 -0600 Subject: [games_access] GDC -- who is able to go? In-Reply-To: <007f01c8376b$a51d5350$6501a8c0@Inspiron> References: <082a01c836c3$91e648d0$0202a8c0@oneswitch>AAAAADBf8G SYa4xDlD4sBa5lcIwkYSwA AAAAADBf8GSYa4xDlD4sBa5lcIykYSwA <007f01c8376b$a51d5350$6501a8c0@Inspiron> Message-ID: Hey All, So I need to know AS SOON AS POSSIBLE who has the funding to go to GDC (again, the website is www.gdconf.com), which is in San Francisco from February 18-22, 2008. I can't promise that I can get you a pass but I need to know who is 100% certain that they can cover the airline and hotel fares an get there so that I have a more realistic idea of who for sure can go if and when a pass becomes available. If you get a comp pass, you will be expected to participate in SIG activities at the GDC. I can elaborate as needed but I have to get back to my grading right now. Please email me as soon as you can offlist at hinn at uiuc.edu Thanks! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed Dec 5 18:57:26 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 5 Dec 2007 15:57:26 -0800 Subject: [games_access] GDC -- who is able to go? In-Reply-To: References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> <007f01c8376b$a51d5350$6501a8c0@Inspiron> Message-ID: <836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> Hi, Those who go on their own expense; the early rate for alumni ends today (dec 5th). Cheers Eelke On 05/12/2007, d. michelle hinn wrote: > > > Hey All, > > > So I need to know AS SOON AS POSSIBLE who has the funding to go to GDC > (again, the website is www.gdconf.com), which is in San Francisco from > February 18-22, 2008. I can't promise that I can get you a pass but I need > to know who is 100% certain that they can cover the airline and hotel fares > an get there so that I have a more realistic idea of who for sure can go if > and when a pass becomes available. If you get a comp pass, you will be > expected to participate in SIG activities at the GDC. I can elaborate as > needed but I have to get back to my grading right now. > > > Please email me as soon as you can offlist at hinn at uiuc.edu > > > Thanks! > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From hinn at uiuc.edu Wed Dec 5 19:30:52 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 5 Dec 2007 18:30:52 -0600 Subject: [games_access] GDC -- who is able to go? In-Reply-To: <836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> References: <082a01c836c3$91e648d0$0202a8c0@oneswitch> <007f01c8376b$a51d5350$6501a8c0@Inspiron> <836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> Message-ID: Thanks for the reminder of that Eelke! Prices significally go up after today. And Hotels are running out of rooms FAST. So book now! Michelle >Hi, > >Those who go on their own expense; the early rate for alumni ends >today (dec 5th). > >Cheers Eelke > > >On 05/12/2007, d. michelle hinn wrote: >> >> >> Hey All, >> >> >> So I need to know AS SOON AS POSSIBLE who has the funding to go to GDC >> (again, the website is www.gdconf.com), which is in San Francisco from >> February 18-22, 2008. I can't promise that I can get you a pass but I need >> to know who is 100% certain that they can cover the airline and hotel fares >> an get there so that I have a more realistic idea of who for sure can go if >> and when a pass becomes available. If you get a comp pass, you will be >> expected to participate in SIG activities at the GDC. I can elaborate as >> needed but I have to get back to my grading right now. >> >> >> Please email me as soon as you can offlist at hinn at uiuc.edu >> >> >> Thanks! >> Michelle >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Thu Dec 6 04:06:23 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 6 Dec 2007 10:06:23 +0100 Subject: [games_access] GDC -- who is able to go? In-Reply-To: References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> Message-ID: Hello Just letting you know I will not attend so you don't need to think about me this year, maybe next year. I really like to go to GDC but I'm managing a university course in February which makes it hard to go (of course I would have made arrangements if the speak went through) and I need to focus on my master and the GAIM right now /Thomas 6 dec 2007 kl. 01.30 skrev d. michelle hinn: > Thanks for the reminder of that Eelke! Prices significally go up > after today. And Hotels are running out of rooms FAST. So book now! > > Michelle > >> Hi, >> >> Those who go on their own expense; the early rate for alumni ends >> today (dec 5th). >> >> Cheers Eelke >> >> >> On 05/12/2007, d. michelle hinn wrote: >>> >>> >>> Hey All, >>> >>> >>> So I need to know AS SOON AS POSSIBLE who has the funding to go >>> to GDC >>> (again, the website is www.gdconf.com), which is in San >>> Francisco from >>> February 18-22, 2008. I can't promise that I can get you a pass >>> but I need >>> to know who is 100% certain that they can cover the airline and >>> hotel fares >>> an get there so that I have a more realistic idea of who for >>> sure can go if >>> and when a pass becomes available. If you get a comp pass, you >>> will be >>> expected to participate in SIG activities at the GDC. I can >>> elaborate as >>> needed but I have to get back to my grading right now. >>> >>> >>> Please email me as soon as you can offlist at hinn at uiuc.edu >>> >>> >>> Thanks! >>> Michelle >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >> >> >> -- >> --------------------------------------------------------------------- >> ------- >> Eelke Folmer Assistant Professor >> Department of CS&E/171 >> University of Nevada Reno, Nevada 89557 >> Game interaction design www.helpyouplay.com >> --------------------------------------------------------------------- >> ------- >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu Dec 6 12:01:03 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 6 Dec 2007 12:01:03 -0500 Subject: [games_access] GDC -- who is able to go? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxkZiwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIxkZiwA Message-ID: <00f701c83829$959d7cc0$6501a8c0@Inspiron> For me it depends if I can come up with the amount of money for the trip. As of right now I can afford it and cannot but I still need to talk it over with my mother and see if I can see something come through with this painting I did. So at two possibly three weeks at the most I will let you know for sure. If you need to know before that let me know. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, December 05, 2007 7:31 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC -- who is able to go? Thanks for the reminder of that Eelke! Prices significally go up after today. And Hotels are running out of rooms FAST. So book now! Michelle >Hi, > >Those who go on their own expense; the early rate for alumni ends >today (dec 5th). > >Cheers Eelke > > >On 05/12/2007, d. michelle hinn wrote: >> >> >> Hey All, >> >> >> So I need to know AS SOON AS POSSIBLE who has the funding to go to GDC >> (again, the website is www.gdconf.com), which is in San Francisco from >> February 18-22, 2008. I can't promise that I can get you a pass but I need >> to know who is 100% certain that they can cover the airline and hotel fares >> an get there so that I have a more realistic idea of who for sure can go if >> and when a pass becomes available. If you get a comp pass, you will be >> expected to participate in SIG activities at the GDC. I can elaborate as >> needed but I have to get back to my grading right now. >> >> >> Please email me as soon as you can offlist at hinn at uiuc.edu >> >> >> Thanks! >> Michelle >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > >-- >--------------------------------------------------------------------------- - >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >--------------------------------------------------------------------------- - >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 9 18:12:44 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 9 Dec 2007 18:12:44 -0500 Subject: [games_access] Robert Florio's painting, on eBay now. Raising funds. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEaSwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIyEaSwA Message-ID: <000001c83ab9$016f6ee0$6501a8c0@Inspiron> Hi I'm just sending you a quick message to get the word out. I finished a huge portrait for the Babe Ruth Museum title, The Golden Babe, i'm hoping that This EBay Auction Only Few of the Reproductions on Who Gets Your Attention or You Can Spread the Word to Other People. If I can raise enough funds I can afford going to GDC. To Bid Go Here. http://www.robertflorio.com/Auctioned_Paintings.html Front page the Baltimore Sun story. http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,7488618 .story It is an 18 x 24 painting I did with my mouth of Babe Ruth. I was also recently in the front page of the Baltimore Sun newspaper. Check out that article. I hope I get more reaction on the reproductions. God bless you all and have a great and wonderful holiday. A few of these reproductions are signed by big-name baseball athletes including Alex Rodr?guez, Kevin Mallar, Brian Roberts, Nick Markakis. I hope to get your help if you will to spread the word and see some reproductions of a beautiful piece of artwork. If you're interested in purchasing the original please let me know and we can arrange that. In Baltimore city on 216 Emory St. you can see the original painting where it is now on location for a limited time at the actual Babe Ruth Museum and birthplace. This online auction currently starts now on eBay and it is ending in 10 days December 18. It has a reserve price on it but the bid starts at $50. I'm hoping to get at least $200 and $300 on them. Might seem like a lot of money but considering these are limited reproduction I only reproduced 14, and only these are signed by one of the athletes one of them each by the four athletes ever signed by them no more. Please spread the word and take a bid it will be a great piece of collection. It certainly would be heart-wrenching if they do not get bided on. I've had the pleasure to share my talent in my story with you over the years. Once I finally get a great opportunity to paint an amazing painting and share it with you is your opportunity to have it in your house. I don't think too many of these things for people to have available but this is an incredible opportunity. The Babe Ruth Museum never auctioned off war had a commissioned painting by an artist before then that combine with my ability makes for great story in great history behind the value of this painting. I hope you will find it in your heart to want this painting in your possession. I am actually graduating from the Art Institute online, a bachelor's degree in game art and design December 13. I'm receiving a Dean's merit award onstage in Pittsburgh for graduation, the student with the most perseverance, accomplish the most, and represents the heart of a student. I hope I'll see a lot of you have my graduation party coming up. Stay tuned. Have a great holiday and I wish you the best. Your friend. Robert Florio www.RobertFlorio.com From ioo at ablegamers.com Sun Dec 9 18:17:19 2007 From: ioo at ablegamers.com (Ioo) Date: Sun, 09 Dec 2007 18:17:19 -0500 Subject: [games_access] Robert Florio's painting, on eBay now. Raising funds. In-Reply-To: <000001c83ab9$016f6ee0$6501a8c0@Inspiron> References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIyEaSwA <000001c83ab9$016f6ee0$6501a8c0@Inspiron> Message-ID: <475C777F.2050000@ablegamers.com> Robert the link on that page goes to... *This listing (330195935943) has been removed or is no longer available. Please make sure you entered the right item number. * If the listing was removed by eBay, consider it canceled. Note: Listings that have ended more than 90 days ago will no longer appear on eBay. Robert Florio wrote: > Hi I'm just sending you a quick message to get the word out. I finished a > huge portrait for the Babe Ruth Museum title, The Golden Babe, i'm hoping > that This EBay Auction Only Few of the Reproductions on Who Gets Your > Attention or You Can Spread the Word to Other People. If I can raise enough > funds I can afford going to GDC. > > > > To Bid Go Here. > > http://www.robertflorio.com/Auctioned_Paintings.html > > > > Front page the Baltimore Sun story. > > http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,7488618 > .story > > > > It is an 18 x 24 painting I did with my mouth of Babe Ruth. I was also > recently in the front page of the Baltimore Sun newspaper. Check out that > article. I hope I get more reaction on the reproductions. > > > > God bless you all and have a great and wonderful holiday. > > > > > > A few of these reproductions are signed by big-name baseball athletes > including Alex Rodr?guez, Kevin Mallar, Brian Roberts, Nick Markakis. > > > > I hope to get your help if you will to spread the word and see some > reproductions of a beautiful piece of artwork. If you're interested in > purchasing the original please let me know and we can arrange that. > > > > In Baltimore city on 216 Emory St. you can see the original painting where > it is now on location for a limited time at the actual Babe Ruth Museum and > birthplace. > > > > This online auction currently starts now on eBay and it is ending in 10 days > December 18. It has a reserve price on it but the bid starts at $50. I'm > hoping to get at least $200 and $300 on them. Might seem like a lot of > money but considering these are limited reproduction I only reproduced 14, > and only these are signed by one of the athletes one of them each by the > four athletes ever signed by them no more. Please spread the word and take > a bid it will be a great piece of collection. > > > > It certainly would be heart-wrenching if they do not get bided on. > > > > I've had the pleasure to share my talent in my story with you over the > years. Once I finally get a great opportunity to paint an amazing painting > and share it with you is your opportunity to have it in your house. I don't > think too many of these things for people to have available but this is an > incredible opportunity. The Babe Ruth Museum never auctioned off war had a > commissioned painting by an artist before then that combine with my ability > makes for great story in great history behind the value of this painting. > > > > I hope you will find it in your heart to want this painting in your > possession. I am actually graduating from the Art Institute online, a > bachelor's degree in game art and design December 13. I'm receiving a > Dean's merit award onstage in Pittsburgh for graduation, the student with > the most perseverance, accomplish the most, and represents the heart of a > student. I hope I'll see a lot of you have my graduation party coming up. > Stay tuned. > > > > > > Have a great holiday and I wish you the best. > > > > Your friend. > > > > Robert Florio > > www.RobertFlorio.com > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From arthit73 at cablespeed.com Sun Dec 9 18:22:27 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 9 Dec 2007 18:22:27 -0500 Subject: [games_access] Robert Florio's painting, on eBay now. Raising funds. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzkiSwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIyEaSwA<000001c83ab9$016f6ee0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzkiSwA Message-ID: <000601c83aba$5d24f3d0$6501a8c0@Inspiron> Okay here is again. Baltimore Sun first page front-page story. http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,7488618 .story Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ioo Sent: Sunday, December 09, 2007 6:17 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising funds. Robert the link on that page goes to... *This listing (330195935943) has been removed or is no longer available. Please make sure you entered the right item number. * If the listing was removed by eBay, consider it canceled. Note: Listings that have ended more than 90 days ago will no longer appear on eBay. Robert Florio wrote: > Hi I'm just sending you a quick message to get the word out. I finished a > huge portrait for the Babe Ruth Museum title, The Golden Babe, i'm hoping > that This EBay Auction Only Few of the Reproductions on Who Gets Your > Attention or You Can Spread the Word to Other People. If I can raise enough > funds I can afford going to GDC. > > > > To Bid Go Here. > > http://www.robertflorio.com/Auctioned_Paintings.html > > > > Front page the Baltimore Sun story. > > http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,7488618 > .story > > > > It is an 18 x 24 painting I did with my mouth of Babe Ruth. I was also > recently in the front page of the Baltimore Sun newspaper. Check out that > article. I hope I get more reaction on the reproductions. > > > > God bless you all and have a great and wonderful holiday. > > > > > > A few of these reproductions are signed by big-name baseball athletes > including Alex Rodr?guez, Kevin Mallar, Brian Roberts, Nick Markakis. > > > > I hope to get your help if you will to spread the word and see some > reproductions of a beautiful piece of artwork. If you're interested in > purchasing the original please let me know and we can arrange that. > > > > In Baltimore city on 216 Emory St. you can see the original painting where > it is now on location for a limited time at the actual Babe Ruth Museum and > birthplace. > > > > This online auction currently starts now on eBay and it is ending in 10 days > December 18. It has a reserve price on it but the bid starts at $50. I'm > hoping to get at least $200 and $300 on them. Might seem like a lot of > money but considering these are limited reproduction I only reproduced 14, > and only these are signed by one of the athletes one of them each by the > four athletes ever signed by them no more. Please spread the word and take > a bid it will be a great piece of collection. > > > > It certainly would be heart-wrenching if they do not get bided on. > > > > I've had the pleasure to share my talent in my story with you over the > years. Once I finally get a great opportunity to paint an amazing painting > and share it with you is your opportunity to have it in your house. I don't > think too many of these things for people to have available but this is an > incredible opportunity. The Babe Ruth Museum never auctioned off war had a > commissioned painting by an artist before then that combine with my ability > makes for great story in great history behind the value of this painting. > > > > I hope you will find it in your heart to want this painting in your > possession. I am actually graduating from the Art Institute online, a > bachelor's degree in game art and design December 13. I'm receiving a > Dean's merit award onstage in Pittsburgh for graduation, the student with > the most perseverance, accomplish the most, and represents the heart of a > student. I hope I'll see a lot of you have my graduation party coming up. > Stay tuned. > > > > > > Have a great holiday and I wish you the best. > > > > Your friend. > > > > Robert Florio > > www.RobertFlorio.com > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Dec 9 18:41:55 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 9 Dec 2007 17:41:55 -0600 Subject: [games_access] Robert Florio's painting, on eBay now. Raising funds. In-Reply-To: <000601c83aba$5d24f3d0$6501a8c0@Inspiron> References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de @mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIyEaSwA<000001c83ab9$016f6ee0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzkiSwA <000601c83aba$5d24f3d0$6501a8c0@Inspiron> Message-ID: I think Mark's talking about the ebay links from your homepage that you sent us to: > To Bid Go Here. > > http://www.robertflorio.com/Auctioned_Paintings.html I also cannot get to the ebay auctions for the paintings. Same error message. Michelle >Okay here is again. Baltimore Sun first page front-page story. >http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,7488618 >.story > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Ioo >Sent: Sunday, December 09, 2007 6:17 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising >funds. > >Robert the link on that page goes to... > > > *This listing (330195935943) has been removed or is no >longer >available. Please make sure you entered the right item number. * >If the listing was removed by eBay, consider it canceled. Note: Listings >that have ended more than 90 days ago will no longer appear on eBay. > > > >Robert Florio wrote: >> Hi I'm just sending you a quick message to get the word out. I finished a >> huge portrait for the Babe Ruth Museum title, The Golden Babe, i'm hoping >> that This EBay Auction Only Few of the Reproductions on Who Gets Your >> Attention or You Can Spread the Word to Other People. If I can raise >enough >> funds I can afford going to GDC. >> >> >> > > To Bid Go Here. >> > > http://www.robertflorio.com/Auctioned_Paintings.html >> >> >> >> Front page the Baltimore Sun story. >> >> >http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,7488618 >> .story >> >> >> >> It is an 18 x 24 painting I did with my mouth of Babe Ruth. I was also >> recently in the front page of the Baltimore Sun newspaper. Check out that >> article. I hope I get more reaction on the reproductions. >> >> >> >> God bless you all and have a great and wonderful holiday. >> >> >> >> >> >> A few of these reproductions are signed by big-name baseball athletes >> including Alex Rodr?guez, Kevin Mallar, Brian Roberts, Nick Markakis. >> >> >> >> I hope to get your help if you will to spread the word and see some >> reproductions of a beautiful piece of artwork. If you're interested in >> purchasing the original please let me know and we can arrange that. >> >> >> >> In Baltimore city on 216 Emory St. you can see the original painting where >> it is now on location for a limited time at the actual Babe Ruth Museum >and >> birthplace. >> >> >> >> This online auction currently starts now on eBay and it is ending in 10 >days >> December 18. It has a reserve price on it but the bid starts at $50. I'm >> hoping to get at least $200 and $300 on them. Might seem like a lot of >> money but considering these are limited reproduction I only reproduced 14, >> and only these are signed by one of the athletes one of them each by the >> four athletes ever signed by them no more. Please spread the word and >take >> a bid it will be a great piece of collection. >> >> >> >> It certainly would be heart-wrenching if they do not get bided on. >> >> >> >> I've had the pleasure to share my talent in my story with you over the >> years. Once I finally get a great opportunity to paint an amazing >painting >> and share it with you is your opportunity to have it in your house. I >don't >> think too many of these things for people to have available but this is an >> incredible opportunity. The Babe Ruth Museum never auctioned off war had >a >> commissioned painting by an artist before then that combine with my >ability >> makes for great story in great history behind the value of this painting. >> >> >> >> I hope you will find it in your heart to want this painting in your >> possession. I am actually graduating from the Art Institute online, a >> bachelor's degree in game art and design December 13. I'm receiving a >> Dean's merit award onstage in Pittsburgh for graduation, the student with >> the most perseverance, accomplish the most, and represents the heart of a > > student. I hope I'll see a lot of you have my graduation party coming up. >> Stay tuned. >> >> >> >> >> >> Have a great holiday and I wish you the best. >> >> >> >> Your friend. >> >> >> >> Robert Florio >> >> www.RobertFlorio.com >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Dec 9 19:28:31 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 9 Dec 2007 19:28:31 -0500 Subject: [games_access] Robert Florio's painting, on eBay now. Raising funds. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEiiwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com>AAAAADBf8GSYa4xDlD4sBa5lcIyEaSwA<000001c83ab9$016f6ee0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIzkiSwA<000601c83aba$5d24f3d0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEiiwA Message-ID: <000e01c83ac3$9ac4c680$6501a8c0@Inspiron> Thanks. Sorry about that. I didn't have a link to send one person to all of the separate auctions. So I send you their my web page and on that page are that easy to click the links to the auction. Thanks. I hope that helps. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 09, 2007 6:42 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising funds. I think Mark's talking about the ebay links from your homepage that you sent us to: > To Bid Go Here. > > http://www.robertflorio.com/Auctioned_Paintings.html I also cannot get to the ebay auctions for the paintings. Same error message. Michelle >Okay here is again. Baltimore Sun first page front-page story. >http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,748861 8 >.story > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Ioo >Sent: Sunday, December 09, 2007 6:17 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising >funds. > >Robert the link on that page goes to... > > > *This listing (330195935943) has been removed or is no >longer >available. Please make sure you entered the right item number. * >If the listing was removed by eBay, consider it canceled. Note: Listings >that have ended more than 90 days ago will no longer appear on eBay. > > > >Robert Florio wrote: >> Hi I'm just sending you a quick message to get the word out. I finished a >> huge portrait for the Babe Ruth Museum title, The Golden Babe, i'm hoping >> that This EBay Auction Only Few of the Reproductions on Who Gets Your >> Attention or You Can Spread the Word to Other People. If I can raise >enough >> funds I can afford going to GDC. >> >> >> > > To Bid Go Here. >> > > http://www.robertflorio.com/Auctioned_Paintings.html >> >> >> >> Front page the Baltimore Sun story. >> >> >http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,748861 8 >> .story >> >> >> >> It is an 18 x 24 painting I did with my mouth of Babe Ruth. I was also >> recently in the front page of the Baltimore Sun newspaper. Check out that >> article. I hope I get more reaction on the reproductions. >> >> >> >> God bless you all and have a great and wonderful holiday. >> >> >> >> >> >> A few of these reproductions are signed by big-name baseball athletes >> including Alex Rodr?guez, Kevin Mallar, Brian Roberts, Nick Markakis. >> >> >> >> I hope to get your help if you will to spread the word and see some >> reproductions of a beautiful piece of artwork. If you're interested in >> purchasing the original please let me know and we can arrange that. >> >> >> >> In Baltimore city on 216 Emory St. you can see the original painting where >> it is now on location for a limited time at the actual Babe Ruth Museum >and >> birthplace. >> >> >> >> This online auction currently starts now on eBay and it is ending in 10 >days >> December 18. It has a reserve price on it but the bid starts at $50. I'm >> hoping to get at least $200 and $300 on them. Might seem like a lot of >> money but considering these are limited reproduction I only reproduced 14, >> and only these are signed by one of the athletes one of them each by the >> four athletes ever signed by them no more. Please spread the word and >take >> a bid it will be a great piece of collection. >> >> >> >> It certainly would be heart-wrenching if they do not get bided on. >> >> >> >> I've had the pleasure to share my talent in my story with you over the >> years. Once I finally get a great opportunity to paint an amazing >painting >> and share it with you is your opportunity to have it in your house. I >don't >> think too many of these things for people to have available but this is an >> incredible opportunity. The Babe Ruth Museum never auctioned off war had >a >> commissioned painting by an artist before then that combine with my >ability >> makes for great story in great history behind the value of this painting. >> >> >> >> I hope you will find it in your heart to want this painting in your >> possession. I am actually graduating from the Art Institute online, a >> bachelor's degree in game art and design December 13. I'm receiving a >> Dean's merit award onstage in Pittsburgh for graduation, the student with >> the most perseverance, accomplish the most, and represents the heart of a > > student. I hope I'll see a lot of you have my graduation party coming up. >> Stay tuned. >> >> >> >> >> >> Have a great holiday and I wish you the best. >> >> >> >> Your friend. >> >> >> >> Robert Florio >> >> www.RobertFlorio.com >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Dec 9 20:20:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 9 Dec 2007 19:20:39 -0600 Subject: [games_access] Robert Florio's painting, on eBay now. Raising funds. In-Reply-To: <000e01c83ac3$9ac4c680$6501a8c0@Inspiron> References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de @mail.gmail.com>AAAAADBf8GSYa4xDlD4 sBa5lcIyEaSwA<000001c83ab9$016f6ee0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4s Ba5lcIzkiSwA<000601c83aba$5d24f3d0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEiiwA <000e01c83ac3$9ac4c680$6501a8c0@Inspiron> Message-ID: I think you might be misunderstanding us, Robert. When we go to your homepage that has all the "click here" to bid on ebay, none of the links take us to a painting. Instead we get an error message that says: "This listing (330195935943) has been removed or is no longer available. Please make sure you entered the right item number. If the listing was removed by eBay, consider it canceled." So no one can bid because all the listings have been removed or cancelled by ebay -- so you might want to check with the person who set up the ebay stuff if it wasn't you to see if they can fix that. Michelle >Thanks. Sorry about that. I didn't have a link to send one person to all >of the separate auctions. So I send you their my web page and on that page >are that easy to click the links to the auction. Thanks. I hope that >helps. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 09, 2007 6:42 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising >funds. > >I think Mark's talking about the ebay links from >your homepage that you sent us to: > >> To Bid Go Here. >> >> http://www.robertflorio.com/Auctioned_Paintings.html > >I also cannot get to the ebay auctions for the paintings. Same error >message. > >Michelle > >>Okay here is again. Baltimore Sun first page front-page story. >>http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,748861 >8 >>.story >> >>Robert >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of Ioo >>Sent: Sunday, December 09, 2007 6:17 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising >>funds. >> >>Robert the link on that page goes to... >> >> > > *This listing (330195935943) has been removed or is no >>longer >>available. Please make sure you entered the right item number. * >>If the listing was removed by eBay, consider it canceled. Note: Listings > >that have ended more than 90 days ago will no longer appear on eBay. >> >> >> >>Robert Florio wrote: >>> Hi I'm just sending you a quick message to get the word out. I finished >a >>> huge portrait for the Babe Ruth Museum title, The Golden Babe, i'm >hoping >>> that This EBay Auction Only Few of the Reproductions on Who Gets Your >>> Attention or You Can Spread the Word to Other People. If I can raise >>enough >>> funds I can afford going to GDC. >>> >>> >>> >> > To Bid Go Here. >>> >> > http://www.robertflorio.com/Auctioned_Paintings.html >>> >>> >>> >>> Front page the Baltimore Sun story. >>> >>> >>http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,748861 >8 >>> .story >>> >>> >>> >>> It is an 18 x 24 painting I did with my mouth of Babe Ruth. I was also >>> recently in the front page of the Baltimore Sun newspaper. Check out >that >>> article. I hope I get more reaction on the reproductions. >>> >>> >>> >>> God bless you all and have a great and wonderful holiday. >>> >>> >>> >>> >>> >>> A few of these reproductions are signed by big-name baseball athletes >>> including Alex Rodr?guez, Kevin Mallar, Brian Roberts, Nick Markakis. >>> >>> >>> >>> I hope to get your help if you will to spread the word and see some >>> reproductions of a beautiful piece of artwork. If you're interested in >>> purchasing the original please let me know and we can arrange that. >>> >>> >>> >>> In Baltimore city on 216 Emory St. you can see the original painting >where >>> it is now on location for a limited time at the actual Babe Ruth Museum >>and >>> birthplace. >>> >>> >>> >>> This online auction currently starts now on eBay and it is ending in 10 >>days >>> December 18. It has a reserve price on it but the bid starts at $50. >I'm >>> hoping to get at least $200 and $300 on them. Might seem like a lot of > >> money but considering these are limited reproduction I only reproduced >14, >>> and only these are signed by one of the athletes one of them each by the >>> four athletes ever signed by them no more. Please spread the word and >>take >>> a bid it will be a great piece of collection. >>> >>> >>> >>> It certainly would be heart-wrenching if they do not get bided on. >>> >>> >>> >>> I've had the pleasure to share my talent in my story with you over the >>> years. Once I finally get a great opportunity to paint an amazing >>painting >>> and share it with you is your opportunity to have it in your house. I >>don't >>> think too many of these things for people to have available but this is >an >>> incredible opportunity. The Babe Ruth Museum never auctioned off war >had >>a >>> commissioned painting by an artist before then that combine with my >>ability >>> makes for great story in great history behind the value of this >painting. >>> >>> >>> >>> I hope you will find it in your heart to want this painting in your >>> possession. I am actually graduating from the Art Institute online, a >>> bachelor's degree in game art and design December 13. I'm receiving a >>> Dean's merit award onstage in Pittsburgh for graduation, the student >with >>> the most perseverance, accomplish the most, and represents the heart of >a >> > student. I hope I'll see a lot of you have my graduation party coming >up. >>> Stay tuned. >>> >>> >>> >>> >>> >>> Have a great holiday and I wish you the best. >>> >>> >>> >>> Your friend. >>> >>> >>> >>> Robert Florio >>> >>> www.RobertFlorio.com >>> >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Mon Dec 10 13:47:38 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 10 Dec 2007 13:47:38 -0500 Subject: [games_access] Robert Florio's painting, on eBay now. Raising funds. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzkjCwA References: <082a01c836c3$91e648d0$0202a8c0@oneswitch><007f01c8376b$a51d5350$6501a8c0@Inspiron><836db6300712051557k78ef7fcds55d376c4ca0046de@mail.gmail.com>AAAAADBf8GSYa4xDlD4sBa5lcIyEaSwA<000001c83ab9$016f6ee0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIzkiSwA<000601c83aba$5d24f3d0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIzEiiwA<000e01c83ac3$9ac4c680$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzkjCwA Message-ID: <007501c83b5d$28e39560$6501a8c0@Inspiron> Thanks yes I did misunderstand you guys then.oh no. That's weird when I click on it it takes me right there. Let me try it again to fix it. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 09, 2007 8:21 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising funds. I think you might be misunderstanding us, Robert. When we go to your homepage that has all the "click here" to bid on ebay, none of the links take us to a painting. Instead we get an error message that says: "This listing (330195935943) has been removed or is no longer available. Please make sure you entered the right item number. If the listing was removed by eBay, consider it canceled." So no one can bid because all the listings have been removed or cancelled by ebay -- so you might want to check with the person who set up the ebay stuff if it wasn't you to see if they can fix that. Michelle >Thanks. Sorry about that. I didn't have a link to send one person to all >of the separate auctions. So I send you their my web page and on that page >are that easy to click the links to the auction. Thanks. I hope that >helps. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 09, 2007 6:42 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising >funds. > >I think Mark's talking about the ebay links from >your homepage that you sent us to: > >> To Bid Go Here. >> >> http://www.robertflorio.com/Auctioned_Paintings.html > >I also cannot get to the ebay auctions for the paintings. Same error >message. > >Michelle > >>Okay here is again. Baltimore Sun first page front-page story. >>http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,74886 1 >8 >>.story >> >>Robert >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of Ioo >>Sent: Sunday, December 09, 2007 6:17 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Robert Florio's painting, on eBay now. Raising >>funds. >> >>Robert the link on that page goes to... >> >> > > *This listing (330195935943) has been removed or is no >>longer >>available. Please make sure you entered the right item number. * >>If the listing was removed by eBay, consider it canceled. Note: Listings > >that have ended more than 90 days ago will no longer appear on eBay. >> >> >> >>Robert Florio wrote: >>> Hi I'm just sending you a quick message to get the word out. I finished >a >>> huge portrait for the Babe Ruth Museum title, The Golden Babe, i'm >hoping >>> that This EBay Auction Only Few of the Reproductions on Who Gets Your >>> Attention or You Can Spread the Word to Other People. If I can raise >>enough >>> funds I can afford going to GDC. >>> >>> >>> >> > To Bid Go Here. >>> >> > http://www.robertflorio.com/Auctioned_Paintings.html >>> >>> >>> >>> Front page the Baltimore Sun story. >>> >>> >>http://www.baltimoresun.com/entertainment/bal-te.to.painter04dec04,0,74886 1 >8 >>> .story >>> >>> >>> >>> It is an 18 x 24 painting I did with my mouth of Babe Ruth. I was also >>> recently in the front page of the Baltimore Sun newspaper. Check out >that >>> article. I hope I get more reaction on the reproductions. >>> >>> >>> >>> God bless you all and have a great and wonderful holiday. >>> >>> >>> >>> >>> >>> A few of these reproductions are signed by big-name baseball athletes >>> including Alex Rodr?guez, Kevin Mallar, Brian Roberts, Nick Markakis. >>> >>> >>> >>> I hope to get your help if you will to spread the word and see some >>> reproductions of a beautiful piece of artwork. If you're interested in >>> purchasing the original please let me know and we can arrange that. >>> >>> >>> >>> In Baltimore city on 216 Emory St. you can see the original painting >where >>> it is now on location for a limited time at the actual Babe Ruth Museum >>and >>> birthplace. >>> >>> >>> >>> This online auction currently starts now on eBay and it is ending in 10 >>days >>> December 18. It has a reserve price on it but the bid starts at $50. >I'm >>> hoping to get at least $200 and $300 on them. Might seem like a lot of > >> money but considering these are limited reproduction I only reproduced >14, >>> and only these are signed by one of the athletes one of them each by the >>> four athletes ever signed by them no more. Please spread the word and >>take >>> a bid it will be a great piece of collection. >>> >>> >>> >>> It certainly would be heart-wrenching if they do not get bided on. >>> >>> >>> >>> I've had the pleasure to share my talent in my story with you over the >>> years. Once I finally get a great opportunity to paint an amazing >>painting >>> and share it with you is your opportunity to have it in your house. I >>don't >>> think too many of these things for people to have available but this is >an >>> incredible opportunity. The Babe Ruth Museum never auctioned off war >had >>a >>> commissioned painting by an artist before then that combine with my >>ability >>> makes for great story in great history behind the value of this >painting. >>> >>> >>> >>> I hope you will find it in your heart to want this painting in your >>> possession. I am actually graduating from the Art Institute online, a >>> bachelor's degree in game art and design December 13. I'm receiving a >>> Dean's merit award onstage in Pittsburgh for graduation, the student >with >>> the most perseverance, accomplish the most, and represents the heart of >a >> > student. I hope I'll see a lot of you have my graduation party coming >up. >>> Stay tuned. >>> >>> >>> >>> >>> >>> Have a great holiday and I wish you the best. >>> >>> >>> >>> Your friend. >>> >>> >>> >>> Robert Florio >>> >>> www.RobertFlorio.com >>> >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Tue Dec 11 10:11:59 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 11 Dec 2007 16:11:59 +0100 Subject: [games_access] GAIM 0.02 updated Message-ID: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> Hello all, I have updated GAIM with yet another diagram (more to come... all work in progress so please give feedback!) at the bottom of this page you find links to the current documents http://people.dsv.su.se/~thomasw/gaim /Thomas Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds +46 (0)706 400 402 Time zone: GMT+1 , PST+9 From arthit73 at cablespeed.com Tue Dec 11 12:02:23 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 11 Dec 2007 12:02:23 -0500 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> Message-ID: <011101c83c17$9f6d3d70$6501a8c0@Inspiron> Looks awesome. I don't know scripting or programming so I would be lost. Is there a way to do this without the programming? I mean I would suggest picking a genre and then at a certain point of design you can start, having developers and everyone see that page that would be necessary to start making it accessible. I've done this with top-secret. The problem is if no one else supports the idea the accessible features get dropped just like top-secret is doing if I don't contact I think they will not even care to make the parts accessible that I already designed. Here is what you wrote. " There are descriptions such as guidelines, design patterns and white papers. There are also a quite large number of games and other resources. The missing link, as I see it, is in-between the descriptions and the actual implementations." You might want to give an example of what this in-between stage it is because I'm confused. What else is there in between I think the actual act of doing it is the implementation I don't know what is in-between. Thanks Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Westin Sent: Tuesday, December 11, 2007 10:12 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] GAIM 0.02 updated Hello all, I have updated GAIM with yet another diagram (more to come... all work in progress so please give feedback!) at the bottom of this page you find links to the current documents http://people.dsv.su.se/~thomasw/gaim /Thomas Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds +46 (0)706 400 402 Time zone: GMT+1 , PST+9 _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Tue Dec 11 15:44:14 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 11 Dec 2007 21:44:14 +0100 Subject: [games_access] GAIM 0.02 updated References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> Message-ID: <000a01c83c36$995e6520$6402a8c0@Delletje> Hi Thomas, Great work!!! Ties in really well I think with the current state of the field of game accessibility. It also ties in perfectly I think with what I'm currently busy with: a small interactive presentation of my 9+1 steps to Game Accessibility (see http://www2.hku.nl/~mosh/ga/gatheoryshort038.doc), which will consist of a single image (http://www2.hku.nl/~mosh/ga/gameaccfield086.jpg - under construction so if things are not yet clear don't be alarmed) illustrating the different parts to game accessibility. The target audience is the mainstream game industry and the concept is that this is the building scheme of "The Accessible Game Accessibility" (possibly just invented by fictive Professor [insertname] - who might even show up to explain his invention). In the presentation, I intend to provide descriptions and examples on mouseover/focus on the individual parts, describing the part and highlighting how that part is connected to one or more other parts. This is of course a simple overview and I do not provide specific solutions. For example, Key Point #5 (Assistance - depicted by the Butler figure) will show a descriptive text of the key point, as well as some examples of functionality such as Ghost, Tutorial Agent, Pass and Navigation/Orientation Assistance. But I will not desribe how to build such functionality. And I think that this is where your work comes in :) Your diagrams are very clear and impressive and look forward to more of them! Greets, Richard ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, December 11, 2007 4:11 PM Subject: [games_access] GAIM 0.02 updated > Hello all, > > I have updated GAIM with yet another diagram (more to come... all work in > progress so please give feedback!) > > at the bottom of this page you find links to the current documents > > http://people.dsv.su.se/~thomasw/gaim > > /Thomas > > Pin Interactive AB > :: Digital Culture Analysis :: Tools :: Worlds > > +46 (0)706 400 402 > > Time zone: GMT+1 , PST+9 > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Tue Dec 11 19:29:31 2007 From: jbannick at 7128.com (John Bannick) Date: Tue, 11 Dec 2007 19:29:31 -0500 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> Message-ID: <6.1.0.6.2.20071211192649.01da7050@enigami.com> Thomas, Just got a first look at your overview and the two diagrams. Am I correct in observing that you are applying the (GoF) Facade and / or Adaptor patterns, in a general sense, in order to simplify and rationalize the relationship between an application and one or more assistive technologies? If so, it's an elegant solution. And your One Switch Designer tool presents a succinct demonstration of how this approach might be implemented. Maybe I'm just dense, but I don't understand where the Sound Compass diagram fits in. No complaint or criticism. Probably will become clear as you progress. Rock on, John At 10:11 AM 12/11/2007, you wrote: >Hello all, > >I have updated GAIM with yet another diagram (more to come... all work >in progress so please give feedback!) > >at the bottom of this page you find links to the current documents > >http://people.dsv.su.se/~thomasw/gaim > >/Thomas > >Pin Interactive AB >:: Digital Culture Analysis :: Tools :: Worlds > >+46 (0)706 400 402 > >Time zone: GMT+1 , PST+9 > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.17.1/1181 - Release Date: 12/11/2007 5:05 PM From eelke.folmer at gmail.com Tue Dec 11 19:53:40 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 11 Dec 2007 16:53:40 -0800 Subject: [games_access] article in escapist magazine Message-ID: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From reid at rbkdesign.com Tue Dec 11 19:56:08 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 11 Dec 2007 16:56:08 -0800 Subject: [games_access] article in escapist magazine In-Reply-To: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> Message-ID: You're also in the latest Game Developer mag. Nice job! On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: > http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From reid at rbkdesign.com Tue Dec 11 20:13:33 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 11 Dec 2007 17:13:33 -0800 Subject: [games_access] article in escapist magazine In-Reply-To: References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> Message-ID: Oh, someone else wrote the escapist article, very cool. Unfortunately, GTA: San Andreas is not captioned as the author states. What she's talking about is subtitles. - Subtitles = dialog - Captions = dialog + sound effects and music - Open Captions = equal captions that are burned into the video signal and can't be turned off - Closed captions = equal captions that are encoded into the video or game data and can be turned on or off at will -Reid On Dec 11, 2007 4:56 PM, Reid Kimball wrote: > You're also in the latest Game Developer mag. Nice job! > > > On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: > > http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability > > > > -- > > ---------------------------------------------------------------------------- > > Eelke Folmer Assistant Professor > > Department of CS&E/171 > > University of Nevada Reno, Nevada 89557 > > Game interaction design www.helpyouplay.com > > ---------------------------------------------------------------------------- > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > From jbannick at 7128.com Wed Dec 12 16:49:23 2007 From: jbannick at 7128.com (John Bannick) Date: Wed, 12 Dec 2007 16:49:23 -0500 Subject: [games_access] article in escapist magazine In-Reply-To: References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> Message-ID: <6.1.0.6.2.20071212164849.01debc58@enigami.com> Reid, Thanks for this. I was just about to ask what Open vs. Closed captions were. John Bannick At 08:13 PM 12/11/2007, you wrote: >Oh, someone else wrote the escapist article, very cool. > >Unfortunately, GTA: San Andreas is not captioned as the author states. >What she's talking about is subtitles. > >- Subtitles = dialog >- Captions = dialog + sound effects and music >- Open Captions = equal captions that are burned into the video signal >and can't be turned off >- Closed captions = equal captions that are encoded into the video or >game data and can be turned on or off at will > >-Reid > >On Dec 11, 2007 4:56 PM, Reid Kimball wrote: > > You're also in the latest Game Developer mag. Nice job! > > > > > > On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: > > > > http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability > > > > > > -- > > > > ---------------------------------------------------------------------------- > > > Eelke Folmer Assistant Professor > > > Department of CS&E/171 > > > University of Nevada Reno, Nevada 89557 > > > Game interaction design www.helpyouplay.com > > > > ---------------------------------------------------------------------------- > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.503 / Virus Database: 269.17.1/1182 - Release Date: >12/12/2007 11:29 AM From barrie.ellis at oneswitch.org.uk Wed Dec 12 17:20:11 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 12 Dec 2007 22:20:11 -0000 Subject: [games_access] article in escapist magazine References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> Message-ID: <01c501c83d0d$29a81690$0202a8c0@oneswitch> In the UK, pre-digital TV, we had (and still have) a service where you could turn text "subtitles" on by dialling 888 on your remote. These "subtitles" included description of music, sound effects, and would be coloured to denote different characters speaking. As we understand it now, these are closed-captions - but most people don't know the difference. I didn't until I came across Reid. Barrie ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, December 12, 2007 9:49 PM Subject: Re: [games_access] article in escapist magazine > Reid, > > Thanks for this. > I was just about to ask what Open vs. Closed captions were. > > John Bannick > > At 08:13 PM 12/11/2007, you wrote: >>Oh, someone else wrote the escapist article, very cool. >> >>Unfortunately, GTA: San Andreas is not captioned as the author states. >>What she's talking about is subtitles. >> >>- Subtitles = dialog >>- Captions = dialog + sound effects and music >>- Open Captions = equal captions that are burned into the video signal >>and can't be turned off >>- Closed captions = equal captions that are encoded into the video or >>game data and can be turned on or off at will >> >>-Reid >> >>On Dec 11, 2007 4:56 PM, Reid Kimball wrote: >> > You're also in the latest Game Developer mag. Nice job! >> > >> > >> > On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: >> > > >> http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability >> > > >> > > -- >> > > >> ---------------------------------------------------------------------------- >> > > Eelke Folmer Assistant Professor >> > > Department of CS&E/171 >> > > University of Nevada Reno, Nevada 89557 >> > > Game interaction design www.helpyouplay.com >> > > >> ---------------------------------------------------------------------------- >> > > _______________________________________________ >> > > games_access mailing list >> > > games_access at igda.org >> > > http://seven.pairlist.net/mailman/listinfo/games_access >> > > >> > >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.17.1/1182 - Release Date: >>12/12/2007 11:29 AM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed Dec 12 21:25:09 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 12 Dec 2007 20:25:09 -0600 Subject: [games_access] article in escapist magazine In-Reply-To: <01c501c83d0d$29a81690$0202a8c0@oneswitch> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> <01c501c83d0d$29a81690$0202a8c0@oneswitch> Message-ID: Yes, I had not learned the difference until I meant Reid as well! We also can turn on captioning with a remote -- a lot of them will automatically put in captions when you hit the "mute" button on the remote. But you know I thought that you couldn't have them if it was recorded on a DVR (like Tivo) but I just hit the mute button on that controller and sure enough, the captions began going across the screen. It's my understanding that if you taped a show on video cassette that you couldn't call up the captions after the fact, that you had to set the TV to closed captioning being on at all times (bunch of menu buttons get you to that option). Which was annoying because I would show video clips in class on a VCR long ago when I taught a large lecture section (300+ students) and the sound system was bad, those in the top rows couldn't hear and having captions on would have been better -- and that didn't even take deaf students into the calculations. When we were talking about legal/government routes and the lessons that could be learned from the movie industry about their captioning I learned all the different ways that captions can appear (in that industry, a film shown in theatre might decide to put the captions on a small additional screen that fits below the main movie screen -- that, too, is considered "open captioning," which is not an ADA requirement). The courts ruled that closed captioning systems DO fall under the Americans with Disabilities Act (ADA) -- a type of closed captioning can be "seat-based" captioning where the patron needs to sit in a certain seat that is equipped for that. The ruling did not include open captioning -- so it's not law in the US that open captioning be required for films at movie theatres. But...Seven years have passed since the courts mandated that NO closed captioning in movie theatres is in violation of the ADA. All that has resulted in is the courts been bogged down by lawsuit after lawsuit to every major theatre chain and even the filmmakers (who, of course, need theatres) and I cannot recall a single time I've been to a theatre that indicated any kind of "ask us about captioning" solutions. What I have learned is that political routes does not result in any type of quick change. Seven years and the organizations for the deaf are STILL launching lawsuits to get the law upheld...meanwhile? Very little change has occurred. If we think that we have a tough time as a group...think about how frustrated the groups trying to make theatres put in the captioning systems in must be! At least we have the chance to talk to developers directly at conferences like GDC. Michelle >In the UK, pre-digital TV, we had (and still have) a service where you could >turn text "subtitles" on by dialling 888 on your remote. These "subtitles" >included description of music, sound effects, and would be coloured to >denote different characters speaking. As we understand it now, these are >closed-captions - but most people don't know the difference. I didn't until >I came across Reid. > >Barrie > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Wednesday, December 12, 2007 9:49 PM >Subject: Re: [games_access] article in escapist magazine > >>Reid, >> >>Thanks for this. >>I was just about to ask what Open vs. Closed captions were. >> >>John Bannick >> >>At 08:13 PM 12/11/2007, you wrote: >>>Oh, someone else wrote the escapist article, very cool. >>> >>>Unfortunately, GTA: San Andreas is not captioned as the author states. >>>What she's talking about is subtitles. >>> >>>- Subtitles = dialog >>>- Captions = dialog + sound effects and music >>>- Open Captions = equal captions that are burned into the video signal >>>and can't be turned off >>>- Closed captions = equal captions that are encoded into the video or >>>game data and can be turned on or off at will >>> >>>-Reid >>> >>>On Dec 11, 2007 4:56 PM, Reid Kimball wrote: >>> > You're also in the latest Game Developer mag. Nice job! >>>> >>>> >>>> On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: >>>> > >>>http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability >>>> > >>>> > -- >>>> > >>>---------------------------------------------------------------------------- >>>> > Eelke Folmer Assistant Professor >>>> > Department of CS&E/171 >>>> > University of Nevada Reno, Nevada 89557 >>>> > Game interaction design www.helpyouplay.com >>>> > >>>---------------------------------------------------------------------------- >>>> > _______________________________________________ >>>> > games_access mailing list >>>> > games_access at igda.org >>>> > http://seven.pairlist.net/mailman/listinfo/games_access >>>> > >>>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.17.1/1182 - Release Date: >>>12/12/2007 11:29 AM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Thu Dec 13 14:22:44 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Thu, 13 Dec 2007 11:22:44 -0800 Subject: [games_access] Has anyone done a Poster Session before at GDC? Message-ID: Hi all, Has anyone done a poster session at GDC before? I'm not getting the info I need from CMP. I need examples of what other people have done, in what format is info presented, is it like a science fair where people mingle around the various poster sessions and stick around for 5 minutes or are they at the poster for 1 hr? What kind of content goes on the 3.3 ft tall poster? Any info would be appreciated. -Reid From hinn at uiuc.edu Thu Dec 13 16:55:01 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 13 Dec 2007 15:55:01 -0600 Subject: [games_access] Has anyone done a Poster Session before at GDC? In-Reply-To: References: Message-ID: I know someone that did a poster last year from Illinois -- I'll see if I can get any info from him. Other poster sessions that I have done at other conferences, I sometimes had one page summary handouts and other times I had full papers (that was usually because I had to submit a paper and the proposal got accepted as a poster so I already had the paper done -- ie, don't write a full paper for this!). I've shown demos on a laptop before -- a lot of people do that. If the demo on a laptop is the focus than what is on the poster matters less because people won't be able to read it because you won't get that much space (maybe just a few feet) for people to get really close to the poster. However, we should find out if table space will be provided and power cords available because that's what you'll need to know with regard to showing a demo. If they only allow space to hang a poster than obviously what's on the poster is going to need to be the focus so you'll want to think about screen shots, etc. It's definitely more like a science fair than a captive audience. People will wander back and forth around the posters -- some will just want to get a quick gist of everything and others will come specifically to find out and ask questions about a specific title that interests them. Michelle >Hi all, > >Has anyone done a poster session at GDC before? I'm not getting the >info I need from CMP. I need examples of what other people have done, >in what format is info presented, is it like a science fair where >people mingle around the various poster sessions and stick around for >5 minutes or are they at the poster for 1 hr? > >What kind of content goes on the 3.3 ft tall poster? > >Any info would be appreciated. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu Dec 13 17:08:22 2007 From: richard at audiogames.net (AudioGames.net) Date: Thu, 13 Dec 2007 23:08:22 +0100 Subject: [games_access] Has anyone done a Poster Session before at GDC? References: Message-ID: <00d801c83dd4$ae7a7080$6402a8c0@Delletje> I think Michelle, Eelke and/or Kevin know, they have done poster presentations before... ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, December 13, 2007 8:22 PM Subject: [games_access] Has anyone done a Poster Session before at GDC? > Hi all, > > Has anyone done a poster session at GDC before? I'm not getting the > info I need from CMP. I need examples of what other people have done, > in what format is info presented, is it like a science fair where > people mingle around the various poster sessions and stick around for > 5 minutes or are they at the poster for 1 hr? > > What kind of content goes on the 3.3 ft tall poster? > > Any info would be appreciated. > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Thu Dec 13 15:14:02 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 13 Dec 2007 21:14:02 +0100 Subject: [games_access] GAIM 0.02 updated Message-ID: hi yet another update of GAIM 0.02 is online at http://people.dsv.su.se/~thomasw/gaim /thomas From thomas at pininteractive.com Fri Dec 14 05:44:43 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 14 Dec 2007 11:44:43 +0100 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <011101c83c17$9f6d3d70$6501a8c0@Inspiron> References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> <011101c83c17$9f6d3d70$6501a8c0@Inspiron> Message-ID: Hello Robert Sorry for my late reply, I've recently updated my computer so I've been unable to _read_ mail for a few days the in-between is like this: if you have a guideline saying that all you must provide audio cues to visual information, it says nothing about how hard it is doing that in practice, i.e with code, which is the dark horse in planning resources (time and money) for a game. That's in my mind the biggest obstacle for convincing publishers about implementing game accessibility. With UML you can communicate many things about a system, one of them are logic with a state diagram, another is the structure of a system with a class diagram, a third are use cases and so on. So with the UML based model I'm designing developers can see all the necessary things to implement, without being langauge specific. I.e UML can be applied to any programming language; in fact many UML editors directly support Java, C/C++, Python and more. Hope that helps Kind regards Thomas 11 dec 2007 kl. 18.02 skrev Robert Florio: > > You might want to give an example of what this in-between stage it is > because I'm confused. What else is there in between I think the > actual act > of doing it is the implementation I don't know what is in-between. From thomas at pininteractive.com Fri Dec 14 05:49:19 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 14 Dec 2007 11:49:19 +0100 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <000a01c83c36$995e6520$6402a8c0@Delletje> References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> <000a01c83c36$995e6520$6402a8c0@Delletje> Message-ID: Hello Richard the images were no longer available but I think I get the idea nice to hear you like it :) yes, plenty more are in the pipeline /Thomas 11 dec 2007 kl. 21.44 skrev AudioGames.net: > . For example, Key Point #5 (Assistance - depicted by the Butler > figure) will show a descriptive text of the key point, as well as > some examples of functionality such as Ghost, Tutorial Agent, Pass > and Navigation/Orientation Assistance. But I will not desribe how to > build such functionality. And I think that this is where your work > comes in :) From richard at audiogames.net Fri Dec 14 06:25:28 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 14 Dec 2007 12:25:28 +0100 Subject: [games_access] GAIM 0.02 updated References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com><000a01c83c36$995e6520$6402a8c0@Delletje> Message-ID: <001f01c83e44$19a5e5a0$6402a8c0@Delletje> Hi, Sorry, updated them... see files the folder: http://www2.hku.nl/~mosh/ga/ And the pic was here: http://www2.hku.nl/~mosh/ga/gameaccfield125.jpg Gaim update looks good! Glad to see your solutions for the blind :) Greets, Richard ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, December 14, 2007 11:49 AM Subject: Re: [games_access] GAIM 0.02 updated > Hello Richard > > the images were no longer available but I think I get the idea > > nice to hear you like it :) > > yes, plenty more are in the pipeline > > /Thomas > > 11 dec 2007 kl. 21.44 skrev AudioGames.net: > >> . For example, Key Point #5 (Assistance - depicted by the Butler >> figure) will show a descriptive text of the key point, as well as >> some examples of functionality such as Ghost, Tutorial Agent, Pass >> and Navigation/Orientation Assistance. But I will not desribe how to >> build such functionality. And I think that this is where your work >> comes in :) > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Fri Dec 14 18:46:56 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 14 Dec 2007 15:46:56 -0800 Subject: [games_access] GAIM 0.02 updated In-Reply-To: References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> <011101c83c17$9f6d3d70$6501a8c0@Inspiron> Message-ID: <836db6300712141546kdde4789q18d76704df1261f2@mail.gmail.com> Hey Thomas, On 14/12/2007, Thomas Westin wrote: > if you have a guideline saying that all you must provide audio cues to > visual information, it says nothing about how hard it is doing that in > practice, i.e with code, which is the dark horse in planning resources > (time and money) for a game. That's in my mind the biggest obstacle > for convincing publishers about implementing game accessibility. I think we need to distinguish two things here: Usually a lead designer or an interaction designer does the high level game design, either by a rudimentary prototype or even on paper. For him a requirement such as " provide audio cues" might be useful as a requirement, i.e. something that is specified in the game design document. What usually happens then is that this document is tossed over the wall to a software engineer who then has is to figure out how to implement this a requirement. Software engineers are not interaction designers so they may not understand why or how this requirement works. What thomas and - I also to some extent- try to do is translate such a requirement into something that software engineers can understand; either using UML or some class diagram, which can provide some hands on advice on how to implement this requirement. Though accessibility requirements can serve as requirements I do think they have some serious shortcomings which limit their usability and usefulness. 1) some of the requirements assume absolute validity but are actually only applicable in very specific contexts; take the "provide audio cues to visual information". A requirement as such does not make any game accessible to the blind automatically. In our guitar hero modification we were not able to use sound since music was already playing and had to revert to haptic feedback. There is still a lot of guesswork involved in tailoring this requirement to a specific game. What usually happens is then that more requirements are specified that deal with specific contexts. e.g. one could specify "for music games use haptic feedback". Which usually results in a large number of requirements for each exception. 2) There are too many; take for example a look at all the web usability requirements there are out there. I found more than 200 different different usability heuristics for web design in the work of my thesis. This makes it very hard for a developer to select the right one including the danger that some of the requirements obviously conflict. Nielsen (a famous usability guru) specifies for example: provide feedback but also keep things at a minimum. These two statements do conflict. E.g. too much messages may overwhelm a user and no messages may frustrate a user. 3) Another thing that I think is lacking with guidelines is that is does not specify what problem it actually solves, why it works or how it can be implemented. Provide audio feedback for visual information. What problem does this solve? who benefits from this? Why does it work? why does it have to be visual and not haptic? etc etc. Guidelines are too prescriptive do this do that but they're not constructive. In order to make guidelines more usable as design tools i suggest they should be used in conjunction with a richer description format; interaction design patterns. ;-) Cheers Eelke > With UML you can communicate many things about a system, one of them > are logic with a state diagram, another is the structure of a system > with a class diagram, a third are use cases and so on. > > So with the UML based model I'm designing developers can see all the > necessary things to implement, without being langauge specific. I.e > UML can be applied to any programming language; in fact many UML > editors directly support Java, C/C++, Python and more. > > Hope that helps > > Kind regards > Thomas > > > > > 11 dec 2007 kl. 18.02 skrev Robert Florio: > > > > > You might want to give an example of what this in-between stage it is > > because I'm confused. What else is there in between I think the > > actual act > > of doing it is the implementation I don't know what is in-between. > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From thomas at pininteractive.com Sat Dec 15 03:24:25 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sat, 15 Dec 2007 09:24:25 +0100 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <836db6300712141546kdde4789q18d76704df1261f2@mail.gmail.com> References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com><011101c83c17$9f6d3d70$6501a8c0@Inspiron> <836db6300712141546kdde4789q18d76704df1261f2@mail.gmail.com> Message-ID: Hello Eelke, yes I agree, I just took the guideline as an example, but at the GAIM site I also mention design patterns; as I go along I'll work on connecting both guidelines and patterns to each model. Right now I'm focusing on demystifying game accessibility implementations by describing them in UML /Thomas 15 dec 2007 kl. 00.46 skrev Eelke Folmer: > In order to make guidelines more usable as design tools i suggest they > should be used in conjunction with a richer description format; > interaction design patterns. > ;-) From richard at audiogames.net Sat Dec 15 08:41:25 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 15 Dec 2007 14:41:25 +0100 Subject: [games_access] GAIM 0.02 updated References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com><011101c83c17$9f6d3d70$6501a8c0@Inspiron> <836db6300712141546kdde4789q18d76704df1261f2@mail.gmail.com> Message-ID: <004201c83f20$3023b910$6402a8c0@Delletje> Hi, Well written, Eelke! *quote* 1) some of the requirements assume absolute validity but are actually only applicable in very specific contexts; take the "provide audio cues to visual information". A requirement as such does not make any game accessible to the blind automatically. 2) There are too many (requirements); 3) Another thing that I think is lacking with guidelines is that is does not specify what problem it actually solves, why it works or how it can be implemented. *quote end* I fully agree. This is why I have been so stubborn with accepting the requirements/guidelines defined so far. There simply is no link with the actual practical implementation. I also propose to drop the term 'guidelines' - which is too fixed in my opinion ;). Patterns are that link to the practical, but I do think that patterns are only part of the solution. At the moment (but this may change in the future) I believe a healthy mix of heuristics and patterns is key. The patterns are (now), as you say, of a somewhat lower level than the high level game design and target software engineers. But I think it is important to target all disciplines within game development. Throughout the development of a game, decisions are made and it is important that for every decision that is made, accessibility is taken into account. So this includes targeting the high level designers (which would be targeted with "accessible game design patterns"), but also lower level designers (like the interface designers ("accessible game interface design patterns") and the audio designers ("accessible audio design patterns") - which would probably overlap ;) ). And even up the the marketing department ;) . I think that it is possible that a game designer creates a concept for a game that is very accessible because of using accessible game design patterns, and that other designers do not need patterns because of this. A game idea that revolves around the speech of the gamer, for instance, makes it very accessible for all sorts of gamers, because there simply is no physical or gestural input needed. Of course, there will always be the problem of what is accessible for one is inaccessible for the other ;) If this is possible with patterns, than I'm all for it. I do not have that much experience with patterns so far, but from what I know I get the feeling there are limitations/obstacles with patterns. One is that I foresee that there can be as many design patterns for game accessibility as there are usability design heuristics and that number would grow as time progresses. That may not be practical. I also think that not all problems can be captured in patterns - or at least that it is very hard. The higher level you go with defining patterns, the less simple it gets. I think that a big part of game accessibility revolves around 1) input and output interface problems and 2) game difficulty problems. But there is still that one other part which is so hard to grab and that is the issue of trying to keep the game essence in tact and keeping the game fun for all while implementing different accessibility features. This requires, I think, the highest level of heuristics or patterns or... . A concept I was recently introduced with and I think that may apply to this all is the concept of Strategy. There's this hierarchy of (Design) Goal, (Design) Objective, (Design) Strategy, (Design) Tactic and (Design) Task. One has a certain Goal (for instance "make all games accessible (controllable, perceivable and fun) for all players"), which is broken down in a certain Objective ("make Bejeweled accessible for color-blind gamers"). The Strategy is the Plan to achieve this Objective, which is broken down in conceptual actions called Tactics. So a Strategy is a collection of Tactics in a given context, the Objective. A Tactic is implemented as one or more Tasks. While the theory of heuristics and patterns and guidelines is not so easily transferred to this hierarchy, you might say that a Pattern captures the Tactics and the Tasks. Heuristics would to, but not on a practical level? However, Strategy is where one designs which route to take, which Patterns/Heuristics to implement. This is decision making to and I think it is important to define strategies too. For example, the problem for colour blind gamers with information that is communicated with colour communication, can be solved with either alternative colour/contrast schemes or alternative parallel information communication, such as distinctive shapes. These would be 2 patterns. A design strategy would describe the problem and describe the two patterns (tactics), but also discuss which pattern is best in which context. I guess you could capture a strategy into a pattern too (since, how I've understood it, you simply make up your own pattern language to include strategy information). I consider strategy to be a path which links objectives to implementation - and I think it is important to define these too. K... I wrote this very quickly and gotta go now so sorry for any vague lines in there, but I'm interested to hear what you think of this and if this may lead to something better or if you think this just makes it more difficult. Greets, Richard From barrie.ellis at oneswitch.org.uk Sat Dec 15 11:44:34 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 15 Dec 2007 16:44:34 -0000 Subject: [games_access] GAIM 0.02 updated Message-ID: <062201c83f39$c6c3b6e0$0202a8c0@oneswitch> Richard, you are fast in danger of disappearing up your own arse! ;) Come on - let's not turn Game Accessibility into some impenetrable academic science. Let's chip away at the things that are simple - then go on from there. You've lots to offer - but you seem to me to be getting yourself tangled up in unnecessary knots. Barrie ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 15, 2007 1:41 PM Subject: Re: [games_access] GAIM 0.02 updated > Hi, > > Well written, Eelke! > > *quote* > 1) some of the requirements assume absolute validity but are actually only > applicable in very specific contexts; take the "provide audio cues to > visual information". A requirement as such does not make any game > accessible to the blind automatically. > 2) There are too many (requirements); > 3) Another thing that I think is lacking with guidelines is that is does > not specify what problem it actually solves, why it works or how it can be > implemented. > *quote end* > > I fully agree. This is why I have been so stubborn with accepting the > requirements/guidelines defined so far. There simply is no link with the > actual practical implementation. I also propose to drop the term > 'guidelines' - which is too fixed in my opinion ;). Patterns are that link > to the practical, but I do think that patterns are only part of the > solution. At the moment (but this may change in the future) I believe a > healthy mix of heuristics and patterns is key. The patterns are (now), as > you say, of a somewhat lower level than the high level game design and > target software engineers. But I think it is important to target all > disciplines within game development. Throughout the development of a game, > decisions are made and it is important that for every decision that is > made, accessibility is taken into account. So this includes targeting the > high level designers (which would be targeted with "accessible game design > patterns"), but also lower level designers (like the interface designers > ("accessible game interface design patterns") and the audio designers > ("accessible audio design patterns") - which would probably overlap ;) ). > And even up the the marketing department ;) . I think that it is possible > that a game designer creates a concept for a game that is very accessible > because of using accessible game design patterns, and that other designers > do not need patterns because of this. A game idea that revolves around the > speech of the gamer, for instance, makes it very accessible for all sorts > of gamers, because there simply is no physical or gestural input needed. > Of course, there will always be the problem of what is accessible for one > is inaccessible for the other ;) > If this is possible with patterns, than I'm all for it. I do not have that > much experience with patterns so far, but from what I know I get the > feeling there are limitations/obstacles with patterns. One is that I > foresee that there can be as many design patterns for game accessibility > as there are usability design heuristics and that number would grow as > time progresses. That may not be practical. I also think that not all > problems can be captured in patterns - or at least that it is very hard. > The higher level you go with defining patterns, the less simple it gets. I > think that a big part of game accessibility revolves around 1) input and > output interface problems and 2) game difficulty problems. But there is > still that one other part which is so hard to grab and that is the issue > of trying to keep the game essence in tact and keeping the game fun for > all while implementing different accessibility features. This requires, I > think, the highest level of heuristics or patterns or... . > > A concept I was recently introduced with and I think that may apply to > this all is the concept of Strategy. There's this hierarchy of (Design) > Goal, (Design) Objective, (Design) Strategy, (Design) Tactic and (Design) > Task. One has a certain Goal (for instance "make all games accessible > (controllable, perceivable and fun) for all players"), which is broken > down in a certain Objective ("make Bejeweled accessible for color-blind > gamers"). The Strategy is the Plan to achieve this Objective, which is > broken down in conceptual actions called Tactics. So a Strategy is a > collection of Tactics in a given context, the Objective. A Tactic is > implemented as one or more Tasks. > While the theory of heuristics and patterns and guidelines is not so > easily transferred to this hierarchy, you might say that a Pattern > captures the Tactics and the Tasks. Heuristics would to, but not on a > practical level? However, Strategy is where one designs which route to > take, which Patterns/Heuristics to implement. This is decision making to > and I think it is important to define strategies too. For example, the > problem for colour blind gamers with information that is communicated with > colour communication, can be solved with either alternative > colour/contrast schemes or alternative parallel information communication, > such as distinctive shapes. These would be 2 patterns. A design strategy > would describe the problem and describe the two patterns (tactics), but > also discuss which pattern is best in which context. I guess you could > capture a strategy into a pattern too (since, how I've understood it, you > simply make up your own pattern language to include strategy information). > I consider strategy to be a path which links objectives to > implementation - and I think it is important to define these too. > > K... I wrote this very quickly and gotta go now so sorry for any vague > lines in there, but I'm interested to hear what you think of this and if > this may lead to something better or if you think this just makes it more > difficult. > > Greets, > > Richard > > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 15 15:31:16 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 15 Dec 2007 21:31:16 +0100 Subject: [games_access] GAIM 0.02 updated References: <062201c83f39$c6c3b6e0$0202a8c0@oneswitch> Message-ID: <001e01c83f59$71bdc300$6402a8c0@Delletje> To me (and I guess to several of the others here) these sort of things are simple. Ok, I asked you guys if you thought this was making things too difficult and you were honest so I respect your answer (except the Arse-bit which was "not amusing" (winkwink) but I forgive you because you remind me somehow of Terry Pratchett who unfortunately, I recently learned, has Alzheimer's). But I do absolutely not agree with merely "chipping away at the things that are simple". We are PAST that point already. Yes, we could stick to lingo such as "add sound cues for visual information" and "make games controllable with 1 button" but it simply doesn't work that way. That sort of thinking does not make games more accessible and it is (clearly) not what the industry needs. Game accessibility is a complex thing and let's deal with it as such. I too prefer to keep things simple and I do not want to make something difficult out of something simple (hence my upcoming interactive animation@ http://www2.hku.nl/~mosh/ga/gameaccfield135.jpg ). But game accessibility is complex. Complex, by the way, is not the same as difficult or not easy. It meant that there are simply a lot of facets or parts to it. And these parts of game accessibility should be taken into consideration when discussing it with and to designers. So I don't think we are in a knot here - at all. We're simply discussing formats of how this complex subject (with all its facets) can best be described (in the easiest and most worthwhile format) to the target group of designers and system engineers and others in order to make games more accessible. For this I think it is very viable to discuss options that are out there and not simply choose one. I believe that 10 years of W3C has proven that the format of guidelines is not practical. Eelke's patterns are a really good format of describing practical applications of game accessibility solutions, but I have simply the hunch that patterns alone are not sufficient. Do you really think this is "impenetrable academic science"??! Let's turn it around, then. Barrie, your turn: How would you describe to The People in the Game Industry who are responsible for Games, how to make their games TRUELY accessible - in a way that is practical and still covers game accessibility from A to Z? ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 15, 2007 5:44 PM Subject: Re: [games_access] GAIM 0.02 updated > Richard, you are fast in danger of disappearing up your own arse! ;) > > Come on - let's not turn Game Accessibility into some impenetrable academic > science. Let's chip away at the things that are simple - then go on from > there. > > You've lots to offer - but you seem to me to be getting yourself tangled up > in unnecessary knots. > > Barrie > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, December 15, 2007 1:41 PM > Subject: Re: [games_access] GAIM 0.02 updated > > >> Hi, >> >> Well written, Eelke! >> >> *quote* >> 1) some of the requirements assume absolute validity but are actually only >> applicable in very specific contexts; take the "provide audio cues to >> visual information". A requirement as such does not make any game >> accessible to the blind automatically. >> 2) There are too many (requirements); >> 3) Another thing that I think is lacking with guidelines is that is does >> not specify what problem it actually solves, why it works or how it can be >> implemented. >> *quote end* >> >> I fully agree. This is why I have been so stubborn with accepting the >> requirements/guidelines defined so far. There simply is no link with the >> actual practical implementation. I also propose to drop the term >> 'guidelines' - which is too fixed in my opinion ;). Patterns are that link >> to the practical, but I do think that patterns are only part of the >> solution. At the moment (but this may change in the future) I believe a >> healthy mix of heuristics and patterns is key. The patterns are (now), as >> you say, of a somewhat lower level than the high level game design and >> target software engineers. But I think it is important to target all >> disciplines within game development. Throughout the development of a game, >> decisions are made and it is important that for every decision that is >> made, accessibility is taken into account. So this includes targeting the >> high level designers (which would be targeted with "accessible game design >> patterns"), but also lower level designers (like the interface designers >> ("accessible game interface design patterns") and the audio designers >> ("accessible audio design patterns") - which would probably overlap ;) ). >> And even up the the marketing department ;) . I think that it is possible >> that a game designer creates a concept for a game that is very accessible >> because of using accessible game design patterns, and that other designers >> do not need patterns because of this. A game idea that revolves around the >> speech of the gamer, for instance, makes it very accessible for all sorts >> of gamers, because there simply is no physical or gestural input needed. >> Of course, there will always be the problem of what is accessible for one >> is inaccessible for the other ;) >> If this is possible with patterns, than I'm all for it. I do not have that >> much experience with patterns so far, but from what I know I get the >> feeling there are limitations/obstacles with patterns. One is that I >> foresee that there can be as many design patterns for game accessibility >> as there are usability design heuristics and that number would grow as >> time progresses. That may not be practical. I also think that not all >> problems can be captured in patterns - or at least that it is very hard. >> The higher level you go with defining patterns, the less simple it gets. I >> think that a big part of game accessibility revolves around 1) input and >> output interface problems and 2) game difficulty problems. But there is >> still that one other part which is so hard to grab and that is the issue >> of trying to keep the game essence in tact and keeping the game fun for >> all while implementing different accessibility features. This requires, I >> think, the highest level of heuristics or patterns or... . >> >> A concept I was recently introduced with and I think that may apply to >> this all is the concept of Strategy. There's this hierarchy of (Design) >> Goal, (Design) Objective, (Design) Strategy, (Design) Tactic and (Design) >> Task. One has a certain Goal (for instance "make all games accessible >> (controllable, perceivable and fun) for all players"), which is broken >> down in a certain Objective ("make Bejeweled accessible for color-blind >> gamers"). The Strategy is the Plan to achieve this Objective, which is >> broken down in conceptual actions called Tactics. So a Strategy is a >> collection of Tactics in a given context, the Objective. A Tactic is >> implemented as one or more Tasks. >> While the theory of heuristics and patterns and guidelines is not so >> easily transferred to this hierarchy, you might say that a Pattern >> captures the Tactics and the Tasks. Heuristics would to, but not on a >> practical level? However, Strategy is where one designs which route to >> take, which Patterns/Heuristics to implement. This is decision making to >> and I think it is important to define strategies too. For example, the >> problem for colour blind gamers with information that is communicated with >> colour communication, can be solved with either alternative >> colour/contrast schemes or alternative parallel information communication, >> such as distinctive shapes. These would be 2 patterns. A design strategy >> would describe the problem and describe the two patterns (tactics), but >> also discuss which pattern is best in which context. I guess you could >> capture a strategy into a pattern too (since, how I've understood it, you >> simply make up your own pattern language to include strategy information). >> I consider strategy to be a path which links objectives to >> implementation - and I think it is important to define these too. >> >> K... I wrote this very quickly and gotta go now so sorry for any vague >> lines in there, but I'm interested to hear what you think of this and if >> this may lead to something better or if you think this just makes it more >> difficult. >> >> Greets, >> >> Richard >> >> >> >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Dec 15 18:30:45 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Dec 2007 17:30:45 -0600 Subject: [games_access] Harmonix needs our help! Message-ID: Hey everyone, So I've been talking to the CEO of Harmonix about Accessibility and "Rock Band." If you haven't yet seen it (ie, you were definitely not at a booth right across from them at E for All!) -- Harmonix was also behind Guitar Hero 1, 2, and 80s but then they spun that off to focus on Rock Band (which works with up to two guitars, a drum kit, and a mic). Right now it's available (USB wired) for Xbox 360, (wireless -- I think...) for PS3, and then (wired again) for PS2 (they have a USB hub that plugs into the USB slot to allow for 4 separate USB devices). Here's the situation from Alex: "One obvious thing that has already become apparent in the forums is that there's a demand among paraplegic gamers for a mode of the drumming game in Rock Band that doesn't require the kick pedal." I was thinking about hardware solutions that might work, that perhaps a set of drumsticks that has some kind of squeeze mechanism might work but that might be tough to pull off while you are drumming. Having the foot pedal in as a hat sensor would be difficult for those who want to "ROCK!" (hehe...head banging). The thing is that there are times when you have to hit the drum pads with both sticks and the foot pedal all at the same time...so simply not using the pedal is not an option if you want to progress through the game. One thing for sure is the drums? It's the toughest thing on Rock Band -- I brought it to a party last night and we had three people playing as "the drummer" at the same time in order to avoid our "band" from getting kicked off stage again and again -- even then the point difference between the guitar and vocal versus the drums...guitar and vocal were in the 80s and 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." And this was from people who had never played Sing Star or Guitar Hero on the other instruments. So there's some balance issues that are coupled along with it. So I'm thinking that a mode that didn't involve the kick pedal might be more attractive in general...perhaps as some sort of patch (harder with consoles if you don't have it hooked up to the net but they might be willing to send out a patch on a game disk for free or the cost of shipping and handling). Or it might just be a "for the next version" kind of thing. But can anything be done NOW with regard to a hardware alternative for this version of Rock Band that has just come out? If there is a software solution, what would we need access to in order to implement something? Thoughts? We have their attention! We might be able to really influence this game. Certainly I'll make Alex aware of Eelke's design solution for Guitar Hero for the visually impaired. But this is a rare direct opportunity for us to work with a major game company on current and future versions of this so we can get an inside look at what it takes to implement any one solution in a company. If it works out, this gives us some "street cred" as a group and be able to talk about the process at, say, next year's GDC with them. Hey, it could happen -- this is the CEO we're talking to! Michelle From arthit73 at cablespeed.com Sat Dec 15 18:30:26 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 15 Dec 2007 18:30:26 -0500 Subject: [games_access] article in escapist magazine In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykqywA References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com><6.1.0.6.2.20071212164849.01debc58@enigami.com> AAAAADBf8GSYa4xDlD4sBa5lcIykqywA Message-ID: <000201c83f72$793d9600$6601a8c0@Inspiron> That's really interesting. I don't understand it completely is it just now a number to the TV company? Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Wednesday, December 12, 2007 5:20 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] article in escapist magazine In the UK, pre-digital TV, we had (and still have) a service where you could turn text "subtitles" on by dialling 888 on your remote. These "subtitles" included description of music, sound effects, and would be coloured to denote different characters speaking. As we understand it now, these are closed-captions - but most people don't know the difference. I didn't until I came across Reid. Barrie ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, December 12, 2007 9:49 PM Subject: Re: [games_access] article in escapist magazine > Reid, > > Thanks for this. > I was just about to ask what Open vs. Closed captions were. > > John Bannick > > At 08:13 PM 12/11/2007, you wrote: >>Oh, someone else wrote the escapist article, very cool. >> >>Unfortunately, GTA: San Andreas is not captioned as the author states. >>What she's talking about is subtitles. >> >>- Subtitles = dialog >>- Captions = dialog + sound effects and music >>- Open Captions = equal captions that are burned into the video signal >>and can't be turned off >>- Closed captions = equal captions that are encoded into the video or >>game data and can be turned on or off at will >> >>-Reid >> >>On Dec 11, 2007 4:56 PM, Reid Kimball wrote: >> > You're also in the latest Game Developer mag. Nice job! >> > >> > >> > On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: >> > > >> http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-A bility >> > > >> > > -- >> > > >> ---------------------------------------------------------------------------- >> > > Eelke Folmer Assistant Professor >> > > Department of CS&E/171 >> > > University of Nevada Reno, Nevada 89557 >> > > Game interaction design www.helpyouplay.com >> > > >> ---------------------------------------------------------------------------- >> > > _______________________________________________ >> > > games_access mailing list >> > > games_access at igda.org >> > > http://seven.pairlist.net/mailman/listinfo/games_access >> > > >> > >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.17.1/1182 - Release Date: >>12/12/2007 11:29 AM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 15 19:30:42 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 16 Dec 2007 01:30:42 +0100 Subject: [games_access] Harmonix needs our help! References: Message-ID: <008e01c83f7a$e50773d0$6402a8c0@Delletje> Great question! First thing to jump to mind is to do something with the gamer's mouth/vocal options because it's free and available. Two ideas would then be either some very simple bite/sip/puff controller or a very simple head mic-setup (of course you need to be careful in a room full of sound with placing mics). A sip/puff/bite controller has the issue of hygiene which can be a pretty big problem. If so, go for the mic (which is simple hardware as well). The only thing you need from either the mic or the sip/puff/bite controller is a trigger of some sort. A player would then use his arms for the standard hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of this solution is that I think it can actually add to the fun of the game. The drummers in the bands I used to play in were always the types of guys who would always mimic what they were playing with their voice: "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the bar after practice ;). Also, when synced with samples of a kick-drum, gamers might be awed, thinking it is really cool to "boom" in a mic and hear a kickdrum from the machine ;) It might even turned out to make the game a bit easier... ? Alex, is there is a lot of double kickdrum in there? Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: Sent: Sunday, December 16, 2007 12:30 AM Subject: [games_access] Harmonix needs our help! > Hey everyone, > > So I've been talking to the CEO of Harmonix about Accessibility and "Rock > Band." If you haven't yet seen it (ie, you were definitely not at a booth > right across from them at E for All!) -- Harmonix was also behind Guitar > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > (which works with up to two guitars, a drum kit, and a mic). Right now > it's available (USB wired) for Xbox 360, (wireless -- > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub > that plugs into the USB slot to allow for 4 separate USB devices). > > Here's the situation from Alex: > > "One obvious thing that has already become apparent in the forums is that > there's a demand among > paraplegic gamers for a mode of the drumming game in Rock Band that > doesn't require the kick pedal." > > I was thinking about hardware solutions that might work, that perhaps a > set of drumsticks that has some kind of squeeze mechanism might work but > that might be tough to pull off while you are drumming. Having the foot > pedal in as a hat sensor would be difficult for those who want to "ROCK!" > (hehe...head banging). The thing is that there are times when you have to > hit the drum pads with both sticks and the foot pedal all at the same > time...so simply not using the pedal is not an option if you want to > progress through the game. > > One thing for sure is the drums? It's the toughest thing on Rock Band -- I > brought it to a party last night and we had three people playing as "the > drummer" at the same time in order to avoid our "band" from getting kicked > off stage again and again -- even then the point difference between the > guitar and vocal versus the drums...guitar and vocal were in the 80s and > 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." > And this was from people who had never played Sing Star or Guitar Hero on > the other instruments. So there's some balance issues that are coupled > along with it. > > So I'm thinking that a mode that didn't involve the kick pedal might be > more attractive in general...perhaps as some sort of patch (harder with > consoles if you don't have it hooked up to the net but they might be > willing to send out a patch on a game disk for free or the cost of > shipping and handling). Or it might just be a "for the next version" kind > of thing. > > But can anything be done NOW with regard to a hardware alternative for > this version of Rock Band that has just come out? If there is a software > solution, what would we need access to in order to implement something? > > Thoughts? We have their attention! We might be able to really influence > this game. Certainly I'll make Alex aware of Eelke's design solution for > Guitar Hero for the visually impaired. But this is a rare direct > opportunity for us to work with a major game company on current and future > versions of this so we can get an inside look at what it takes to > implement any one solution in a company. If it works out, this gives us > some "street cred" as a group and be able to talk about the process at, > say, next year's GDC with them. > > Hey, it could happen -- this is the CEO we're talking to! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 15 19:45:59 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 16 Dec 2007 01:45:59 +0100 Subject: [games_access] Harmonix needs our help! References: Message-ID: <00e601c83f7d$06a026c0$6402a8c0@Delletje> Great question! First thing to jump to mind is to do something with the gamer's mouth/vocal options because it's free and available. Two ideas would then be either some very simple bite/sip/puff controller or a very simple head mic-setup (of course you need to be careful in a room full of sound with placing mics). A sip/puff/bite controller has the issue of hygiene which can be a pretty big problem. If so, go for the mic (which is simple hardware as well). The only thing you need from either the mic or the sip/puff/bite controller is a trigger of some sort. A player would then use his arms for the standard hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of this solution is that I think it can actually add to the fun of the game. The drummers in the bands I used to play in were always the types of guys who would always mimic what they were playing with their voice: "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the bar after practice ;). Also, when synced with samples of a kick-drum, gamers might be awed, thinking it is really cool to "boom" in a mic and hear a kickdrum from the machine ;) It might even turned out to make the game a bit easier... ? Alex, is there is a lot of double kickdrum in there? Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: Sent: Sunday, December 16, 2007 12:30 AM Subject: [games_access] Harmonix needs our help! > Hey everyone, > > So I've been talking to the CEO of Harmonix about Accessibility and "Rock > Band." If you haven't yet seen it (ie, you were definitely not at a booth > right across from them at E for All!) -- Harmonix was also behind Guitar > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > (which works with up to two guitars, a drum kit, and a mic). Right now > it's available (USB wired) for Xbox 360, (wireless -- > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub > that plugs into the USB slot to allow for 4 separate USB devices). > > Here's the situation from Alex: > > "One obvious thing that has already become apparent in the forums is that > there's a demand among > paraplegic gamers for a mode of the drumming game in Rock Band that > doesn't require the kick pedal." > > I was thinking about hardware solutions that might work, that perhaps a > set of drumsticks that has some kind of squeeze mechanism might work but > that might be tough to pull off while you are drumming. Having the foot > pedal in as a hat sensor would be difficult for those who want to "ROCK!" > (hehe...head banging). The thing is that there are times when you have to > hit the drum pads with both sticks and the foot pedal all at the same > time...so simply not using the pedal is not an option if you want to > progress through the game. > > One thing for sure is the drums? It's the toughest thing on Rock Band -- I > brought it to a party last night and we had three people playing as "the > drummer" at the same time in order to avoid our "band" from getting kicked > off stage again and again -- even then the point difference between the > guitar and vocal versus the drums...guitar and vocal were in the 80s and > 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." > And this was from people who had never played Sing Star or Guitar Hero on > the other instruments. So there's some balance issues that are coupled > along with it. > > So I'm thinking that a mode that didn't involve the kick pedal might be > more attractive in general...perhaps as some sort of patch (harder with > consoles if you don't have it hooked up to the net but they might be > willing to send out a patch on a game disk for free or the cost of > shipping and handling). Or it might just be a "for the next version" kind > of thing. > > But can anything be done NOW with regard to a hardware alternative for > this version of Rock Band that has just come out? If there is a software > solution, what would we need access to in order to implement something? > > Thoughts? We have their attention! We might be able to really influence > this game. Certainly I'll make Alex aware of Eelke's design solution for > Guitar Hero for the visually impaired. But this is a rare direct > opportunity for us to work with a major game company on current and future > versions of this so we can get an inside look at what it takes to > implement any one solution in a company. If it works out, this gives us > some "street cred" as a group and be able to talk about the process at, > say, next year's GDC with them. > > Hey, it could happen -- this is the CEO we're talking to! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Sat Dec 15 21:25:37 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 15 Dec 2007 18:25:37 -0800 Subject: [games_access] Harmonix needs our help! In-Reply-To: <00e601c83f7d$06a026c0$6402a8c0@Delletje> References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> Message-ID: This is a difficult problem to solve. I think in the future a sip/puff mechanism should be considered. Rock Band 2: On Tour or whatever it will be called could ship with headset microphones for everyone, or why couldn't players use their current gaming headsets? You wear it, assuming it's snug enough to stay on with the head thrashing and blow into it to use the kick pedal. Other than that, I say give the players what they want, if they are requesting that the kick stand action be automatic, best to do that in a future patch. I think people who are new to games and not technically disabled will benefit from game modes that automate difficult actions, such as EA's Family Play controls for their Wii sports games. -Reid On Dec 15, 2007 4:45 PM, AudioGames.net wrote: > > Great question! > > First thing to jump to mind is to do something with the gamer's mouth/vocal > options because it's free and available. Two ideas would then be either some > very simple bite/sip/puff controller or a very simple head mic-setup (of > course you need to be careful in a room full of sound with placing mics). A > sip/puff/bite controller has the issue of hygiene which can be a pretty big > problem. If so, go for the mic (which is simple hardware as well). The only > thing you need from either the mic or the sip/puff/bite controller is a > trigger of some sort. A player would then use his arms for the standard > hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: > "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of > this solution is that I think it can actually add to the fun of the game. > The drummers in the bands I used to play in were always the types of guys > who would always mimic what they were playing with their voice: > "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the bar > after practice ;). Also, when synced with samples of a kick-drum, gamers > might be awed, thinking it is really cool to "boom" in a mic and hear a > kickdrum from the machine ;) It might even turned out to make the game a bit > easier... ? Alex, is there is a lot of double kickdrum in there? > > Greets, > > Richard > > > > ----- Original Message ----- > From: "d. michelle hinn" > To: > Sent: Sunday, December 16, 2007 12:30 AM > Subject: [games_access] Harmonix needs our help! > > > > > Hey everyone, > > > > So I've been talking to the CEO of Harmonix about Accessibility and "Rock > > Band." If you haven't yet seen it (ie, you were definitely not at a booth > > right across from them at E for All!) -- Harmonix was also behind Guitar > > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > > (which works with up to two guitars, a drum kit, and a mic). Right now > > it's available (USB wired) for Xbox 360, (wireless -- > > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub > > that plugs into the USB slot to allow for 4 separate USB devices). > > > > Here's the situation from Alex: > > > > "One obvious thing that has already become apparent in the forums is that > > there's a demand among > > paraplegic gamers for a mode of the drumming game in Rock Band that > > doesn't require the kick pedal." > > > > I was thinking about hardware solutions that might work, that perhaps a > > set of drumsticks that has some kind of squeeze mechanism might work but > > that might be tough to pull off while you are drumming. Having the foot > > pedal in as a hat sensor would be difficult for those who want to "ROCK!" > > (hehe...head banging). The thing is that there are times when you have to > > hit the drum pads with both sticks and the foot pedal all at the same > > time...so simply not using the pedal is not an option if you want to > > progress through the game. > > > > One thing for sure is the drums? It's the toughest thing on Rock Band -- I > > brought it to a party last night and we had three people playing as "the > > drummer" at the same time in order to avoid our "band" from getting kicked > > off stage again and again -- even then the point difference between the > > guitar and vocal versus the drums...guitar and vocal were in the 80s and > > 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." > > And this was from people who had never played Sing Star or Guitar Hero on > > the other instruments. So there's some balance issues that are coupled > > along with it. > > > > So I'm thinking that a mode that didn't involve the kick pedal might be > > more attractive in general...perhaps as some sort of patch (harder with > > consoles if you don't have it hooked up to the net but they might be > > willing to send out a patch on a game disk for free or the cost of > > shipping and handling). Or it might just be a "for the next version" kind > > of thing. > > > > But can anything be done NOW with regard to a hardware alternative for > > this version of Rock Band that has just come out? If there is a software > > solution, what would we need access to in order to implement something? > > > > Thoughts? We have their attention! We might be able to really influence > > this game. Certainly I'll make Alex aware of Eelke's design solution for > > Guitar Hero for the visually impaired. But this is a rare direct > > opportunity for us to work with a major game company on current and future > > versions of this so we can get an inside look at what it takes to > > implement any one solution in a company. If it works out, this gives us > > some "street cred" as a group and be able to talk about the process at, > > say, next year's GDC with them. > > > > Hey, it could happen -- this is the CEO we're talking to! > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From arthit73 at cablespeed.com Sat Dec 15 21:42:50 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 15 Dec 2007 21:42:50 -0500 Subject: [games_access] Harmonix needs our help! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEwiwA References: AAAAADBf8GSYa4xDlD4sBa5lcIyEwiwA Message-ID: <004401c83f8d$5f481fc0$6601a8c0@Inspiron> Couldn't agree more. Well, my experience as a quadriplegic is pretty similar to the paraplegic. Even though some paraplegic have decent amount of risk movement it varies from one wrist to the other and some can even pinch their fingers slightly. However, my recommendation would probably be for hardware, something that does not get in the way being cumbersome to the need of using your hands to keep the beat with two hands. Like, some kind of shoulder position censure or even a vast strap that can act as beating on the buttons on the strap on your chest. It's much more applicable than having to balance a device on your lap with limited reach. Can you bring the issue up to quadriplegics also? If they can extend their vision a little bit more to quads, like myself, I have the ability to feed on drums and my range with extension having no triceps, and very little pictorial muscles to reach across, I still can't pound decently enough if I have buttons evenly spaced not too large but within a eight or 9 inch diameter space. All the buttons in that area. Things like, head movement or a device that can be strapped anywhere as an external alternative to the footpad. Is there a picture of this? Of what this drum set actually looks like? Because, if the footpad has a low enough extension and it's easy enough to tap its possible that a paraplegic in a quadriplegic can actually strap this device to the back of the shoulder or to the back of the headrest to tap with their head. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of AudioGames.net Sent: Saturday, December 15, 2007 7:31 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Harmonix needs our help! Great question! First thing to jump to mind is to do something with the gamer's mouth/vocal options because it's free and available. Two ideas would then be either some very simple bite/sip/puff controller or a very simple head mic-setup (of course you need to be careful in a room full of sound with placing mics). A sip/puff/bite controller has the issue of hygiene which can be a pretty big problem. If so, go for the mic (which is simple hardware as well). The only thing you need from either the mic or the sip/puff/bite controller is a trigger of some sort. A player would then use his arms for the standard hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of this solution is that I think it can actually add to the fun of the game. The drummers in the bands I used to play in were always the types of guys who would always mimic what they were playing with their voice: "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the bar after practice ;). Also, when synced with samples of a kick-drum, gamers might be awed, thinking it is really cool to "boom" in a mic and hear a kickdrum from the machine ;) It might even turned out to make the game a bit easier... ? Alex, is there is a lot of double kickdrum in there? Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: Sent: Sunday, December 16, 2007 12:30 AM Subject: [games_access] Harmonix needs our help! > Hey everyone, > > So I've been talking to the CEO of Harmonix about Accessibility and "Rock > Band." If you haven't yet seen it (ie, you were definitely not at a booth > right across from them at E for All!) -- Harmonix was also behind Guitar > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > (which works with up to two guitars, a drum kit, and a mic). Right now > it's available (USB wired) for Xbox 360, (wireless -- > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub > that plugs into the USB slot to allow for 4 separate USB devices). > > Here's the situation from Alex: > > "One obvious thing that has already become apparent in the forums is that > there's a demand among > paraplegic gamers for a mode of the drumming game in Rock Band that > doesn't require the kick pedal." > > I was thinking about hardware solutions that might work, that perhaps a > set of drumsticks that has some kind of squeeze mechanism might work but > that might be tough to pull off while you are drumming. Having the foot > pedal in as a hat sensor would be difficult for those who want to "ROCK!" > (hehe...head banging). The thing is that there are times when you have to > hit the drum pads with both sticks and the foot pedal all at the same > time...so simply not using the pedal is not an option if you want to > progress through the game. > > One thing for sure is the drums? It's the toughest thing on Rock Band -- I > brought it to a party last night and we had three people playing as "the > drummer" at the same time in order to avoid our "band" from getting kicked > off stage again and again -- even then the point difference between the > guitar and vocal versus the drums...guitar and vocal were in the 80s and > 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." > And this was from people who had never played Sing Star or Guitar Hero on > the other instruments. So there's some balance issues that are coupled > along with it. > > So I'm thinking that a mode that didn't involve the kick pedal might be > more attractive in general...perhaps as some sort of patch (harder with > consoles if you don't have it hooked up to the net but they might be > willing to send out a patch on a game disk for free or the cost of > shipping and handling). Or it might just be a "for the next version" kind > of thing. > > But can anything be done NOW with regard to a hardware alternative for > this version of Rock Band that has just come out? If there is a software > solution, what would we need access to in order to implement something? > > Thoughts? We have their attention! We might be able to really influence > this game. Certainly I'll make Alex aware of Eelke's design solution for > Guitar Hero for the visually impaired. But this is a rare direct > opportunity for us to work with a major game company on current and future > versions of this so we can get an inside look at what it takes to > implement any one solution in a company. If it works out, this gives us > some "street cred" as a group and be able to talk about the process at, > say, next year's GDC with them. > > Hey, it could happen -- this is the CEO we're talking to! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 15 21:49:13 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 15 Dec 2007 21:49:13 -0500 Subject: [games_access] Harmonix needs our help! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykwiwA References: AAAAADBf8GSYa4xDlD4sBa5lcIykwiwA Message-ID: <004501c83f8e$410658a0$6601a8c0@Inspiron> Hi Richard. From my experience though, for a game that potentially the success in the most amount of enjoyment comes from loud music, personally as a quad that much repetitive rhythmic beating with breathing is very exhausting because with paralysis, even within paraplegic, the spinal cord and the positioning of the body leaning forward in wheelchairs, is really hard with my lungs. And quads and more so quads, their lung capacity gets diminished and exhausted very quick. Also with the fight hygiene problem in the voice recognition, I think the hygiene is a real problem. And also recommend that using voice command even though it would be good for a game that requires a lot of loud music it will be really frustrating because it's really hard, from my experience for any program to learn how to drown out the background music. The only way to do that, is have a mic setup so that when the voice comes out is almost directly up against the lips but has a cover on the outside not allowing any balancing sounds to get to the mouth. Similar to as it someone cupped their hand over the microphone the back side. My dog is barking right now at the back door and even that is messing up with the voice recognition for me typing here. I'm in an absolutely quiet room and, it wasn't her loudest bark but in a scale of one to 10 it was probably in eight. And she was about 30 feet away. Also, the microphone is on the opposite side of my face, she has to my left and the microphone is on my right. I think with any device for this game is going to come down to simple as that. If the court is long enough for the footpad my recommendation would be, have it strapped someplace close to a head rests for a quad or somewhere that a paraplegic and hit it with their shoulder or the side of their head or something. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of AudioGames.net Sent: Saturday, December 15, 2007 7:46 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Harmonix needs our help! Great question! First thing to jump to mind is to do something with the gamer's mouth/vocal options because it's free and available. Two ideas would then be either some very simple bite/sip/puff controller or a very simple head mic-setup (of course you need to be careful in a room full of sound with placing mics). A sip/puff/bite controller has the issue of hygiene which can be a pretty big problem. If so, go for the mic (which is simple hardware as well). The only thing you need from either the mic or the sip/puff/bite controller is a trigger of some sort. A player would then use his arms for the standard hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of this solution is that I think it can actually add to the fun of the game. The drummers in the bands I used to play in were always the types of guys who would always mimic what they were playing with their voice: "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the bar after practice ;). Also, when synced with samples of a kick-drum, gamers might be awed, thinking it is really cool to "boom" in a mic and hear a kickdrum from the machine ;) It might even turned out to make the game a bit easier... ? Alex, is there is a lot of double kickdrum in there? Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: Sent: Sunday, December 16, 2007 12:30 AM Subject: [games_access] Harmonix needs our help! > Hey everyone, > > So I've been talking to the CEO of Harmonix about Accessibility and "Rock > Band." If you haven't yet seen it (ie, you were definitely not at a booth > right across from them at E for All!) -- Harmonix was also behind Guitar > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > (which works with up to two guitars, a drum kit, and a mic). Right now > it's available (USB wired) for Xbox 360, (wireless -- > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub > that plugs into the USB slot to allow for 4 separate USB devices). > > Here's the situation from Alex: > > "One obvious thing that has already become apparent in the forums is that > there's a demand among > paraplegic gamers for a mode of the drumming game in Rock Band that > doesn't require the kick pedal." > > I was thinking about hardware solutions that might work, that perhaps a > set of drumsticks that has some kind of squeeze mechanism might work but > that might be tough to pull off while you are drumming. Having the foot > pedal in as a hat sensor would be difficult for those who want to "ROCK!" > (hehe...head banging). The thing is that there are times when you have to > hit the drum pads with both sticks and the foot pedal all at the same > time...so simply not using the pedal is not an option if you want to > progress through the game. > > One thing for sure is the drums? It's the toughest thing on Rock Band -- I > brought it to a party last night and we had three people playing as "the > drummer" at the same time in order to avoid our "band" from getting kicked > off stage again and again -- even then the point difference between the > guitar and vocal versus the drums...guitar and vocal were in the 80s and > 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." > And this was from people who had never played Sing Star or Guitar Hero on > the other instruments. So there's some balance issues that are coupled > along with it. > > So I'm thinking that a mode that didn't involve the kick pedal might be > more attractive in general...perhaps as some sort of patch (harder with > consoles if you don't have it hooked up to the net but they might be > willing to send out a patch on a game disk for free or the cost of > shipping and handling). Or it might just be a "for the next version" kind > of thing. > > But can anything be done NOW with regard to a hardware alternative for > this version of Rock Band that has just come out? If there is a software > solution, what would we need access to in order to implement something? > > Thoughts? We have their attention! We might be able to really influence > this game. Certainly I'll make Alex aware of Eelke's design solution for > Guitar Hero for the visually impaired. But this is a rare direct > opportunity for us to work with a major game company on current and future > versions of this so we can get an inside look at what it takes to > implement any one solution in a company. If it works out, this gives us > some "street cred" as a group and be able to talk about the process at, > say, next year's GDC with them. > > Hey, it could happen -- this is the CEO we're talking to! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 15 21:52:55 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 15 Dec 2007 21:52:55 -0500 Subject: [games_access] Harmonix needs our help! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEwiwA References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> AAAAADBf8GSYa4xDlD4sBa5lcIzEwiwA Message-ID: <004601c83f8e$c3e01e50$6601a8c0@Inspiron> That seems pretty simple. The best thing to probably do is make the foot paddle just be automatic definitely. I don't think it would take away from the fun I think I would actually make it easier and it wouldn't be kind of cumbersome and awkward and clumsy for a paraplegic to try to keep a beat when they have limited dexterity. One thing to keep in mind about paralysis, the way the spinal cord is affected is different for each patient. If these are crosses from or paraplegics from some other kind of injury like a stroke, I imagine stroke victims are different also. What I mean is the level of function and dexterity is always different. One person might have really good wrist movement with their left hand and very contrite that movement with their left arm but their right arm to try set can be half the strength and their pictorial muscle on the right might be weaker. Which means, not try set on the right, little or weaker pictorial muscle. Which means, the left arm has much more range accuracy, dexterity, stamina, the right arm will get exhausted just like a muscle when it exercises too much. Excellent therapy but disappointing when you're trying to keep up with others. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Saturday, December 15, 2007 9:26 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Harmonix needs our help! This is a difficult problem to solve. I think in the future a sip/puff mechanism should be considered. Rock Band 2: On Tour or whatever it will be called could ship with headset microphones for everyone, or why couldn't players use their current gaming headsets? You wear it, assuming it's snug enough to stay on with the head thrashing and blow into it to use the kick pedal. Other than that, I say give the players what they want, if they are requesting that the kick stand action be automatic, best to do that in a future patch. I think people who are new to games and not technically disabled will benefit from game modes that automate difficult actions, such as EA's Family Play controls for their Wii sports games. -Reid On Dec 15, 2007 4:45 PM, AudioGames.net wrote: > > Great question! > > First thing to jump to mind is to do something with the gamer's mouth/vocal > options because it's free and available. Two ideas would then be either some > very simple bite/sip/puff controller or a very simple head mic-setup (of > course you need to be careful in a room full of sound with placing mics). A > sip/puff/bite controller has the issue of hygiene which can be a pretty big > problem. If so, go for the mic (which is simple hardware as well). The only > thing you need from either the mic or the sip/puff/bite controller is a > trigger of some sort. A player would then use his arms for the standard > hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: > "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of > this solution is that I think it can actually add to the fun of the game. > The drummers in the bands I used to play in were always the types of guys > who would always mimic what they were playing with their voice: > "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the bar > after practice ;). Also, when synced with samples of a kick-drum, gamers > might be awed, thinking it is really cool to "boom" in a mic and hear a > kickdrum from the machine ;) It might even turned out to make the game a bit > easier... ? Alex, is there is a lot of double kickdrum in there? > > Greets, > > Richard > > > > ----- Original Message ----- > From: "d. michelle hinn" > To: > Sent: Sunday, December 16, 2007 12:30 AM > Subject: [games_access] Harmonix needs our help! > > > > > Hey everyone, > > > > So I've been talking to the CEO of Harmonix about Accessibility and "Rock > > Band." If you haven't yet seen it (ie, you were definitely not at a booth > > right across from them at E for All!) -- Harmonix was also behind Guitar > > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > > (which works with up to two guitars, a drum kit, and a mic). Right now > > it's available (USB wired) for Xbox 360, (wireless -- > > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub > > that plugs into the USB slot to allow for 4 separate USB devices). > > > > Here's the situation from Alex: > > > > "One obvious thing that has already become apparent in the forums is that > > there's a demand among > > paraplegic gamers for a mode of the drumming game in Rock Band that > > doesn't require the kick pedal." > > > > I was thinking about hardware solutions that might work, that perhaps a > > set of drumsticks that has some kind of squeeze mechanism might work but > > that might be tough to pull off while you are drumming. Having the foot > > pedal in as a hat sensor would be difficult for those who want to "ROCK!" > > (hehe...head banging). The thing is that there are times when you have to > > hit the drum pads with both sticks and the foot pedal all at the same > > time...so simply not using the pedal is not an option if you want to > > progress through the game. > > > > One thing for sure is the drums? It's the toughest thing on Rock Band -- I > > brought it to a party last night and we had three people playing as "the > > drummer" at the same time in order to avoid our "band" from getting kicked > > off stage again and again -- even then the point difference between the > > guitar and vocal versus the drums...guitar and vocal were in the 80s and > > 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." > > And this was from people who had never played Sing Star or Guitar Hero on > > the other instruments. So there's some balance issues that are coupled > > along with it. > > > > So I'm thinking that a mode that didn't involve the kick pedal might be > > more attractive in general...perhaps as some sort of patch (harder with > > consoles if you don't have it hooked up to the net but they might be > > willing to send out a patch on a game disk for free or the cost of > > shipping and handling). Or it might just be a "for the next version" kind > > of thing. > > > > But can anything be done NOW with regard to a hardware alternative for > > this version of Rock Band that has just come out? If there is a software > > solution, what would we need access to in order to implement something? > > > > Thoughts? We have their attention! We might be able to really influence > > this game. Certainly I'll make Alex aware of Eelke's design solution for > > Guitar Hero for the visually impaired. But this is a rare direct > > opportunity for us to work with a major game company on current and future > > versions of this so we can get an inside look at what it takes to > > implement any one solution in a company. If it works out, this gives us > > some "street cred" as a group and be able to talk about the process at, > > say, next year's GDC with them. > > > > Hey, it could happen -- this is the CEO we're talking to! > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Dec 15 22:32:35 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Dec 2007 21:32:35 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: <004601c83f8e$c3e01e50$6601a8c0@Inspiron> References: <00e601c83f7d$06a026c0$6402a8c0@Delle tje> AAAAADBf8GSYa4xDlD4sBa5lcIzEwiwA <004601c83f8e$c3e01e50$6601a8c0@Inspiron> Message-ID: You've raised a lot of great points, Robert, and I will write up an email that extends the issue for quadriplegics. Alex is a really cool guy and he's definitely a friend of the SIG. I'm sure that they won't be able to budget for everything but if they could help advertise a few solutions now that we can come up with (like the foot pedal against a head rest or get a switch button to work with the drum kit) and then implement (as Reid brought up) what the gamers are asking for in the next version (which I think was what he was already planning on since they know about the issue now) then we can put a dent in this issue at least for mobility disabilities. Alex was also interested in feedback about other types of disabilities too so any other ideas for other disabilities would be welcomed. He doesn't seem to fear the honesty! One game at a time... :) Then we have examples that help show our direct contributions to AAA titles -- that gives us street cred. Michelle >That seems pretty simple. The best thing to probably do is make the foot >paddle just be automatic definitely. I don't think it would take away from >the fun I think I would actually make it easier and it wouldn't be kind of >cumbersome and awkward and clumsy for a paraplegic to try to keep a beat >when they have limited dexterity. > >One thing to keep in mind about paralysis, the way the spinal cord is >affected is different for each patient. > >If these are crosses from or paraplegics from some other kind of injury like >a stroke, I imagine stroke victims are different also. > >What I mean is the level of function and dexterity is always different. One >person might have really good wrist movement with their left hand and very >contrite that movement with their left arm but their right arm to try set >can be half the strength and their pictorial muscle on the right might be >weaker. Which means, not try set on the right, little or weaker pictorial >muscle. > >Which means, the left arm has much more range accuracy, dexterity, stamina, >the right arm will get exhausted just like a muscle when it exercises too >much. Excellent therapy but disappointing when you're trying to keep up >with others. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Reid Kimball >Sent: Saturday, December 15, 2007 9:26 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Harmonix needs our help! > >This is a difficult problem to solve. I think in the future a sip/puff >mechanism should be considered. Rock Band 2: On Tour or whatever it >will be called could ship with headset microphones for everyone, or >why couldn't players use their current gaming headsets? You wear it, >assuming it's snug enough to stay on with the head thrashing and blow >into it to use the kick pedal. > >Other than that, I say give the players what they want, if they are >requesting that the kick stand action be automatic, best to do that in >a future patch. > >I think people who are new to games and not technically disabled will >benefit from game modes that automate difficult actions, such as EA's >Family Play controls for their Wii sports games. > >-Reid > >On Dec 15, 2007 4:45 PM, AudioGames.net wrote: >> >> Great question! >> >> First thing to jump to mind is to do something with the gamer's >mouth/vocal >> options because it's free and available. Two ideas would then be either >some >> very simple bite/sip/puff controller or a very simple head mic-setup (of >> course you need to be careful in a room full of sound with placing mics). >A >> sip/puff/bite controller has the issue of hygiene which can be a pretty >big >> problem. If so, go for the mic (which is simple hardware as well). The >only >> thing you need from either the mic or the sip/puff/bite controller is a >> trigger of some sort. A player would then use his arms for the standard >> hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: > > "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of >> this solution is that I think it can actually add to the fun of the game. >> The drummers in the bands I used to play in were always the types of guys >> who would always mimic what they were playing with their voice: >> "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the >bar >> after practice ;). Also, when synced with samples of a kick-drum, gamers >> might be awed, thinking it is really cool to "boom" in a mic and hear a >> kickdrum from the machine ;) It might even turned out to make the game a >bit >> easier... ? Alex, is there is a lot of double kickdrum in there? >> >> Greets, >> >> Richard >> >> >> >> ----- Original Message ----- >> From: "d. michelle hinn" >> To: >> Sent: Sunday, December 16, 2007 12:30 AM >> Subject: [games_access] Harmonix needs our help! >> >> >> >> > Hey everyone, >> > >> > So I've been talking to the CEO of Harmonix about Accessibility and >"Rock >> > Band." If you haven't yet seen it (ie, you were definitely not at a >booth >> > right across from them at E for All!) -- Harmonix was also behind Guitar >> > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band >> > (which works with up to two guitars, a drum kit, and a mic). Right now >> > it's available (USB wired) for Xbox 360, (wireless -- >> > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub >> > that plugs into the USB slot to allow for 4 separate USB devices). >> > >> > Here's the situation from Alex: >> > >> > "One obvious thing that has already become apparent in the forums is >that >> > there's a demand among >> > paraplegic gamers for a mode of the drumming game in Rock Band that >> > doesn't require the kick pedal." >> > >> > I was thinking about hardware solutions that might work, that perhaps a >> > set of drumsticks that has some kind of squeeze mechanism might work but >> > that might be tough to pull off while you are drumming. Having the foot >> > pedal in as a hat sensor would be difficult for those who want to >"ROCK!" >> > (hehe...head banging). The thing is that there are times when you have >to >> > hit the drum pads with both sticks and the foot pedal all at the same >> > time...so simply not using the pedal is not an option if you want to >> > progress through the game. >> > >> > One thing for sure is the drums? It's the toughest thing on Rock Band -- >I >> > brought it to a party last night and we had three people playing as "the >> > drummer" at the same time in order to avoid our "band" from getting >kicked >> > off stage again and again -- even then the point difference between the >> > guitar and vocal versus the drums...guitar and vocal were in the 80s and >> > 90s/100 on "easy" and drums got to about as high as 60/100 also on >"easy." >> > And this was from people who had never played Sing Star or Guitar Hero >on >> > the other instruments. So there's some balance issues that are coupled >> > along with it. >> > >> > So I'm thinking that a mode that didn't involve the kick pedal might be >> > more attractive in general...perhaps as some sort of patch (harder with >> > consoles if you don't have it hooked up to the net but they might be >> > willing to send out a patch on a game disk for free or the cost of >> > shipping and handling). Or it might just be a "for the next version" >kind >> > of thing. >> > >> > But can anything be done NOW with regard to a hardware alternative for >> > this version of Rock Band that has just come out? If there is a software >> > solution, what would we need access to in order to implement something? >> > >> > Thoughts? We have their attention! We might be able to really influence >> > this game. Certainly I'll make Alex aware of Eelke's design solution for >> > Guitar Hero for the visually impaired. But this is a rare direct >> > opportunity for us to work with a major game company on current and >future >> > versions of this so we can get an inside look at what it takes to >> > implement any one solution in a company. If it works out, this gives us >> > some "street cred" as a group and be able to talk about the process at, > > > say, next year's GDC with them. >> > >> > Hey, it could happen -- this is the CEO we're talking to! >> > >> > Michelle >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From devellison at gmail.com Sun Dec 16 00:07:29 2007 From: devellison at gmail.com (Michael Ellison) Date: Sat, 15 Dec 2007 23:07:29 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> Message-ID: The automation of inputs sounds like an excellent idea. I think you'd want it generic and per-input though and be clear that it's not *just* the foot pedal that could be problematic. e.g. Def Leopard's Rick Allen could easily handle the bass pedal (and a few more), but one of the pads might be a pain to hit simultaneously with another one. I've only played the original GH briefly - do these games identify the different players at the start of the game? Tying such settings to individual users/names would be nice, so that if you're taking turns it'd automatically reconfigure itself for each person once those configurations are set and keep the accounts/configurations around as options for future gaming sessions. As far as hardware - if they provided a way to use a generic controller instead of the custom ones (e.g. use a standard gamepad instead of the guitar for instance, where the whammy bar became the joystick), and in software allowed for remapping of the generic controller's inputs and to the expected inputs of the custom controller, then that should allow people to use things like the QuadControl.com's controller to play, wouldn't it? Anything excessively hard to do with such a controller could be switched to "automatic mode" in the software? Making these configurations also per-user as above would be nice as well. Cheers, Mike On Dec 15, 2007 8:25 PM, Reid Kimball wrote: > This is a difficult problem to solve. I think in the future a sip/puff > mechanism should be considered. Rock Band 2: On Tour or whatever it > will be called could ship with headset microphones for everyone, or > why couldn't players use their current gaming headsets? You wear it, > assuming it's snug enough to stay on with the head thrashing and blow > into it to use the kick pedal. > > Other than that, I say give the players what they want, if they are > requesting that the kick stand action be automatic, best to do that in > a future patch. > > I think people who are new to games and not technically disabled will > benefit from game modes that automate difficult actions, such as EA's > Family Play controls for their Wii sports games. > > -Reid > > > On Dec 15, 2007 4:45 PM, AudioGames.net wrote: > > > > Great question! > > > > First thing to jump to mind is to do something with the gamer's mouth/vocal > > options because it's free and available. Two ideas would then be either some > > very simple bite/sip/puff controller or a very simple head mic-setup (of > > course you need to be careful in a room full of sound with placing mics). A > > sip/puff/bite controller has the issue of hygiene which can be a pretty big > > problem. If so, go for the mic (which is simple hardware as well). The only > > thing you need from either the mic or the sip/puff/bite controller is a > > trigger of some sort. A player would then use his arms for the standard > > hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: > > "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of > > this solution is that I think it can actually add to the fun of the game. > > The drummers in the bands I used to play in were always the types of guys > > who would always mimic what they were playing with their voice: > > "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the bar > > after practice ;). Also, when synced with samples of a kick-drum, gamers > > might be awed, thinking it is really cool to "boom" in a mic and hear a > > kickdrum from the machine ;) It might even turned out to make the game a bit > > easier... ? Alex, is there is a lot of double kickdrum in there? > > > > Greets, > > > > Richard > > > > > > > > ----- Original Message ----- > > From: "d. michelle hinn" > > To: > > Sent: Sunday, December 16, 2007 12:30 AM > > Subject: [games_access] Harmonix needs our help! > > > > > > > > > Hey everyone, > > > > > > So I've been talking to the CEO of Harmonix about Accessibility and "Rock > > > Band." If you haven't yet seen it (ie, you were definitely not at a booth > > > right across from them at E for All!) -- Harmonix was also behind Guitar > > > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > > > (which works with up to two guitars, a drum kit, and a mic). Right now > > > it's available (USB wired) for Xbox 360, (wireless -- > > > I think...) for PS3, and then (wired again) for PS2 (they have a USB hub > > > that plugs into the USB slot to allow for 4 separate USB devices). > > > > > > Here's the situation from Alex: > > > > > > "One obvious thing that has already become apparent in the forums is that > > > there's a demand among > > > paraplegic gamers for a mode of the drumming game in Rock Band that > > > doesn't require the kick pedal." > > > > > > I was thinking about hardware solutions that might work, that perhaps a > > > set of drumsticks that has some kind of squeeze mechanism might work but > > > that might be tough to pull off while you are drumming. Having the foot > > > pedal in as a hat sensor would be difficult for those who want to "ROCK!" > > > (hehe...head banging). The thing is that there are times when you have to > > > hit the drum pads with both sticks and the foot pedal all at the same > > > time...so simply not using the pedal is not an option if you want to > > > progress through the game. > > > > > > One thing for sure is the drums? It's the toughest thing on Rock Band -- I > > > brought it to a party last night and we had three people playing as "the > > > drummer" at the same time in order to avoid our "band" from getting kicked > > > off stage again and again -- even then the point difference between the > > > guitar and vocal versus the drums...guitar and vocal were in the 80s and > > > 90s/100 on "easy" and drums got to about as high as 60/100 also on "easy." > > > And this was from people who had never played Sing Star or Guitar Hero on > > > the other instruments. So there's some balance issues that are coupled > > > along with it. > > > > > > So I'm thinking that a mode that didn't involve the kick pedal might be > > > more attractive in general...perhaps as some sort of patch (harder with > > > consoles if you don't have it hooked up to the net but they might be > > > willing to send out a patch on a game disk for free or the cost of > > > shipping and handling). Or it might just be a "for the next version" kind > > > of thing. > > > > > > But can anything be done NOW with regard to a hardware alternative for > > > this version of Rock Band that has just come out? If there is a software > > > solution, what would we need access to in order to implement something? > > > > > > Thoughts? We have their attention! We might be able to really influence > > > this game. Certainly I'll make Alex aware of Eelke's design solution for > > > Guitar Hero for the visually impaired. But this is a rare direct > > > opportunity for us to work with a major game company on current and future > > > versions of this so we can get an inside look at what it takes to > > > implement any one solution in a company. If it works out, this gives us > > > some "street cred" as a group and be able to talk about the process at, > > > say, next year's GDC with them. > > > > > > Hey, it could happen -- this is the CEO we're talking to! > > > > > > Michelle > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Sun Dec 16 00:48:43 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Dec 2007 23:48:43 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> Message-ID: Hey Mike -- >The automation of inputs sounds like an excellent idea. I think you'd >want it generic and per-input though and be clear that it's not *just* >the foot pedal that could be problematic. e.g. Def Leopard's Rick >Allen could easily handle the bass pedal (and a few more), but one of >the pads might be a pain to hit simultaneously with another one. Yep, I was thinking about Rick Allen -- I'll have to do some surfing to give them some links on how drummers with mobility disabilities and amputees trick out their drum kits for their own personal situation. That might give Rock Band another source for information (actually...I'm wondering if we could get Rick Allen in on the accessible drum kit? I know that the Harmonix guys know some of the band contacts. I'm serious! How cool would that be to be able to buy a special edition Rick Allen controller that could be reconfigured to work with switches and so forth? For info on his custom kit: http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >I've only played the original GH briefly - do these games identify the >different players at the start of the game? Tying such settings to >individual users/names would be nice, so that if you're taking turns >it'd automatically reconfigure itself for each person once those >configurations are set and keep the accounts/configurations around as >options for future gaming sessions. Yes, you pick your own player and name them (and then you can outfit them with cooler clothes and instruments when you earn cash from gigs) and it saves your progress and such. So I would think saving accessibility configurations would be pretty easy. >As far as hardware - if they provided a way to use a generic >controller instead of the custom ones (e.g. use a standard gamepad >instead of the guitar for instance, where the whammy bar became the >joystick), and in software allowed for remapping of the generic >controller's inputs and to the expected inputs of the custom >controller, then that should allow people to use things like the >QuadControl.com's controller to play, wouldn't it? Anything >excessively hard to do with such a controller could be switched to >"automatic mode" in the software? Making these configurations also >per-user as above would be nice as well. Hmm...yeah there is no way to play without a USB controller...but...I'm wondering if one of Barrie's USB controllers might be "tricked" to work with Rock Band -- I mean they already need a hub to fit four instruments so one of those could be an accessible controller...and then someone with different mobility issues might be able to play with a hacked controller connected to five switches (four for the drum pad and one for the pedal. I'll also introduce them to the Quad Controller for the 360 -- they may have a "cheat" or something that would allow someone to override an instrument (stranger things have been put in games). Now this discussion is kind of cool and super fun -- maybe we should start brainstorming on a game every other week where we know we have a friendly person in a high powered position who could make things happen. We could advert it on forums and our blogs for more suggestions. Mark and Barrie could help us on the blog end of things and I can contact some other groups. We could then present them with mini-usability reports and if they are interested in more info/help then they can help support the GA-SIG foundation (our soon-to-be-made-real non-profit) where we could earmark for travel scholarships for SIG members to conferences like the GDC where they are speakers, etc. It's a bird...It's a plane...no...It's "SIG PROJECT PRACTICAL!!!!!" I'm trying to set up a meeting with Alex and the Harmonix gang at GDC so we can show them the controllers, Eelke's haptic solution for the blind, how they are used, and discuss things further. Who doesn't want to ROCK after all? Beethoven was deaf -- and yet it was a rockstar back in his day. ;) Let me see if I can get a couple kits if we sign our lives away and promise not to resell them on ebay. Trust me on this one -- we have already benefited from the private generosity of Harmonix employees who dig our work. I can't say much more but trust me -- I know. Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Sun Dec 16 03:10:01 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 16 Dec 2007 00:10:01 -0800 Subject: [games_access] Harmonix needs our help! In-Reply-To: References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> Message-ID: <836db6300712160010w349cf600oaf42985b80e7447c@mail.gmail.com> Hey, Interesting problem, maybe a viable strategy would be to find the gross or lowest denominator of the amount of interaction that a paraplegic could provide; e.g. if this is a one switch you obviously have a hard time providing five different inputs. Some amount of interaction has to go or be automated. I assume we will not be able to modify the existing source code and hence a solution must be found in the hardware. If you want to automate particular drum beats there is no way to get this information through a controller unless you would be using a videocamera that would monitor the screen to see which buttons need to be pressed. I propose a simple solution: just splitting up the drums (physically) into a part (1-5) drums that can be played by a paraplegic and the other part (1-5) shall be played by another human. You need 4 people anyway so finding a 5th should not be a problem. If the paraplegic is unable to drum but can only use sip and puff i would suggest splitting up the controller for the drums in a sipp and puff part and the remaining drum parts. Cheers Eelke On 15/12/2007, d. michelle hinn wrote: > > > Hey Mike -- > > > The automation of inputs sounds like an excellent idea. I think you'd > want it generic and per-input though and be clear that it's not *just* > the foot pedal that could be problematic. e.g. Def Leopard's Rick > Allen could easily handle the bass pedal (and a few more), but one of > the pads might be a pain to hit simultaneously with another one. > > > Yep, I was thinking about Rick Allen -- I'll have to do some surfing to give > them some links on how drummers with mobility disabilities and amputees > trick out their drum kits for their own personal situation. That might give > Rock Band another source for information (actually...I'm wondering if we > could get Rick Allen in on the accessible drum kit? I know that the Harmonix > guys know some of the band contacts. I'm serious! How cool would that be to > be able to buy a special edition Rick Allen controller that could be > reconfigured to work with switches and so forth? For info on his custom kit: > http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 > > > I've only played the original GH briefly - do these games identify the > different players at the start of the game? Tying such settings to > individual users/names would be nice, so that if you're taking turns > it'd automatically reconfigure itself for each person once those > configurations are set and keep the accounts/configurations around as > options for future gaming sessions. > > > Yes, you pick your own player and name them (and then you can outfit them > with cooler clothes and instruments when you earn cash from gigs) and it > saves your progress and such. So I would think saving accessibility > configurations would be pretty easy. > > > As far as hardware - if they provided a way to use a generic > controller instead of the custom ones (e.g. use a standard gamepad > instead of the guitar for instance, where the whammy bar became the > joystick), and in software allowed for remapping of the generic > controller's inputs and to the expected inputs of the custom > controller, then that should allow people to use things like the > QuadControl.com's controller to play, wouldn't it? Anything > excessively hard to do with such a controller could be switched to > "automatic mode" in the software? Making these configurations also > per-user as above would be nice as well. > > > Hmm...yeah there is no way to play without a USB controller...but...I'm > wondering if one of Barrie's USB controllers might be "tricked" to work with > Rock Band -- I mean they already need a hub to fit four instruments so one > of those could be an accessible controller...and then someone with different > mobility issues might be able to play with a hacked controller connected to > five switches (four for the drum pad and one for the pedal. I'll also > introduce them to the Quad Controller for the 360 -- they may have a "cheat" > or something that would allow someone to override an instrument (stranger > things have been put in games). > > > Now this discussion is kind of cool and super fun -- maybe we should start > brainstorming on a game every other week where we know we have a friendly > person in a high powered position who could make things happen. We could > advert it on forums and our blogs for more suggestions. Mark and Barrie > could help us on the blog end of things and I can contact some other groups. > > > We could then present them with mini-usability reports and if they are > interested in more info/help then they can help support the GA-SIG > foundation (our soon-to-be-made-real non-profit) where we could earmark for > travel scholarships for SIG members to conferences like the GDC where they > are speakers, etc. It's a bird...It's a plane...no...It's "SIG PROJECT > PRACTICAL!!!!!" > > > I'm trying to set up a meeting with Alex and the Harmonix gang at GDC so we > can show them the controllers, Eelke's haptic solution for the blind, how > they are used, and discuss things further. Who doesn't want to ROCK after > all? Beethoven was deaf -- and yet it was a rockstar back in his day. ;) > > > Let me see if I can get a couple kits if we sign our lives away and promise > not to resell them on ebay. > > > Trust me on this one -- we have already benefited from the private > generosity of Harmonix employees who dig our work. I can't say much more but > trust me -- I know. > > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From hinn at uiuc.edu Sun Dec 16 03:31:37 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Sun, 16 Dec 2007 02:31:37 -0600 (CST) Subject: [games_access] Harmonix needs our help! Message-ID: <20071216023137.AZG77925@expms2.cites.uiuc.edu> Hey -- The main issue is that they cannot use the foot pedal but they can use the drum pad (the other four inputs) using the drum sticks -- they are paraplegic and not quadriplegic...although Harmonix would like to know solution ideas for quadriplegic gamers as well! I have asked to see if we could get into the source code if we sign away our lives -- worst case he just says "no way." And that's cool. I can understand keeping the code close to the vest. Doesn't hurt to propose it though. At the party I was at last night, it took 2-3 people without mobility disabilities to play the drum on "easy" mode. So add in any mobility disability and it's even tougher! Another thing to think about is solo practice -- you can go through the game just playing the drum with AI players. So there is a loss of independence for paraplegic gamers who would have to get a friend to "drum" with them. So they get used to each other's cues and styles...what happens at a party when the friend might not be there and a "substitute" second person is needed. It's not absolutely critical but it can get annoying to get used to someone else who is essentially a part of your "skills" package -- after all, a lot of (most?) people practice on their own so that they can keep up with and/or beat the crap out of their fellow game players. Yeah...rockband IS about collaboration...but...when the scores came up, there was always clearly "the winner." :) Did I mention that I think this discussion is really cool? ;) Michelle ---- Original message ---- >Date: Sun, 16 Dec 2007 00:10:01 -0800 >From: "Eelke Folmer" >Subject: Re: [games_access] Harmonix needs our help! >To: "IGDA Games Accessibility SIG Mailing List" > >Hey, > >Interesting problem, maybe a viable strategy would be to find the >gross or lowest denominator of the amount of interaction that a >paraplegic could provide; e.g. if this is a one switch you obviously >have a hard time providing five different inputs. Some amount of >interaction has to go or be automated. > >I assume we will not be able to modify the existing source code and >hence a solution must be found in the hardware. If you want to >automate particular drum beats there is no way to get this information >through a controller unless you would be using a videocamera that >would monitor the screen to see which buttons need to be pressed. > >I propose a simple solution: > >just splitting up the drums (physically) into a part (1-5) drums that >can be played by a paraplegic and the other part (1-5) shall be played >by another human. You need 4 people anyway so finding a 5th should not >be a problem. If the paraplegic is unable to drum but can only use sip >and puff i would suggest splitting up the controller for the drums in >a sipp and puff part and the remaining drum parts. > >Cheers Eelke > >On 15/12/2007, d. michelle hinn wrote: >> >> >> Hey Mike -- >> >> >> The automation of inputs sounds like an excellent idea. I think you'd >> want it generic and per-input though and be clear that it's not *just* >> the foot pedal that could be problematic. e.g. Def Leopard's Rick >> Allen could easily handle the bass pedal (and a few more), but one of >> the pads might be a pain to hit simultaneously with another one. >> >> >> Yep, I was thinking about Rick Allen -- I'll have to do some surfing to give >> them some links on how drummers with mobility disabilities and amputees >> trick out their drum kits for their own personal situation. That might give >> Rock Band another source for information (actually...I'm wondering if we >> could get Rick Allen in on the accessible drum kit? I know that the Harmonix >> guys know some of the band contacts. I'm serious! How cool would that be to >> be able to buy a special edition Rick Allen controller that could be >> reconfigured to work with switches and so forth? For info on his custom kit: >> http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >> >> >> I've only played the original GH briefly - do these games identify the >> different players at the start of the game? Tying such settings to >> individual users/names would be nice, so that if you're taking turns >> it'd automatically reconfigure itself for each person once those >> configurations are set and keep the accounts/configurations around as >> options for future gaming sessions. >> >> >> Yes, you pick your own player and name them (and then you can outfit them >> with cooler clothes and instruments when you earn cash from gigs) and it >> saves your progress and such. So I would think saving accessibility >> configurations would be pretty easy. >> >> >> As far as hardware - if they provided a way to use a generic >> controller instead of the custom ones (e.g. use a standard gamepad >> instead of the guitar for instance, where the whammy bar became the >> joystick), and in software allowed for remapping of the generic >> controller's inputs and to the expected inputs of the custom >> controller, then that should allow people to use things like the >> QuadControl.com's controller to play, wouldn't it? Anything >> excessively hard to do with such a controller could be switched to >> "automatic mode" in the software? Making these configurations also >> per-user as above would be nice as well. >> >> >> Hmm...yeah there is no way to play without a USB controller...but...I'm >> wondering if one of Barrie's USB controllers might be "tricked" to work with >> Rock Band -- I mean they already need a hub to fit four instruments so one >> of those could be an accessible controller...and then someone with different >> mobility issues might be able to play with a hacked controller connected to >> five switches (four for the drum pad and one for the pedal. I'll also >> introduce them to the Quad Controller for the 360 -- they may have a "cheat" >> or something that would allow someone to override an instrument (stranger >> things have been put in games). >> >> >> Now this discussion is kind of cool and super fun -- maybe we should start >> brainstorming on a game every other week where we know we have a friendly >> person in a high powered position who could make things happen. We could >> advert it on forums and our blogs for more suggestions. Mark and Barrie >> could help us on the blog end of things and I can contact some other groups. >> >> >> We could then present them with mini-usability reports and if they are >> interested in more info/help then they can help support the GA-SIG >> foundation (our soon-to-be-made-real non-profit) where we could earmark for >> travel scholarships for SIG members to conferences like the GDC where they >> are speakers, etc. It's a bird...It's a plane...no...It's "SIG PROJECT >> PRACTICAL!!!!!" >> >> >> I'm trying to set up a meeting with Alex and the Harmonix gang at GDC so we >> can show them the controllers, Eelke's haptic solution for the blind, how >> they are used, and discuss things further. Who doesn't want to ROCK after >> all? Beethoven was deaf -- and yet it was a rockstar back in his day. ;) >> >> >> Let me see if I can get a couple kits if we sign our lives away and promise >> not to resell them on ebay. >> >> >> Trust me on this one -- we have already benefited from the private >> generosity of Harmonix employees who dig our work. I can't say much more but >> trust me -- I know. >> >> >> Michelle >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... 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" ....................................... From richard at audiogames.net Sun Dec 16 07:00:20 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 16 Dec 2007 13:00:20 +0100 Subject: [games_access] Harmonix needs our help! References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> Message-ID: <002f01c83fdb$3b9fdf60$6402a8c0@Delletje> Hi, You don't really need to "blow" into a mic to trigger it. Simple whisper the right letter (anything with "P" will do - that's why plop-filters were invented), maybe add a noise gate and it'll work as a trigger. Greets, Richard ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, December 16, 2007 3:25 AM Subject: Re: [games_access] Harmonix needs our help! > This is a difficult problem to solve. I think in the future a sip/puff > mechanism should be considered. Rock Band 2: On Tour or whatever it > will be called could ship with headset microphones for everyone, or > why couldn't players use their current gaming headsets? You wear it, > assuming it's snug enough to stay on with the head thrashing and blow > into it to use the kick pedal. > > Other than that, I say give the players what they want, if they are > requesting that the kick stand action be automatic, best to do that in > a future patch. > > I think people who are new to games and not technically disabled will > benefit from game modes that automate difficult actions, such as EA's > Family Play controls for their Wii sports games. > > -Reid > > On Dec 15, 2007 4:45 PM, AudioGames.net wrote: >> >> Great question! >> >> First thing to jump to mind is to do something with the gamer's >> mouth/vocal >> options because it's free and available. Two ideas would then be either >> some >> very simple bite/sip/puff controller or a very simple head mic-setup (of >> course you need to be careful in a room full of sound with placing mics). >> A >> sip/puff/bite controller has the issue of hygiene which can be a pretty >> big >> problem. If so, go for the mic (which is simple hardware as well). The >> only >> thing you need from either the mic or the sip/puff/bite controller is a >> trigger of some sort. A player would then use his arms for the standard >> hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: >> "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit of >> this solution is that I think it can actually add to the fun of the game. >> The drummers in the bands I used to play in were always the types of guys >> who would always mimic what they were playing with their voice: >> "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the >> bar >> after practice ;). Also, when synced with samples of a kick-drum, gamers >> might be awed, thinking it is really cool to "boom" in a mic and hear a >> kickdrum from the machine ;) It might even turned out to make the game a >> bit >> easier... ? Alex, is there is a lot of double kickdrum in there? >> >> Greets, >> >> Richard >> >> >> >> ----- Original Message ----- >> From: "d. michelle hinn" >> To: >> Sent: Sunday, December 16, 2007 12:30 AM >> Subject: [games_access] Harmonix needs our help! >> >> >> >> > Hey everyone, >> > >> > So I've been talking to the CEO of Harmonix about Accessibility and >> > "Rock >> > Band." If you haven't yet seen it (ie, you were definitely not at a >> > booth >> > right across from them at E for All!) -- Harmonix was also behind >> > Guitar >> > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band >> > (which works with up to two guitars, a drum kit, and a mic). Right now >> > it's available (USB wired) for Xbox 360, (wireless -- >> > I think...) for PS3, and then (wired again) for PS2 (they have a USB >> > hub >> > that plugs into the USB slot to allow for 4 separate USB devices). >> > >> > Here's the situation from Alex: >> > >> > "One obvious thing that has already become apparent in the forums is >> > that >> > there's a demand among >> > paraplegic gamers for a mode of the drumming game in Rock Band that >> > doesn't require the kick pedal." >> > >> > I was thinking about hardware solutions that might work, that perhaps a >> > set of drumsticks that has some kind of squeeze mechanism might work >> > but >> > that might be tough to pull off while you are drumming. Having the foot >> > pedal in as a hat sensor would be difficult for those who want to >> > "ROCK!" >> > (hehe...head banging). The thing is that there are times when you have >> > to >> > hit the drum pads with both sticks and the foot pedal all at the same >> > time...so simply not using the pedal is not an option if you want to >> > progress through the game. >> > >> > One thing for sure is the drums? It's the toughest thing on Rock >> > Band -- I >> > brought it to a party last night and we had three people playing as >> > "the >> > drummer" at the same time in order to avoid our "band" from getting >> > kicked >> > off stage again and again -- even then the point difference between the >> > guitar and vocal versus the drums...guitar and vocal were in the 80s >> > and >> > 90s/100 on "easy" and drums got to about as high as 60/100 also on >> > "easy." >> > And this was from people who had never played Sing Star or Guitar Hero >> > on >> > the other instruments. So there's some balance issues that are coupled >> > along with it. >> > >> > So I'm thinking that a mode that didn't involve the kick pedal might be >> > more attractive in general...perhaps as some sort of patch (harder with >> > consoles if you don't have it hooked up to the net but they might be >> > willing to send out a patch on a game disk for free or the cost of >> > shipping and handling). Or it might just be a "for the next version" >> > kind >> > of thing. >> > >> > But can anything be done NOW with regard to a hardware alternative for >> > this version of Rock Band that has just come out? If there is a >> > software >> > solution, what would we need access to in order to implement something? >> > >> > Thoughts? We have their attention! We might be able to really influence >> > this game. Certainly I'll make Alex aware of Eelke's design solution >> > for >> > Guitar Hero for the visually impaired. But this is a rare direct >> > opportunity for us to work with a major game company on current and >> > future >> > versions of this so we can get an inside look at what it takes to >> > implement any one solution in a company. If it works out, this gives us >> > some "street cred" as a group and be able to talk about the process at, >> > say, next year's GDC with them. >> > >> > Hey, it could happen -- this is the CEO we're talking to! >> > >> > Michelle >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Dec 16 07:05:11 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 16 Dec 2007 13:05:11 +0100 Subject: [games_access] Harmonix needs our help! References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> Message-ID: <003c01c83fdb$e912f2e0$6402a8c0@Delletje> Hi, *quote* ... but one of the pads might be a pain to hit simultaneously with another one. *quote end* I was wondering whether or not the pads allow for rim-shots and that sort of thing. Does anyone know? I did some drumming on an electronic Yamaha drumkit but if I remember correctly, things like rimshots could not be done. If it can, one could trigger the kickdrum by simply hitting the pads in a different manner. Greets, Richard > > I've only played the original GH briefly - do these games identify the > different players at the start of the game? Tying such settings to > individual users/names would be nice, so that if you're taking turns > it'd automatically reconfigure itself for each person once those > configurations are set and keep the accounts/configurations around as > options for future gaming sessions. > > As far as hardware - if they provided a way to use a generic > controller instead of the custom ones (e.g. use a standard gamepad > instead of the guitar for instance, where the whammy bar became the > joystick), and in software allowed for remapping of the generic > controller's inputs and to the expected inputs of the custom > controller, then that should allow people to use things like the > QuadControl.com's controller to play, wouldn't it? Anything > excessively hard to do with such a controller could be switched to > "automatic mode" in the software? Making these configurations also > per-user as above would be nice as well. > > Cheers, > Mike > > On Dec 15, 2007 8:25 PM, Reid Kimball wrote: >> This is a difficult problem to solve. I think in the future a sip/puff >> mechanism should be considered. Rock Band 2: On Tour or whatever it >> will be called could ship with headset microphones for everyone, or >> why couldn't players use their current gaming headsets? You wear it, >> assuming it's snug enough to stay on with the head thrashing and blow >> into it to use the kick pedal. >> >> Other than that, I say give the players what they want, if they are >> requesting that the kick stand action be automatic, best to do that in >> a future patch. >> >> I think people who are new to games and not technically disabled will >> benefit from game modes that automate difficult actions, such as EA's >> Family Play controls for their Wii sports games. >> >> -Reid >> >> >> On Dec 15, 2007 4:45 PM, AudioGames.net wrote: >> > >> > Great question! >> > >> > First thing to jump to mind is to do something with the gamer's >> > mouth/vocal >> > options because it's free and available. Two ideas would then be either >> > some >> > very simple bite/sip/puff controller or a very simple head mic-setup >> > (of >> > course you need to be careful in a room full of sound with placing >> > mics). A >> > sip/puff/bite controller has the issue of hygiene which can be a pretty >> > big >> > problem. If so, go for the mic (which is simple hardware as well). The >> > only >> > thing you need from either the mic or the sip/puff/bite controller is a >> > trigger of some sort. A player would then use his arms for the standard >> > hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: >> > "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit >> > of >> > this solution is that I think it can actually add to the fun of the >> > game. >> > The drummers in the bands I used to play in were always the types of >> > guys >> > who would always mimic what they were playing with their voice: >> > "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in >> > the bar >> > after practice ;). Also, when synced with samples of a kick-drum, >> > gamers >> > might be awed, thinking it is really cool to "boom" in a mic and hear a >> > kickdrum from the machine ;) It might even turned out to make the game >> > a bit >> > easier... ? Alex, is there is a lot of double kickdrum in there? >> > >> > Greets, >> > >> > Richard >> > >> > >> > >> > ----- Original Message ----- >> > From: "d. michelle hinn" >> > To: >> > Sent: Sunday, December 16, 2007 12:30 AM >> > Subject: [games_access] Harmonix needs our help! >> > >> > >> > >> > > Hey everyone, >> > > >> > > So I've been talking to the CEO of Harmonix about Accessibility and >> > > "Rock >> > > Band." If you haven't yet seen it (ie, you were definitely not at a >> > > booth >> > > right across from them at E for All!) -- Harmonix was also behind >> > > Guitar >> > > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band >> > > (which works with up to two guitars, a drum kit, and a mic). Right >> > > now >> > > it's available (USB wired) for Xbox 360, (wireless -- >> > > I think...) for PS3, and then (wired again) for PS2 (they have a USB >> > > hub >> > > that plugs into the USB slot to allow for 4 separate USB devices). >> > > >> > > Here's the situation from Alex: >> > > >> > > "One obvious thing that has already become apparent in the forums is >> > > that >> > > there's a demand among >> > > paraplegic gamers for a mode of the drumming game in Rock Band that >> > > doesn't require the kick pedal." >> > > >> > > I was thinking about hardware solutions that might work, that perhaps >> > > a >> > > set of drumsticks that has some kind of squeeze mechanism might work >> > > but >> > > that might be tough to pull off while you are drumming. Having the >> > > foot >> > > pedal in as a hat sensor would be difficult for those who want to >> > > "ROCK!" >> > > (hehe...head banging). The thing is that there are times when you >> > > have to >> > > hit the drum pads with both sticks and the foot pedal all at the same >> > > time...so simply not using the pedal is not an option if you want to >> > > progress through the game. >> > > >> > > One thing for sure is the drums? It's the toughest thing on Rock >> > > Band -- I >> > > brought it to a party last night and we had three people playing as >> > > "the >> > > drummer" at the same time in order to avoid our "band" from getting >> > > kicked >> > > off stage again and again -- even then the point difference between >> > > the >> > > guitar and vocal versus the drums...guitar and vocal were in the 80s >> > > and >> > > 90s/100 on "easy" and drums got to about as high as 60/100 also on >> > > "easy." >> > > And this was from people who had never played Sing Star or Guitar >> > > Hero on >> > > the other instruments. So there's some balance issues that are >> > > coupled >> > > along with it. >> > > >> > > So I'm thinking that a mode that didn't involve the kick pedal might >> > > be >> > > more attractive in general...perhaps as some sort of patch (harder >> > > with >> > > consoles if you don't have it hooked up to the net but they might be >> > > willing to send out a patch on a game disk for free or the cost of >> > > shipping and handling). Or it might just be a "for the next version" >> > > kind >> > > of thing. >> > > >> > > But can anything be done NOW with regard to a hardware alternative >> > > for >> > > this version of Rock Band that has just come out? If there is a >> > > software >> > > solution, what would we need access to in order to implement >> > > something? >> > > >> > > Thoughts? We have their attention! We might be able to really >> > > influence >> > > this game. Certainly I'll make Alex aware of Eelke's design solution >> > > for >> > > Guitar Hero for the visually impaired. But this is a rare direct >> > > opportunity for us to work with a major game company on current and >> > > future >> > > versions of this so we can get an inside look at what it takes to >> > > implement any one solution in a company. If it works out, this gives >> > > us >> > > some "street cred" as a group and be able to talk about the process >> > > at, >> > > say, next year's GDC with them. >> > > >> > > Hey, it could happen -- this is the CEO we're talking to! >> > > >> > > Michelle >> > > _______________________________________________ >> > > games_access mailing list >> > > games_access at igda.org >> > > http://seven.pairlist.net/mailman/listinfo/games_access >> > >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> > >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Dec 16 07:08:40 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 16 Dec 2007 13:08:40 +0100 Subject: [games_access] Harmonix needs our help! References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> <002f01c83fdb$3b9fdf60$6402a8c0@Delletje> Message-ID: <005d01c83fdc$6592be90$6402a8c0@Delletje> Which, by the way, could be the start of RapBand*, consisting of one Human Beatbox-controller, a turntable-controller and 2 mics :) *Babes, Bling and Cars not included ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, December 16, 2007 1:00 PM Subject: Re: [games_access] Harmonix needs our help! > Hi, > > You don't really need to "blow" into a mic to trigger it. Simple whisper > the right letter (anything with "P" will do - that's why plop-filters were > invented), maybe add a noise gate and it'll work as a trigger. > > Greets, > > Richard > > > > ----- Original Message ----- > From: "Reid Kimball" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Sunday, December 16, 2007 3:25 AM > Subject: Re: [games_access] Harmonix needs our help! > > >> This is a difficult problem to solve. I think in the future a sip/puff >> mechanism should be considered. Rock Band 2: On Tour or whatever it >> will be called could ship with headset microphones for everyone, or >> why couldn't players use their current gaming headsets? You wear it, >> assuming it's snug enough to stay on with the head thrashing and blow >> into it to use the kick pedal. >> >> Other than that, I say give the players what they want, if they are >> requesting that the kick stand action be automatic, best to do that in >> a future patch. >> >> I think people who are new to games and not technically disabled will >> benefit from game modes that automate difficult actions, such as EA's >> Family Play controls for their Wii sports games. >> >> -Reid >> >> On Dec 15, 2007 4:45 PM, AudioGames.net wrote: >>> >>> Great question! >>> >>> First thing to jump to mind is to do something with the gamer's >>> mouth/vocal >>> options because it's free and available. Two ideas would then be either >>> some >>> very simple bite/sip/puff controller or a very simple head mic-setup (of >>> course you need to be careful in a room full of sound with placing >>> mics). A >>> sip/puff/bite controller has the issue of hygiene which can be a pretty >>> big >>> problem. If so, go for the mic (which is simple hardware as well). The >>> only >>> thing you need from either the mic or the sip/puff/bite controller is a >>> trigger of some sort. A player would then use his arms for the standard >>> hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: >>> "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit >>> of >>> this solution is that I think it can actually add to the fun of the >>> game. >>> The drummers in the bands I used to play in were always the types of >>> guys >>> who would always mimic what they were playing with their voice: >>> "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the >>> bar >>> after practice ;). Also, when synced with samples of a kick-drum, >>> gamers >>> might be awed, thinking it is really cool to "boom" in a mic and hear a >>> kickdrum from the machine ;) It might even turned out to make the game a >>> bit >>> easier... ? Alex, is there is a lot of double kickdrum in there? >>> >>> Greets, >>> >>> Richard >>> >>> >>> >>> ----- Original Message ----- >>> From: "d. michelle hinn" >>> To: >>> Sent: Sunday, December 16, 2007 12:30 AM >>> Subject: [games_access] Harmonix needs our help! >>> >>> >>> >>> > Hey everyone, >>> > >>> > So I've been talking to the CEO of Harmonix about Accessibility and >>> > "Rock >>> > Band." If you haven't yet seen it (ie, you were definitely not at a >>> > booth >>> > right across from them at E for All!) -- Harmonix was also behind >>> > Guitar >>> > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band >>> > (which works with up to two guitars, a drum kit, and a mic). Right now >>> > it's available (USB wired) for Xbox 360, (wireless -- >>> > I think...) for PS3, and then (wired again) for PS2 (they have a USB >>> > hub >>> > that plugs into the USB slot to allow for 4 separate USB devices). >>> > >>> > Here's the situation from Alex: >>> > >>> > "One obvious thing that has already become apparent in the forums is >>> > that >>> > there's a demand among >>> > paraplegic gamers for a mode of the drumming game in Rock Band that >>> > doesn't require the kick pedal." >>> > >>> > I was thinking about hardware solutions that might work, that perhaps >>> > a >>> > set of drumsticks that has some kind of squeeze mechanism might work >>> > but >>> > that might be tough to pull off while you are drumming. Having the >>> > foot >>> > pedal in as a hat sensor would be difficult for those who want to >>> > "ROCK!" >>> > (hehe...head banging). The thing is that there are times when you have >>> > to >>> > hit the drum pads with both sticks and the foot pedal all at the same >>> > time...so simply not using the pedal is not an option if you want to >>> > progress through the game. >>> > >>> > One thing for sure is the drums? It's the toughest thing on Rock >>> > Band -- I >>> > brought it to a party last night and we had three people playing as >>> > "the >>> > drummer" at the same time in order to avoid our "band" from getting >>> > kicked >>> > off stage again and again -- even then the point difference between >>> > the >>> > guitar and vocal versus the drums...guitar and vocal were in the 80s >>> > and >>> > 90s/100 on "easy" and drums got to about as high as 60/100 also on >>> > "easy." >>> > And this was from people who had never played Sing Star or Guitar Hero >>> > on >>> > the other instruments. So there's some balance issues that are coupled >>> > along with it. >>> > >>> > So I'm thinking that a mode that didn't involve the kick pedal might >>> > be >>> > more attractive in general...perhaps as some sort of patch (harder >>> > with >>> > consoles if you don't have it hooked up to the net but they might be >>> > willing to send out a patch on a game disk for free or the cost of >>> > shipping and handling). Or it might just be a "for the next version" >>> > kind >>> > of thing. >>> > >>> > But can anything be done NOW with regard to a hardware alternative for >>> > this version of Rock Band that has just come out? If there is a >>> > software >>> > solution, what would we need access to in order to implement >>> > something? >>> > >>> > Thoughts? We have their attention! We might be able to really >>> > influence >>> > this game. Certainly I'll make Alex aware of Eelke's design solution >>> > for >>> > Guitar Hero for the visually impaired. But this is a rare direct >>> > opportunity for us to work with a major game company on current and >>> > future >>> > versions of this so we can get an inside look at what it takes to >>> > implement any one solution in a company. If it works out, this gives >>> > us >>> > some "street cred" as a group and be able to talk about the process >>> > at, >>> > say, next year's GDC with them. >>> > >>> > Hey, it could happen -- this is the CEO we're talking to! >>> > >>> > Michelle >>> > _______________________________________________ >>> > games_access mailing list >>> > games_access at igda.org >>> > http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From foreversublime at hotmail.com Sun Dec 16 09:58:11 2007 From: foreversublime at hotmail.com (Matthias Troup) Date: Sun, 16 Dec 2007 09:58:11 -0500 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@o neswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA <008a01c8354c$3c4c0220$6501a8c0@Inspiron> Message-ID: Getting a law passed should be an issue dropped from the SIG. The bottom line is that games aren't meant for everyone to begin with. Nothing is. Influence through inspiration is an honorable way to meet the SIG's goals. Forcing its hand by law is condemnable. The former may not be the most effective, but the latter doesn't consider for one second that everything this SIG stands for MIGHT BE "WRONG". On a social level accessibility *might* be a nice accomplishment. How about from other perspectives? Entertainment? Art? Creative freedom? I enjoy designing accessible games on an independent/"hobbyist" basis, but I cringe to think what forced accessibility would do (or not do) on a grand scale. I'll reserve my "what if" statements. The only place accessibility may have a legal leg to stand on is in a public school setting. Are most people with special needs able to attend public schools (bad question - as there is such a large range of disabilities)? Does it impede the progress of able bodies? Remember - in America - "The needs of the MANY outweigh the needs of a few" or so it's believed. Are American children under-performing because the top 50% of students are being held back by laws, goals, and actions focused on the bottom 50% (I'm not assuming disabled people are "dumb", but most are "under-performing" by definition that they don't have tools needed to maximize potential)? We can't be educated enough to know. As wide a range of accessibility features there could be for different disabilities there are different points of view of how a law may have a positive or negative impact on the very society [able-bodied inclusive] this group is trying to help. So, please continue to inspire, and please keep this out of reach from the law. Date: Sun, 2 Dec 2007 22:24:04 -0600 To: games_access at igda.org From: hinn at uiuc.edu Subject: Re: [games_access] Getting Federal government. On our side. Re: [games_access] Getting Federal government. On our sid This is true and I definitely was not trying to discourage the petition -- but when we start talking laws...we start talking about lawsuits. To do that is a whole different ballgame. Movie industry captioning does fall, in part, under the Americans with Disabilities Act but that ruling was in 2000 and the fight to get at least seat based captioning is STILL ongoing with lawsuit after lawsuit launched. The issue is that these require special devices and sometimes seating that someone has to pick up the bill for (who pays for that? The movie theatres? The movie industry?). The other issue is captions on or below the screen -- The National Association of the Deaf have been trying to get "open captioning" (captions on or below the screen) of movies in theaters implemented for a loooooong time now -- "open captioning" or on screen captioning is NOT covered under the Americans with Disabilities Act for some reason so there's ZERO incentive for the film industry to do that unless they are showing a foreign language film) and there are entire chains of movie theatres that do NOT provide captioning -- even seat-based: http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 See also this page for more information on how the movie industry has reacted (quoted from the website: "Movie studios and theaters have been slow to adopt open captioning of movies by claiming that open captioning causes a negative effect on box office sales." Sound familiar???): http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 The above is a nice example of a position statement that is perhaps more like what we want to go with regarding a petition. A tax break initiative for movie theatre chains to do provide for this was introduced in the JOBS act but when the final version of the law passed, this was a "rider" on the law that was not included. There have also been lawsuit after lawsuit after lawsuit raised and those take forever and usually get dropped for one reason or another. So perhaps what we need to do is not just get a petition going but actually get groups like the National Association of the Deaf and so forth involved. Because we can get every name in the game industry to sign the petition but it's powerful (and politically connected) groups like these that launch the lawsuits -- they have the power, connections, and the money to do this. I know...this is soooo "American." It would be great if there were easy and inexpensive options for the industry to implement, that it was "politically correct" for a legislator to stand behind this issue (remember...we are in election times...) -- the veteran issue is great and I definitely use this example in talks that I give. But on the flip side...games were also used to recruit so you can imagine the powderkeg the senator/whoever that brings this up will face. And with all the issues current candidates are having to address...eeek. So once again the lawsuit issue comes up. For that? We need way more power and we need the power and support of major disability organizations. Note: I am in no way saying "let's launch a lawsuit NOW." In fact, by even raising the issue I'm probably pissing off every developer on the list. Or not. I'm only raising the issue and pointing out how other advocacy groups have handled this issue of accessibility to entertainment. Michelle (who on some days is tempted to go get a law degree in night school...hahahahahahah...ok, seriously...I'm tired. And when that happens all kinds of crazy things come to mind.) I know what you mean Michelle. But the bottom line is there needs to be something created so that the entertainment world has a standard also. Take for example the product brought out by the movie industry. In order for their productivity listened to by people with heart hearing, the movie theaters themselves by law, have to provide assistance technology to help the people either see or hear with devices. To me that seems like not exactly the same thing but something similar. The game design industry also provides a product that is not equal opportunity to enjoy. If we can get the petition circled around then we can send it to the right people who know the law and who can help us voice in if they see the need, which will combine the most important people we can find to sign it. Even if we just get around to the people we need to sign it, and then send it around to officials, and nothing happens, I think it makes a very loud statement. Because then it can be documented who signed it. I would imagine trying to get the key names in the industry to sign it. Even the employees for those companies. Not to mention sending it out to all the important institutions. On their web site for the petition web page they do say that it's prohibited, not allowed, to mass e-mail yourself they set it up somehow targeting it to the right people I'm not sure how. I do not know what that's all about. Seems kind of crazy. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 8:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Get the power of Windows + Web with the new Windows Live. http://www.windowslive.com?ocid=TXT_TAGHM_Wave2_powerofwindows_122007 -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Sun Dec 16 12:43:52 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 16 Dec 2007 09:43:52 -0800 Subject: [games_access] Harmonix needs our help! In-Reply-To: <005d01c83fdc$6592be90$6402a8c0@Delletje> References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> <002f01c83fdb$3b9fdf60$6402a8c0@Delletje> <005d01c83fdc$6592be90$6402a8c0@Delletje> Message-ID: It's not clear to me how many USB slots are available for use after everything is setup, but similar to Eleke's 5th person idea is that the paraplegic gamer uses his drums as usual and then a 5th person uses a normal console controller to activate the kick pedal with whatever button they want. Yes, as Michelle mentioned, if the player wants to play alone, then the kick pedal will need to be used in some other way. Has anyone mentioned using the cameras that the consoles use? It may be possible for the camera to recognize head motions. Think of a "virtual" kick pedal being to the right of a players head and anytime they want to use it, they tilt their head right. I personally don't worry about head thrashing, I think players have the willpower to control that if they understand their head can help them use the kick pedal. Depending on the position of the virtual kick pedal (aka head bang pedal) they could still have a lot of free head movement. -Reid On Dec 16, 2007 4:08 AM, AudioGames.net wrote: > Which, by the way, could be the start of RapBand*, consisting of one Human > Beatbox-controller, a turntable-controller and 2 mics :) > > > *Babes, Bling and Cars not included > > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Sunday, December 16, 2007 1:00 PM > Subject: Re: [games_access] Harmonix needs our help! > > > > Hi, > > > > You don't really need to "blow" into a mic to trigger it. Simple whisper > > the right letter (anything with "P" will do - that's why plop-filters were > > invented), maybe add a noise gate and it'll work as a trigger. > > > > Greets, > > > > Richard > > > > > > > > ----- Original Message ----- > > From: "Reid Kimball" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Sunday, December 16, 2007 3:25 AM > > Subject: Re: [games_access] Harmonix needs our help! > > > > > >> This is a difficult problem to solve. I think in the future a sip/puff > >> mechanism should be considered. Rock Band 2: On Tour or whatever it > >> will be called could ship with headset microphones for everyone, or > >> why couldn't players use their current gaming headsets? You wear it, > >> assuming it's snug enough to stay on with the head thrashing and blow > >> into it to use the kick pedal. > >> > >> Other than that, I say give the players what they want, if they are > >> requesting that the kick stand action be automatic, best to do that in > >> a future patch. > >> > >> I think people who are new to games and not technically disabled will > >> benefit from game modes that automate difficult actions, such as EA's > >> Family Play controls for their Wii sports games. > >> > >> -Reid > >> > >> On Dec 15, 2007 4:45 PM, AudioGames.net wrote: > >>> > >>> Great question! > >>> > >>> First thing to jump to mind is to do something with the gamer's > >>> mouth/vocal > >>> options because it's free and available. Two ideas would then be either > >>> some > >>> very simple bite/sip/puff controller or a very simple head mic-setup (of > >>> course you need to be careful in a room full of sound with placing > >>> mics). A > >>> sip/puff/bite controller has the issue of hygiene which can be a pretty > >>> big > >>> problem. If so, go for the mic (which is simple hardware as well). The > >>> only > >>> thing you need from either the mic or the sip/puff/bite controller is a > >>> trigger of some sort. A player would then use his arms for the standard > >>> hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: > >>> "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A benefit > >>> of > >>> this solution is that I think it can actually add to the fun of the > >>> game. > >>> The drummers in the bands I used to play in were always the types of > >>> guys > >>> who would always mimic what they were playing with their voice: > >>> "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing (especially in the > >>> bar > >>> after practice ;). Also, when synced with samples of a kick-drum, > >>> gamers > >>> might be awed, thinking it is really cool to "boom" in a mic and hear a > >>> kickdrum from the machine ;) It might even turned out to make the game a > >>> bit > >>> easier... ? Alex, is there is a lot of double kickdrum in there? > >>> > >>> Greets, > >>> > >>> Richard > >>> > >>> > >>> > >>> ----- Original Message ----- > >>> From: "d. michelle hinn" > >>> To: > >>> Sent: Sunday, December 16, 2007 12:30 AM > >>> Subject: [games_access] Harmonix needs our help! > >>> > >>> > >>> > >>> > Hey everyone, > >>> > > >>> > So I've been talking to the CEO of Harmonix about Accessibility and > >>> > "Rock > >>> > Band." If you haven't yet seen it (ie, you were definitely not at a > >>> > booth > >>> > right across from them at E for All!) -- Harmonix was also behind > >>> > Guitar > >>> > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band > >>> > (which works with up to two guitars, a drum kit, and a mic). Right now > >>> > it's available (USB wired) for Xbox 360, (wireless -- > >>> > I think...) for PS3, and then (wired again) for PS2 (they have a USB > >>> > hub > >>> > that plugs into the USB slot to allow for 4 separate USB devices). > >>> > > >>> > Here's the situation from Alex: > >>> > > >>> > "One obvious thing that has already become apparent in the forums is > >>> > that > >>> > there's a demand among > >>> > paraplegic gamers for a mode of the drumming game in Rock Band that > >>> > doesn't require the kick pedal." > >>> > > >>> > I was thinking about hardware solutions that might work, that perhaps > >>> > a > >>> > set of drumsticks that has some kind of squeeze mechanism might work > >>> > but > >>> > that might be tough to pull off while you are drumming. Having the > >>> > foot > >>> > pedal in as a hat sensor would be difficult for those who want to > >>> > "ROCK!" > >>> > (hehe...head banging). The thing is that there are times when you have > >>> > to > >>> > hit the drum pads with both sticks and the foot pedal all at the same > >>> > time...so simply not using the pedal is not an option if you want to > >>> > progress through the game. > >>> > > >>> > One thing for sure is the drums? It's the toughest thing on Rock > >>> > Band -- I > >>> > brought it to a party last night and we had three people playing as > >>> > "the > >>> > drummer" at the same time in order to avoid our "band" from getting > >>> > kicked > >>> > off stage again and again -- even then the point difference between > >>> > the > >>> > guitar and vocal versus the drums...guitar and vocal were in the 80s > >>> > and > >>> > 90s/100 on "easy" and drums got to about as high as 60/100 also on > >>> > "easy." > >>> > And this was from people who had never played Sing Star or Guitar Hero > >>> > on > >>> > the other instruments. So there's some balance issues that are coupled > >>> > along with it. > >>> > > >>> > So I'm thinking that a mode that didn't involve the kick pedal might > >>> > be > >>> > more attractive in general...perhaps as some sort of patch (harder > >>> > with > >>> > consoles if you don't have it hooked up to the net but they might be > >>> > willing to send out a patch on a game disk for free or the cost of > >>> > shipping and handling). Or it might just be a "for the next version" > >>> > kind > >>> > of thing. > >>> > > >>> > But can anything be done NOW with regard to a hardware alternative for > >>> > this version of Rock Band that has just come out? If there is a > >>> > software > >>> > solution, what would we need access to in order to implement > >>> > something? > >>> > > >>> > Thoughts? We have their attention! We might be able to really > >>> > influence > >>> > this game. Certainly I'll make Alex aware of Eelke's design solution > >>> > for > >>> > Guitar Hero for the visually impaired. But this is a rare direct > >>> > opportunity for us to work with a major game company on current and > >>> > future > >>> > versions of this so we can get an inside look at what it takes to > >>> > implement any one solution in a company. If it works out, this gives > >>> > us > >>> > some "street cred" as a group and be able to talk about the process > >>> > at, > >>> > say, next year's GDC with them. > >>> > > >>> > Hey, it could happen -- this is the CEO we're talking to! > >>> > > >>> > Michelle > >>> > _______________________________________________ > >>> > games_access mailing list > >>> > games_access at igda.org > >>> > http://seven.pairlist.net/mailman/listinfo/games_access > >>> > >>> _______________________________________________ > >>> games_access mailing list > >>> games_access at igda.org > >>> http://seven.pairlist.net/mailman/listinfo/games_access > >>> > >> _______________________________________________ > >> games_access mailing list > >> games_access at igda.org > >> http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From jbannick at 7128.com Sun Dec 16 12:58:01 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 16 Dec 2007 12:58:01 -0500 Subject: [games_access] 9+1 Key Points Message-ID: <6.1.0.6.2.20071216125451.01dbb998@enigami.com> Richard, Your 9+1 Key Points grid is great! It's succinct and contains a bunch of useful, well organized information that developers can actually use. A couple of specifics we plan to incorporate into our 2008 plan are: Dwell Clicking and some kind of Close Captioning (as opposed to just video subtitles) We'd never heard of the CC duration issue. Your grid has been useful in improving our terminology. We have our "Idle Twit" feature: a very limited tutorial that pops up when a game has been idle for 1 minute. Having the term Tutorial Agent for that feature is useful when communicating with people outside our company. Your Item #6, Experience Compensation, is supported by Rosie, one of our blind playtesters, who demanded "Ear Candy" just as sighted players want Eye Candy. As a result, we added ambient and incidental sounds related to the various games. They've gotten a real nice reception from our blind gamers. Re Item #5 and Assisted Play Modes. I'm personally very strongly of the opinion that a better solution is to have a single mode that works for everyone. This requires a lot more design thought, practical experience, and iterative input from actual users. But it results in much less code, much fewer things to break, much less testing time, and a more understandable user interface. Which is not to say that a single UI mode would not have user-settable switches to turn various accessibility features on and off. And that being said, we do use the Easy button, which simplifies each game. So maybe we are using modalities. Hmmm.... Re Item #8, Output Rendering. I'm also of the opinion that KISS trumps customization. Or more specifically, even though people say they want more customization, they have a limited tolerance for a multiplicity of options. The poster child for this was the pagination software I built for the New York Times. Literally every command was customizable; customer demands! As a consequence, the product took longer to enhance, debug, and support; oh, and cost more. Some sort of marginal analysis is appropriate here. In any event, you did a fine job with your 9+1 Key Points. Grids like this are something we can actually apply to product. John Bannick CTO 7-128 Software From hinn at uiuc.edu Sun Dec 16 14:09:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Dec 2007 13:09:39 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: References: <00e601c83f7d$06a026c0$6402a8c0@Delletje> <002f01c83fdb$3b9fdf60$6402a8c0@Delletje> <005d01c83fdc$6592be90$6402a8c0@Delletje> Message-ID: Reid said >I personally don't worry about head thrashing, I think players have >the willpower to control that if they understand their head can help >them use the kick pedal. Depending on the position of the virtual kick >pedal (aka head bang pedal) they could still have a lot of free head >movement. I think it's not so much about willpower as wanting to thrash/rock. :) If that's the key to playing, however, then, yeah people will not allow themselves to do that. Michelle From hinn at uiuc.edu Sun Dec 16 14:22:59 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Dec 2007 13:22:59 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: <003c01c83fdb$e912f2e0$6402a8c0@Delletje> References: <00e601c83f7d$06a026c0$6402a8c0@Delle tje> <003c01c83fdb$e912f2e0$6402a8c0@Delletje> Message-ID: The game does automate things -- sometimes some of the pads are the cymbals and sometimes the toms but the player doesn't control that. And, no, you can't do rim shots -- it's not that sensitive. So the scenario for the player is often having to hit two pads PLUS the pedal all at the same time. Alex said that there's no way Viacom (their owner will NOT give us access to the source code) BUT for the hardware/alt controller peeps he could send a few kits for someone to hack into/remap things. Now don't everyone send me a request for a kit if you aren't a hardware/software solutions guru. I know this poses a problem for those in Europe (although...have they localized? Do you guys have Rock Band available for the PAL consoles?). I can do testing here with my kit as needed with students when they return from break. Here's what Alex added when I mentioned the source code access: "However, I wonder if there's another solution. If the work you're trying to do is on the hardware interface level, you could remap alternate hardware interfaces onto our standard mappings all in electronics. It's more of a pain in the ass than in code, but nonetheless totally doable. (Depends, of course, on what you're trying to accomplish.)" Michelle >Hi, > >*quote* >... but one of the pads might be a pain to hit simultaneously with >another one. >*quote end* > >I was wondering whether or not the pads allow for rim-shots and that >sort of thing. Does anyone know? I did some drumming on an >electronic Yamaha drumkit but if I remember correctly, things like >rimshots could not be done. If it can, one could trigger the >kickdrum by simply hitting the pads in a different manner. > >Greets, > >Richard > > > >> >>I've only played the original GH briefly - do these games identify the >>different players at the start of the game? Tying such settings to >>individual users/names would be nice, so that if you're taking turns >>it'd automatically reconfigure itself for each person once those >>configurations are set and keep the accounts/configurations around as >>options for future gaming sessions. >> >>As far as hardware - if they provided a way to use a generic >>controller instead of the custom ones (e.g. use a standard gamepad >>instead of the guitar for instance, where the whammy bar became the >>joystick), and in software allowed for remapping of the generic >>controller's inputs and to the expected inputs of the custom >>controller, then that should allow people to use things like the >>QuadControl.com's controller to play, wouldn't it? Anything >>excessively hard to do with such a controller could be switched to >>"automatic mode" in the software? Making these configurations also >>per-user as above would be nice as well. >> >>Cheers, >>Mike >> >>On Dec 15, 2007 8:25 PM, Reid Kimball wrote: >>>This is a difficult problem to solve. I think in the future a sip/puff >>>mechanism should be considered. Rock Band 2: On Tour or whatever it >>>will be called could ship with headset microphones for everyone, or >>>why couldn't players use their current gaming headsets? You wear it, >>>assuming it's snug enough to stay on with the head thrashing and blow >>>into it to use the kick pedal. >>> >>>Other than that, I say give the players what they want, if they are >>>requesting that the kick stand action be automatic, best to do that in >>>a future patch. >>> >>>I think people who are new to games and not technically disabled will >>>benefit from game modes that automate difficult actions, such as EA's >>>Family Play controls for their Wii sports games. >>> >>>-Reid >>> >>> >>>On Dec 15, 2007 4:45 PM, AudioGames.net wrote: >>>> >>>> Great question! >>>> >>>> First thing to jump to mind is to do something with the >>>>gamer's > mouth/vocal >>>> options because it's free and available. Two ideas would then be >>>>either > some >>>> very simple bite/sip/puff controller or a very simple head mic-setup > (of >>>> course you need to be careful in a room full of sound with >>>>placing > mics). A >>> > sip/puff/bite controller has the issue of hygiene which can be >>>a pretty > big >>>> problem. If so, go for the mic (which is simple hardware as >>>>well). The > only >>>> thing you need from either the mic or the sip/puff/bite controller is a >>>> trigger of some sort. A player would then use his arms for the standard >>>> hi-hat/snare/toms/riot/crashes/cowbell-stuff, and "sing" the kick: >>>> "boom"+hihat > hihat > hihat+snare > "boomboom"+hihat > etc. A >>>>benefit > of >>>> this solution is that I think it can actually add to the fun of >>>>the > game. >>>> The drummers in the bands I used to play in were always the >>>>types of > guys >>>> who would always mimic what they were playing with their voice: >>>> "boom-tjak-ka-boomboom-tjakcrash"- that sort of thing >>>>(especially in > the bar >>>> after practice ;). Also, when synced with samples of a >>>>kick-drum, > gamers >>>> might be awed, thinking it is really cool to "boom" in a mic and hear a >>>> kickdrum from the machine ;) It might even turned out to make >>>>the game > a bit >>>> easier... ? Alex, is there is a lot of double kickdrum in there? >>>> >>>> Greets, >>>> >>>> Richard >>>> >>>> >>>> >>>> ----- Original Message ----- >>>> From: "d. michelle hinn" >>>> To: >>>> Sent: Sunday, December 16, 2007 12:30 AM >>>> Subject: [games_access] Harmonix needs our help! >>>> >>>> >>>> >>>> > Hey everyone, >>>> > >>>> > So I've been talking to the CEO of Harmonix about >>>>Accessibility and > > "Rock >>>> > Band." If you haven't yet seen it (ie, you were definitely not >>>>at a > > booth >>>> > right across from them at E for All!) -- Harmonix was also >>>>behind > > Guitar >>>> > Hero 1, 2, and 80s but then they spun that off to focus on Rock Band >>>> > (which works with up to two guitars, a drum kit, and a mic). >>>>Right > > now >>>> > it's available (USB wired) for Xbox 360, (wireless -- >>>> > I think...) for PS3, and then (wired again) for PS2 (they have >>>>a USB > > hub >>>> > that plugs into the USB slot to allow for 4 separate USB devices). >>>> > >>>> > Here's the situation from Alex: >>>> > >>>> > "One obvious thing that has already become apparent in the >>>>forums is > > that >>>> > there's a demand among >>>> > paraplegic gamers for a mode of the drumming game in Rock Band that >>>> > doesn't require the kick pedal." >>>> > >>>> > I was thinking about hardware solutions that might work, that >>>>perhaps > > a >>>> > set of drumsticks that has some kind of squeeze mechanism >>>>might work > > but >>>> > that might be tough to pull off while you are drumming. Having >>>>the > > foot >>>> > pedal in as a hat sensor would be difficult for those who want >>>>to > > "ROCK!" >>>> > (hehe...head banging). The thing is that there are times when >>>>you > > have to >>>> > hit the drum pads with both sticks and the foot pedal all at the same >>>> > time...so simply not using the pedal is not an option if you want to >>>> > progress through the game. >>>> > >>>> > One thing for sure is the drums? It's the toughest thing on >>>>Rock > > Band -- I >>>> > brought it to a party last night and we had three people >>>>playing as > > "the >>>> > drummer" at the same time in order to avoid our "band" from >>>>getting > > kicked >>>> > off stage again and again -- even then the point difference >>>>between > > the >>>> > guitar and vocal versus the drums...guitar and vocal were in >>>>the 80s > > and >>>> > 90s/100 on "easy" and drums got to about as high as 60/100 >>>>also on > > "easy." >>>> > And this was from people who had never played Sing Star or >>>>Guitar > > Hero on >>>> > the other instruments. So there's some balance issues that >>>>are > > coupled >>>> > along with it. >>>> > >>>> > So I'm thinking that a mode that didn't involve the kick pedal >>>>might > > be >>>> > more attractive in general...perhaps as some sort of patch >>>>(harder > > with >>>> > consoles if you don't have it hooked up to the net but they might be >>>> > willing to send out a patch on a game disk for free or the cost of >>>> > shipping and handling). Or it might just be a "for the next >>>>version" > > kind >>>> > of thing. >>>> > >>>> > But can anything be done NOW with regard to a hardware >>>>alternative > > for >>>> > this version of Rock Band that has just come out? If there is >>>>a > > software >>>> > solution, what would we need access to in order to >>>>implement > > something? >>>> > >>> > > Thoughts? We have their attention! We might be able to >>>really > > influence >>>> > this game. Certainly I'll make Alex aware of Eelke's design >>>>solution > > for >>>> > Guitar Hero for the visually impaired. But this is a rare direct >>>> > opportunity for us to work with a major game company on >>>>current and > > future >>>> > versions of this so we can get an inside look at what it takes to >>>> > implement any one solution in a company. If it works out, this >>>>gives > > us >>>> > some "street cred" as a group and be able to talk about the >>>>process > > at, >>>> > say, next year's GDC with them. >>>> > >>>> > Hey, it could happen -- this is the CEO we're talking to! >>>> > >>>> > Michelle >>>> > _______________________________________________ >>>> > games_access mailing list >>>> > games_access at igda.org >>>> > http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Dec 16 14:55:42 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Dec 2007 13:55:42 -0600 Subject: [games_access] Getting Federal government. On our side. In-Reply-To: References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA <005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@o neswitch> AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA <008a01c8354c$3c4c0220$6501a8c0@Inspiron> Message-ID: Hi Matthias, I think we're all in agreement with regard to not going down the law path -- there's too many bad lessons to be learned from the law regarding other media. We have to be informed by media law -- there are too many legal deadlocks just with regard to captioning in movie theatres. We were having an exercise in free speech and discussing strategies for helping more games become accessible to more. There's nothing wrong with discussing it and we should discuss it -- sooner or later someone WILL find a legal route to go through and start a lawsuit. We have to be prepared for this possibility and know how we can help the industry through solutions so that these suits could be dropped WHEN it happens. And it will happen...sadly, it's inevitable the way things are in the US. The more we are informed about how different governments handle things the better we can help the industry avoid it. We aren't the ones with the bandwidth or group purpose to draft a law -- this is the domain of politically connected organizations that represent different disabilities. But we CAN earn more commitment from the industry in "honorable ways" as you pointed out. Take, for example, how we are currently discussing solutions for "Rock Band" -- here's the CEO who wants to help with a game already shipped but would be someone who could help advertise "hey, here's some ways to play if you have "x" limitation." And then it might be that some of these things get put into the next version. If we can get more people in positions of power in companies behind us then we are going to be stronger for it. I'm not sure I agree with a wholesale statement like "games aren't meant for everyone to begin with" -- I think more in terms of "we may never be able to create a game that is going to be fun AND accessible for everyone." Schools are an entirely different issue -- a game used in a school in the US is required to have a "reasonable accommodation." But what is reasonable when you compare to the richness of a gaming environment? Not an easy question to answer because even a book for some is not accessible. Not sure I agree with "the needs of the many outweigh the needs of a few" being entirely representative of the US -- depends on where you are on the political scheme of things. :) And how much you agree with Mr. Spock from Star Trek. ;) Michelle >Getting a law passed should be an issue dropped from the SIG. The >bottom line is that games aren't meant for everyone to begin with. >Nothing is. > >Influence through inspiration is an honorable way to meet the SIG's >goals. Forcing its hand by law is condemnable. The former may not >be the most effective, but the latter doesn't consider for one >second that everything this SIG stands for MIGHT BE "WRONG". On a >social level accessibility *might* be a nice accomplishment. How >about from other perspectives? Entertainment? Art? Creative >freedom? I enjoy designing accessible games on an >independent/"hobbyist" basis, but I cringe to think what forced >accessibility would do (or not do) on a grand scale. I'll reserve >my "what if" statements. > >The only place accessibility may have a legal leg to stand on is in >a public school setting. Are most people with special needs able to >attend public schools (bad question - as there is such a large range >of disabilities)? Does it impede the progress of able bodies? >Remember - in America - "The needs of the MANY outweigh the needs of >a few" or so it's believed. Are American children under-performing >because the top 50% of students are being held back by laws, goals, >and actions focused on the bottom 50% (I'm not assuming disabled >people are "dumb", but most are "under-performing" by definition >that they don't have tools needed to maximize potential)? We can't >be educated enough to know. As wide a range of accessibility >features there could be for different disabilities there are >different points of view of how a law may have a positive or >negative impact on the very society [able-bodied inclusive] this >group is trying to help. So, please continue to inspire, and please >keep this out of reach from the law. > > > > > >Date: Sun, 2 Dec 2007 22:24:04 -0600 >To: games_access at igda.org >From: hinn at uiuc.edu >Subject: Re: [games_access] Getting Federal government. On our side. > >.ExternalClass blockquote, .ExternalClass dl, .ExternalClass ul, >.ExternalClass ol, .ExternalClass li >{padding-top:0;padding-bottom:0;} Re: [games_access] Getting Federal >government. On our sid >This is true and I definitely was not trying to discourage the >petition -- but when we start talking laws...we start talking about >lawsuits. To do that is a whole different ballgame. > >Movie industry captioning does fall, in part, under the Americans >with Disabilities Act but that ruling was in 2000 and the fight to >get at least seat based captioning is STILL ongoing with lawsuit >after lawsuit launched. The issue is that these require special >devices and sometimes seating that someone has to pick up the bill >for (who pays for that? The movie theatres? The movie industry?). >The other issue is captions on or below the screen -- The National >Association of the Deaf have been trying to get "open captioning" >(captions on or below the screen) of movies in theaters implemented >for a loooooong time now -- "open captioning" or on screen >captioning is NOT covered under the Americans with Disabilities Act >for some reason so there's ZERO incentive for the film industry to >do that unless they are showing a foreign language film) and there >are entire chains of movie theatres that do NOT provide captioning >-- even seat-based: > >http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 > >See also this page for more information on how the movie industry >has reacted (quoted from the website: "Movie studios and theaters >have been slow to adopt open captioning of movies by claiming that >open captioning causes a negative effect on box office sales." Sound >familiar???): > >http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 > >The above is a nice example of a position statement that is perhaps >more like what we want to go with regarding a petition. > >A tax break initiative for movie theatre chains to do provide for >this was introduced in the JOBS act but when the final version of >the law passed, this was a "rider" on the law that was not included. >There have also been lawsuit after lawsuit after lawsuit raised and >those take forever and usually get dropped for one reason or another. > >So perhaps what we need to do is not just get a petition going but >actually get groups like the National Association of the Deaf and so >forth involved. Because we can get every name in the game industry >to sign the petition but it's powerful (and politically connected) >groups like these that launch the lawsuits -- they have the power, >connections, and the money to do this. > >I know...this is soooo "American." It would be great if there were >easy and inexpensive options for the industry to implement, that it >was "politically correct" for a legislator to stand behind this >issue (remember...we are in election times...) -- the veteran issue >is great and I definitely use this example in talks that I give. But >on the flip side...games were also used to recruit so you can >imagine the powderkeg the senator/whoever that brings this up will >face. And with all the issues current candidates are having to >address...eeek. So once again the lawsuit issue comes up. For that? >We need way more power and we need the power and support of major >disability organizations. > >Note: I am in no way saying "let's launch a lawsuit NOW." In fact, >by even raising the issue I'm probably pissing off every developer >on the list. Or not. I'm only raising the issue and pointing out how >other advocacy groups have handled this issue of accessibility to >entertainment. > >Michelle (who on some days is tempted to go get a law degree in >night school...hahahahahahah...ok, seriously...I'm tired. And when >that happens all kinds of crazy things come to mind.) > > >I know what you mean Michelle. But the bottom line is there needs to be >something created so that the entertainment world has a standard also. > >Take for example the product brought out by the movie industry. > >In order for their productivity listened to by people with heart hearing, >the movie theaters themselves by law, have to provide assistance technology >to help the people either see or hear with devices. > > >To me that seems like not exactly the same thing but something similar. > >The game design industry also provides a product that is not equal >opportunity to enjoy. > >If we can get the petition circled around then we can send it to the right >people who know the law and who can help us voice in if they see the need, >which will combine the most important people we can find to sign it. > >Even if we just get around to the people we need to sign it, and then send >it around to officials, and nothing happens, I think it makes a very loud >statement. Because then it can be documented who signed it. > >I would imagine trying to get the key names in the industry to sign it. >Even the employees for those companies. > >Not to mention sending it out to all the important institutions. > >On their web site for the petition web page they do say that it's >prohibited, not allowed, to mass e-mail yourself they set it up somehow >targeting it to the right people I'm not sure how. > >I do not know what that's all about. Seems kind of crazy. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 8:10 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >Well, the reality is that it can take a VERY long time for a bill to >become a law...and even longer for something to become a bill! While >I think we should send something to the government I think the first >step is going to be sending something that makes them aware that this >is even an issue. > >Then we probably need the help of a legislative attorney who knows >what specific constitutional laws are being violated and in what >instances. For instance, I'm pretty sure that there's no law that >requires that the music industry makes all CDs sold accessible to all >so a federal law mandating that video games are accessible to all >seems like that's probably pretty improbable. But what about video >game tournaments that exclude disabled gamers or a video game that's >marketed and used in schools (that, for sure, is a violation of US >law)? > >I don't mean to be discouraging -- quite the opposite. We just have >to know what's possible and what is realistic and what can be done >soon and what is going to take a whole lot of persistence. > >Michelle > >>Sounds great. I'm just not sure how to tie it in a broad? How would that >>work? I was suggesting that if it worked here it would become something >>marketable that other countries with one the same stamp of approval. >> >>My thoughts would be if it was made into some kind of legislation who makes >>up the ideas for ranking if it becomes accepted? >> >>I think the best thing is to put together the petition that I will >>definitely start writing. And then if we get any important representatives >>responding they can let us know what they think the best solution would be. >> >>Ultimately I think it should be something we can make money from instead of >>giving away all our ideas. So I'm sure there will be guidelines written up >>basic ones may be but then after that someone needs to regulate it. >> >>Kind of like what Hillary Clinton set up with the MSRP people. And as they >>might already have a branch or suggest a private branch which would be >>better. Maybe they would find it and give us a place to locate. One of >the >>best persuasive points to put in the petition would be for the injured >>soldiers. >> >>Robert >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of d. michelle hinn >>Sent: Sunday, December 02, 2007 7:34 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>I have all the US Senate/House/Governors email addresses so if you >>start it and others can help edit, I can send out a press release. >> >>We can start by raising the issue with the US government because I > >have those addresses but as Barrie suggested -- why limit this to >>just the US? >> >>I'm not sure how successful it will be but we haven't tried it and > > >with the right tone it's worth a shot -- if anything it never hurts >>to remind the US government who often tries to outlaw gaming after >>this and that happens that games are important and not all bad. I'm >>always happy to contribute to that approach! >> >>Michelle >> >>>Robert, if you kick start it, and get it going - I'll support you >>>and so will others. Why not >>>start by building an on-line petition - I'm sure there's more than just me >>>here that would be happy to proof read it and add suggestions before >>>it goes live. >>> >>>Take a look here: >>> >>>http://www.petitiononline.com/ >>>http://www.petitiononline.com/Captions/petition.html >>> >>>I too don't know how successful this approach will be - but none of us >will >>>know for sure unless it's tried. >>> >>>At the very least, it can burble away in the background - building support >>>for us in numbers. Perhaps we could all point people in its direction if >it >>>says things we are mostly happy with? I'd like it to be a bit more >>>international in scope, so I'd love to see an intro paragraph with links >to >>>translated versions in other languages. >>> >>>Go for it, Robert! >>> >>>Barrie >> >www.OneSwitch.org.uk >>> >>>----- Original Message ----- From: "Robert Florio" >> >>>To: "'IGDA Games Accessibility SIG Mailing List'" >>>Sent: Sunday, December 02, 2007 7:41 PM >>>Subject: Re: [games_access] Getting Federal government. On our side. >>> >>>>I'm actually proposing how many of us want to and can help to send >letters >>>>to important people like senators, independent game developers, to get >>>>petitions signed, and send it to some senators to get some kind of >>>>nationwide talk on this and finally a regulated necessity standard? >>>> >>>>I think it's a very good and noble thing to do. Thinking of it in a way >>>>that it's an industry that has ignored and does not have any future plans >>>>for any big deals for accessibility for people. Especially in the United >>>>States is our Constitution write to have fair access to all forms of >>>>entertainment. To not allow people access to their product is >>>>discrimination. >>>> >>>>Again this is something I have proposed before nobody said they wanted to >>>>work on it and I don't know why it seems like a great thing to do. Stand >>>>up >>>>for our rights that's what the government is there to help us to >>>>especially >>>>in a billion-dollar industry making millions and millions but ignoring >the >>>>rest seems wrong. >>>> >>>>Robert >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > > > >Get the power of Windows + Web with the new Windows Live. >Get >it now! > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From jbannick at 7128.com Sun Dec 16 16:48:24 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 16 Dec 2007 16:48:24 -0500 Subject: [games_access] GAIM 0.02 updated In-Reply-To: References: Message-ID: <6.1.0.6.2.20071216164457.01e720a8@enigami.com> Thomas, Please help me. I go to the link below and see the same 0.02 version I saw before. Yet the listserve emails seem to be discussing new stuff. How am I being stupid here? Is the below link to your latest stuff and if so, how does it differ from the previous edition. Are there additional docs besides the sonar and collision pdfs? Thanks, John Bannick At 03:14 PM 12/13/2007, you wrote: >hi > >yet another update of GAIM 0.02 is online at > >http://people.dsv.su.se/~thomasw/gaim > >/thomas > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.17.2/1184 - Release Date: 12/14/2007 11:29 AM From jbannick at 7128.com Sun Dec 16 17:03:15 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 16 Dec 2007 17:03:15 -0500 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <004201c83f20$3023b910$6402a8c0@Delletje> References: <5667BDB5-7E5D-4E04-BEA7-A2DDAAA4D5EE@pininteractive.com> <011101c83c17$9f6d3d70$6501a8c0@Inspiron> <836db6300712141546kdde4789q18d76704df1261f2@mail.gmail.com> <004201c83f20$3023b910$6402a8c0@Delletje> Message-ID: <6.1.0.6.2.20071216165340.01e4fec8@enigami.com> Richard et al, As a developer, a combination of the three paradigms would be useful. The requirements, guidelines, or grid (as in Richard's 9+1 grid) approach is useful for communicating with and influencing designers, marketers, product managers, and the ilk. The widespread use of the GoF patterns proves the utility of such templates. As a coder, I actually use these things. And I personally believe that the broader, more thoughtful academic analyses are necessary to ensure scaleability and extensibility beyond just this release's needs. BTW. We're having a very similar conversation of academic vs. implementation models in a network security pod I'm active in. John At 08:41 AM 12/15/2007, you wrote: >Hi, > >Well written, Eelke! > >*quote* >1) some of the requirements assume absolute validity but are actually only >applicable in very specific contexts; take the "provide audio cues to >visual information". A requirement as such does not make any game >accessible to the blind automatically. >2) There are too many (requirements); >3) Another thing that I think is lacking with guidelines is that is does >not specify what problem it actually solves, why it works or how it can be >implemented. >*quote end* > >I fully agree. This is why I have been so stubborn with accepting the >requirements/guidelines defined so far. There simply is no link with the >actual practical implementation. I also propose to drop the term >'guidelines' - which is too fixed in my opinion ;). Patterns are that link >to the practical, but I do think that patterns are only part of the >solution. At the moment (but this may change in the future) I believe a >healthy mix of heuristics and patterns is key. The patterns are (now), as >you say, of a somewhat lower level than the high level game design and >target software engineers. But I think it is important to target all >disciplines within game development. Throughout the development of a game, >decisions are made and it is important that for every decision that is >made, accessibility is taken into account. So this includes targeting the >high level designers (which would be targeted with "accessible game design >patterns"), but also lower level designers (like the interface designers >("accessible game interface design patterns") and the audio designers >("accessible audio design patterns") - which would probably overlap ;) ). >And even up the the marketing department ;) . I think that it is possible >that a game designer creates a concept for a game that is very accessible >because of using accessible game design patterns, and that other designers >do not need patterns because of this. A game idea that revolves around the >speech of the gamer, for instance, makes it very accessible for all sorts >of gamers, because there simply is no physical or gestural input needed. >Of course, there will always be the problem of what is accessible for one >is inaccessible for the other ;) >If this is possible with patterns, than I'm all for it. I do not have that >much experience with patterns so far, but from what I know I get the >feeling there are limitations/obstacles with patterns. One is that I >foresee that there can be as many design patterns for game accessibility >as there are usability design heuristics and that number would grow as >time progresses. That may not be practical. I also think that not all >problems can be captured in patterns - or at least that it is very hard. >The higher level you go with defining patterns, the less simple it gets. I >think that a big part of game accessibility revolves around 1) input and >output interface problems and 2) game difficulty problems. But there is >still that one other part which is so hard to grab and that is the issue >of trying to keep the game essence in tact and keeping the game fun for >all while implementing different accessibility features. This requires, I >think, the highest level of heuristics or patterns or... . > >A concept I was recently introduced with and I think that may apply to >this all is the concept of Strategy. There's this hierarchy of (Design) >Goal, (Design) Objective, (Design) Strategy, (Design) Tactic and (Design) >Task. One has a certain Goal (for instance "make all games accessible >(controllable, perceivable and fun) for all players"), which is broken >down in a certain Objective ("make Bejeweled accessible for color-blind >gamers"). The Strategy is the Plan to achieve this Objective, which is >broken down in conceptual actions called Tactics. So a Strategy is a >collection of Tactics in a given context, the Objective. A Tactic is >implemented as one or more Tasks. >While the theory of heuristics and patterns and guidelines is not so >easily transferred to this hierarchy, you might say that a Pattern >captures the Tactics and the Tasks. Heuristics would to, but not on a >practical level? However, Strategy is where one designs which route to >take, which Patterns/Heuristics to implement. This is decision making to >and I think it is important to define strategies too. For example, the >problem for colour blind gamers with information that is communicated with >colour communication, can be solved with either alternative >colour/contrast schemes or alternative parallel information communication, >such as distinctive shapes. These would be 2 patterns. A design strategy >would describe the problem and describe the two patterns (tactics), but >also discuss which pattern is best in which context. I guess you could >capture a strategy into a pattern too (since, how I've understood it, you >simply make up your own pattern language to include strategy information). >I consider strategy to be a path which links objectives to implementation >- and I think it is important to define these too. > >K... I wrote this very quickly and gotta go now so sorry for any vague >lines in there, but I'm interested to hear what you think of this and if >this may lead to something better or if you think this just makes it more >difficult. > >Greets, > >Richard > > > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.17.2/1185 - Release Date: 12/15/2007 12:00 PM From jbannick at 7128.com Sun Dec 16 17:40:27 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 16 Dec 2007 17:40:27 -0500 Subject: [games_access] GDC 2008: VERY Bad News In-Reply-To: <056801c83445$6c6fc070$0202a8c0@oneswitch> References: <006501c8312b$82902a60$6501a8c0@Inspiron> <836db6300711300020r477e9abbldc4a6261effa5686@mail.gmail.com> <008701c8337d$ac6de170$6501a8c0@Inspiron> <30EC442C-11A9-416C-BE37-0540384E8C0A@pininteractive.com> <000301c833bf$4c509a20$6501a8c0@Inspiron> <3dd2060e0711302009g3635fb8eq5a12c64cb86a5972@mail.gmail.com> <003e01c83442$efbce8c0$6501a8c0@Inspiron> <056801c83445$6c6fc070$0202a8c0@oneswitch> Message-ID: <6.1.0.6.2.20071216173934.01e6bad0@enigami.com> Barrie, Way cool! For some reason I'd never heard about the blogspot. Thanks, John At 01:10 PM 12/1/2007, you wrote: >Count me in! And anyone that wishes to help with adding content to the >GASIG Blog - please get in touch! > >http://gameaccessibility.blogspot.com/ > >Barrie >www.OneSwitch.org.uk > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Saturday, December 01, 2007 5:59 PM >Subject: Re: [games_access] GDC 2008: VERY Bad News > > >>Who will be a part of "We"? >> >>Michelle >> >>>Hi John. With what you said below I think you hit the nail on the head. >>> >>>Then we definitely need a web site and a forum. >>>Robert >>> >>>-----Original Message----- >>>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>>On Behalf Of John Bannick >>>Sent: Saturday, December 01, 2007 11:05 AM >>>To: IGDA Games Accessibility SIG Mailing List >>>Subject: Re: [games_access] GDC 2008: VERY Bad News >>> >>>Reid is right. >>> >>>There are developers right now who want their work to be accessible. >>> >>>This SIG could right now facilitate that by: >>> >>>1. Providing, distributing, and publicizing a concise, specific set of >>>functional criteria that define what means accessible. >>>2. Compiling, publishing, and publicizing an annual list of which companies >>>and games meet those criteria. >>>3. Maintaining a forum (The currently rather drifting Game Accessibility >>>Project comes to mind) where developers can go for immediate help. >>> >>>I'm a developer of games that are accessible. >>>Have shipped 22 different revenue-generating products in a wide variety of >>>vertical markets in the last 30 years. >>>Am neither stupid nor lazy. >>>And don't see any of the 3 above items. >>> >>>None of the 3 items should take long to build as a first cut. >>> >>>And if not from this SIG, then from where? >>> >>>John Bannick >>>CTO >>>7-128 Software >>> >>> >>>At 02:26 AM 12/1/2007, you wrote: >>>>Please, can we stop with the negative talk about GDC and the game >>>>industry? I work in the game industry for LucasArts. Just last week I >>>>talked to a highly respected programmer and he's 100% behind us and >>>>wants to talk about what we can do to improve accessibility in our >>>>games after our current milestone is finished. There are dozens of >>>>people at LucasArts that support game accessibility. Nintendo totally >>>>gets it, EA Games totally gets it with their Family Play modes in >>>>their sports games. Peter Molyneux gets it, Will Wright... the list >>>>goes on and on. >>>> >>>>It's offensive to me when people of this SIG accuse developers of not >>>>caring because WE DO CARE. The last thing you want to do is insult the >>>>people you have to work with. It's the quickest way to turn them away >>>>from our cause. >>>> >>>>So, instead of complaining, lets do something about it! First, >>>>everyone here needs to understand what it's like for developers and >>>>why it's so hard for them to adopt accessibility features. >>>> >>>>1. Limited financial resources - Games are very expensive to make and >>>>any new features adds to the cost. Before you can add accessibility >>>>features you must have a game and that's where most of the money is >>>>spent first. >>>> >>>>2. Limited time - Game development is incredibly complex and hard to >>>>tame. No matter how much extra time gets budgeted into the production >>>>schedule, it always runs out well before all tasks are complete. When >>>>this happens, features get cut in order to save the core of the game >>>>and again, without a game, there can't be any accessibility features. >>>>Because this usually happens so late, there isn't enough time to work >>>>on accessibility features before the game has to ship. >>>> >>>>3. Limited information - Even if a developer was pro-active and >>>>scheduled the development of accessibility features into the games' >>>>development schedule, there's still a major lack of knowledge and >>>>tools that enable them to do their job. The SIG has been thinking >>>>about accessibility features for years and we have all the solutions, >>>>but developers don't yet. We need to make ourselves known and readily >>>>available to help them. >>>> >>>>What can we do to solve these issues? We need to develop our >>>>relationships with developers and offer our assistance. Our attempts >>>>to work with GarageGames is a good start. When a new game is announced >>>>we should contact them and offer our expertise. >>>> >>>>We have GOT to get a website up so that we can communicate our >>>>abilities and expertise to our target audiences (game developers). >>>> >>>>But there are technical issues and many of us are volunteers and so >>> >things move very slowly. >>>> >>>>Several of us are writing guidelines for implementing certain features >>>>but again, this is a slow process. Others are doing research. Going to >>>>conferences is awesome. Writing articles to Gamasutra is great as >>>>well. >>>> >>>>Eitan is right, we have to "sell" our expertise. It's not that >>>>developers don't care, they don't know that they SHOULD care. >>>> >>>>-Reid >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>-- >>>>No virus found in this incoming message. >>>>Checked by AVG Free Edition. >>>>Version: 7.5.503 / Virus Database: 269.16.11/1161 - Release Date: >>>>11/30/2007 12:12 PM >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.16.12/1163 - Release Date: 12/1/2007 12:05 PM From hinn at uiuc.edu Sun Dec 16 17:42:09 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Dec 2007 16:42:09 -0600 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <6.1.0.6.2.20071216164457.01e720a8@enigami.com> References: <6.1.0.6.2.20071216164457.01e720a8@enigami.com> Message-ID: Hey John -- I'm a little suspicious of there being more listserv problems, as people are forwarding me things that some people are getting but they don't get a copy like they normally do so they are asking me to post for them, postings coming in weird order, etc. So you may have missed something -- just in case, check out the archives at: http://seven.pairlist.net/pipermail/games_access/ and let me know if you see that you've missed some messages and I'll ping the IGDA about this. If not, then I'm sure Thomas will be glad to catch you up on the latest on his project! :) PS -- I just went to your company website (the URL finally got to me and I thought "what on earth is 7128.com????" (which probably works to your advantage because others are probably asking themselves what on earth does that mean? :) ) and now I understand what you meant by game book. I love the idea of a cooperative living/working community. Cool! Michelle >Thomas, > >Please help me. >I go to the link below and see the same 0.02 version I saw before. >Yet the listserve emails seem to be discussing new stuff. >How am I being stupid here? > >Is the below link to your latest stuff and if so, how does it differ >from the previous edition. >Are there additional docs besides the sonar and collision pdfs? > >Thanks, > >John Bannick > >At 03:14 PM 12/13/2007, you wrote: >>hi >> >>yet another update of GAIM 0.02 is online at >> >>http://people.dsv.su.se/~thomasw/gaim >> >>/thomas >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >>269.17.2/1184 - Release Date: 12/14/2007 11:29 AM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From jbannick at 7128.com Sun Dec 16 17:48:32 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 16 Dec 2007 17:48:32 -0500 Subject: [games_access] SIG Accessibilty Guidelines Message-ID: <6.1.0.6.2.20071216174125.01e30c50@enigami.com> Michelle, et al, Been away a few days killing a really bad virus attack on our systems and (gasp!) doing some actual coding. It looks like Thomas' GAIM project and the associated discussion could eventually result is some sort of practical SIG guidelines. Since that could take awhile (my thesis took forever) I'm going to go ahead on my own and try to assemble a succinct and practical set of guidelines for our own company. Expect to be getting some good ideas from you folks just by monitoring traffic and looking at references. Thanks, John Bannick CTO 7-128 Software From jbannick at 7128.com Sun Dec 16 18:32:13 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 16 Dec 2007 18:32:13 -0500 Subject: [games_access] GAIM 0.02 updated In-Reply-To: References: <6.1.0.6.2.20071216164457.01e720a8@enigami.com> Message-ID: <6.1.0.6.2.20071216182003.01e7c3b0@enigami.com> Michelle, You may be on to something re the listserve. Thomas sent something dated 15 Dec 03:24:25 EST that I have no record of getting. Also, I sent an email dated 16 Dec 12:58, subject 9+1 Key Points, and never got a copy. Once might be spam filtering or my fat fingers, but twice is indeed suspicious. However, thanks eversomuch for pointing me at the archives. Getting Thomas' 15 Dec post clears up my gap in the thread. And thanks for pointing me at the archives. I use the archives extensively over at Audyssey. Now I can fish! John BTW The biggest benefit of the cooperative living thing is that when members of our family have gotten sick and died, there's been a whole group there to help them, and each other. I would never want to live atomically again. At 05:42 PM 12/16/2007, you wrote: >http://seven.pairlist.net/pipermail/games_access/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Mon Dec 17 04:29:30 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 17 Dec 2007 10:29:30 +0100 Subject: [games_access] Harmonix needs our help! In-Reply-To: <20071216023137.AZG77925@expms2.cites.uiuc.edu> References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> Message-ID: how about using a Cyberlink to control the pedal input; simply mapping it to raising eyebrows for instance /Thomas 16 dec 2007 kl. 09.31 skrev : > Hey -- > > The main issue is that they cannot use the foot pedal but they can > use the drum pad (the other four inputs) using the drum sticks -- > they are paraplegic and not quadriplegic...although Harmonix would > like to know solution ideas for quadriplegic gamers as well! > > I have asked to see if we could get into the source code if we sign > away our lives -- worst case he just says "no way." And that's cool. > I can understand keeping the code close to the vest. Doesn't hurt to > propose it though. > > At the party I was at last night, it took 2-3 people without > mobility disabilities to play the drum on "easy" mode. So add in any > mobility disability and it's even tougher! > > Another thing to think about is solo practice -- you can go through > the game just playing the drum with AI players. So there is a loss > of independence for paraplegic gamers who would have to get a friend > to "drum" with them. So they get used to each other's cues and > styles...what happens at a party when the friend might not be there > and a "substitute" second person is needed. It's not absolutely > critical but it can get annoying to get used to someone else who is > essentially a part of your "skills" package -- after all, a lot of > (most?) people practice on their own so that they can keep up with > and/or beat the crap out of their fellow game players. > Yeah...rockband IS about collaboration...but...when the scores came > up, there was always clearly "the winner." :) > > Did I mention that I think this discussion is really cool? ;) > > Michelle > > ---- Original message ---- >> Date: Sun, 16 Dec 2007 00:10:01 -0800 >> From: "Eelke Folmer" >> Subject: Re: [games_access] Harmonix needs our help! >> To: "IGDA Games Accessibility SIG Mailing List" > > >> >> Hey, >> >> Interesting problem, maybe a viable strategy would be to find the >> gross or lowest denominator of the amount of interaction that a >> paraplegic could provide; e.g. if this is a one switch you obviously >> have a hard time providing five different inputs. Some amount of >> interaction has to go or be automated. >> >> I assume we will not be able to modify the existing source code and >> hence a solution must be found in the hardware. If you want to >> automate particular drum beats there is no way to get this >> information >> through a controller unless you would be using a videocamera that >> would monitor the screen to see which buttons need to be pressed. >> >> I propose a simple solution: >> >> just splitting up the drums (physically) into a part (1-5) drums that >> can be played by a paraplegic and the other part (1-5) shall be >> played >> by another human. You need 4 people anyway so finding a 5th should >> not >> be a problem. If the paraplegic is unable to drum but can only use >> sip >> and puff i would suggest splitting up the controller for the drums in >> a sipp and puff part and the remaining drum parts. >> >> Cheers Eelke >> >> On 15/12/2007, d. michelle hinn wrote: >>> >>> >>> Hey Mike -- >>> >>> >>> The automation of inputs sounds like an excellent idea. I think >>> you'd >>> want it generic and per-input though and be clear that it's not >>> *just* >>> the foot pedal that could be problematic. e.g. Def Leopard's Rick >>> Allen could easily handle the bass pedal (and a few more), but one >>> of >>> the pads might be a pain to hit simultaneously with another one. >>> >>> >>> Yep, I was thinking about Rick Allen -- I'll have to do some >>> surfing to give >>> them some links on how drummers with mobility disabilities and >>> amputees >>> trick out their drum kits for their own personal situation. That >>> might give >>> Rock Band another source for information (actually...I'm wondering >>> if we >>> could get Rick Allen in on the accessible drum kit? I know that >>> the Harmonix >>> guys know some of the band contacts. I'm serious! How cool would >>> that be to >>> be able to buy a special edition Rick Allen controller that could be >>> reconfigured to work with switches and so forth? For info on his >>> custom kit: >>> http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >>> >>> >>> I've only played the original GH briefly - do these games identify >>> the >>> different players at the start of the game? Tying such settings to >>> individual users/names would be nice, so that if you're taking turns >>> it'd automatically reconfigure itself for each person once those >>> configurations are set and keep the accounts/configurations around >>> as >>> options for future gaming sessions. >>> >>> >>> Yes, you pick your own player and name them (and then you can >>> outfit them >>> with cooler clothes and instruments when you earn cash from gigs) >>> and it >>> saves your progress and such. So I would think saving accessibility >>> configurations would be pretty easy. >>> >>> >>> As far as hardware - if they provided a way to use a generic >>> controller instead of the custom ones (e.g. use a standard gamepad >>> instead of the guitar for instance, where the whammy bar became the >>> joystick), and in software allowed for remapping of the generic >>> controller's inputs and to the expected inputs of the custom >>> controller, then that should allow people to use things like the >>> QuadControl.com's controller to play, wouldn't it? Anything >>> excessively hard to do with such a controller could be switched to >>> "automatic mode" in the software? Making these configurations also >>> per-user as above would be nice as well. >>> >>> >>> Hmm...yeah there is no way to play without a USB >>> controller...but...I'm >>> wondering if one of Barrie's USB controllers might be "tricked" to >>> work with >>> Rock Band -- I mean they already need a hub to fit four >>> instruments so one >>> of those could be an accessible controller...and then someone with >>> different >>> mobility issues might be able to play with a hacked controller >>> connected to >>> five switches (four for the drum pad and one for the pedal. I'll >>> also >>> introduce them to the Quad Controller for the 360 -- they may have >>> a "cheat" >>> or something that would allow someone to override an instrument >>> (stranger >>> things have been put in games). >>> >>> >>> Now this discussion is kind of cool and super fun -- maybe we >>> should start >>> brainstorming on a game every other week where we know we have a >>> friendly >>> person in a high powered position who could make things happen. We >>> could >>> advert it on forums and our blogs for more suggestions. Mark and >>> Barrie >>> could help us on the blog end of things and I can contact some >>> other groups. >>> >>> >>> We could then present them with mini-usability reports and if they >>> are >>> interested in more info/help then they can help support the GA-SIG >>> foundation (our soon-to-be-made-real non-profit) where we could >>> earmark for >>> travel scholarships for SIG members to conferences like the GDC >>> where they >>> are speakers, etc. It's a bird...It's a plane...no...It's "SIG >>> PROJECT >>> PRACTICAL!!!!!" >>> >>> >>> I'm trying to set up a meeting with Alex and the Harmonix gang at >>> GDC so we >>> can show them the controllers, Eelke's haptic solution for the >>> blind, how >>> they are used, and discuss things further. Who doesn't want to >>> ROCK after >>> all? Beethoven was deaf -- and yet it was a rockstar back in his >>> day. ;) >>> >>> >>> Let me see if I can get a couple kits if we sign our lives away >>> and promise >>> not to resell them on ebay. >>> >>> >>> Trust me on this one -- we have already benefited from the private >>> generosity of Harmonix employees who dig our work. I can't say >>> much more but >>> trust me -- I know. >>> >>> >>> Michelle >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >> >> >> -- >> ---------------------------------------------------------------------------- >> Eelke Folmer Assistant Professor >> Department of CS&E/171 >> University of Nevada Reno, Nevada 89557 >> Game interaction design www.helpyouplay.com >> ---------------------------------------------------------------------------- >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > ....................................... > 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" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Mon Dec 17 04:39:24 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 17 Dec 2007 10:39:24 +0100 Subject: [games_access] SIG Accessibilty Guidelines In-Reply-To: <6.1.0.6.2.20071216174125.01e30c50@enigami.com> References: <6.1.0.6.2.20071216174125.01e30c50@enigami.com> Message-ID: <56994D0C-3BD8-4418-8A80-4D85312721D7@pininteractive.com> Hello John I'm going to bold and say my thesis won't take forever. (I wrote another thesis, although smaller in just a few days). I'm planning to contact you and others in the SIG: I just wanted to start with models based on Terraformers which I already had, just made some corrections. This is to give you all an idea of what GAIM is aiming for Great that you plan to do guidelines of your own, but if we can cooperate it's even better. Perhaps agree on UML formats etc. What's your e-mail adress so I can contact you off list? My plan is to include all contributors in GAIM, right now there's a placeholder tag in the main GAIM doc for contributors. I've also created a Creative Commons License for GAIM, with BY - Author credits, just to get sure people give some creds to the contributors NC - No commercial, unless asked for SA - Share alike, so people can extend my work if they share alike their work Thanks Thomas 16 dec 2007 kl. 23.48 skrev John Bannick: > It looks like Thomas' GAIM project and the associated discussion > could eventually result is some sort of practical SIG guidelines. > > Since that could take awhile (my thesis took forever) I'm going to > go ahead on my own and try to assemble a succinct and practical set > of guidelines for our own company. From thomas at pininteractive.com Mon Dec 17 04:42:05 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 17 Dec 2007 10:42:05 +0100 Subject: [games_access] GAIM 0.02 updated In-Reply-To: <6.1.0.6.2.20071216164457.01e720a8@enigami.com> References: <6.1.0.6.2.20071216164457.01e720a8@enigami.com> Message-ID: <14844316-0FE2-453D-9D51-23479AD8AEAA@pininteractive.com> John, There is one doc with the GAIM and then a number of additions below - all which will be included in the main doc later on - it's just easier to publish as separate PDF files directly from the UML tool. yesterday I added a state diagram for rigid body collision feedback for blind gamers /Thomas 16 dec 2007 kl. 22.48 skrev John Bannick: > Thomas, > > Please help me. > I go to the link below and see the same 0.02 version I saw before. > Yet the listserve emails seem to be discussing new stuff. > How am I being stupid here? > > Is the below link to your latest stuff and if so, how does it differ > from the previous edition. > Are there additional docs besides the sonar and collision pdfs? > > Thanks, > > John Bannick > > At 03:14 PM 12/13/2007, you wrote: >> hi >> >> yet another update of GAIM 0.02 is online at >> >> http://people.dsv.su.se/~thomasw/gaim >> >> /thomas >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> -- >> No virus found in this incoming message. >> Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >> 269.17.2/1184 - Release Date: 12/14/2007 11:29 AM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Dec 17 04:52:16 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 10:52:16 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> Message-ID: <009901c84092$81f13290$6402a8c0@Delletje> Hi, Interesting suggestion, Thomas. I think what needs to be taken into account is that timing and control are very important factors for musical expressing through a rythm intrument. I think it is very, very hard to do a good beat with your eyebrows. I'm pretty good at timing, but I simply can't raise/lower my eyebrows fast enough. I just tried "We Will Rock You" and next to a headache*, I though it was very tiring and was glad the song was over ;) I can't imagine me doing this a whole session with multiple songs. I think the same might go for using cameras and head-bob-recognition. It all depends on how you set it up of course, and how much 'bob' will cause a trigger. But I foresee that if it's a 'big bob'**, players will easily get tired*** which is not something I think you want to cause with a game. Greets, Richard * which could be related to last night's party but still ;) ** oh boy *** and nausious* ;) ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, December 17, 2007 10:29 AM Subject: Re: [games_access] Harmonix needs our help! > how about using a Cyberlink to control the pedal input; simply mapping it > to raising eyebrows for instance > > /Thomas > > 16 dec 2007 kl. 09.31 skrev : > >> Hey -- >> >> The main issue is that they cannot use the foot pedal but they can use >> the drum pad (the other four inputs) using the drum sticks -- they are >> paraplegic and not quadriplegic...although Harmonix would like to know >> solution ideas for quadriplegic gamers as well! >> >> I have asked to see if we could get into the source code if we sign away >> our lives -- worst case he just says "no way." And that's cool. I can >> understand keeping the code close to the vest. Doesn't hurt to propose >> it though. >> >> At the party I was at last night, it took 2-3 people without mobility >> disabilities to play the drum on "easy" mode. So add in any mobility >> disability and it's even tougher! >> >> Another thing to think about is solo practice -- you can go through the >> game just playing the drum with AI players. So there is a loss of >> independence for paraplegic gamers who would have to get a friend to >> "drum" with them. So they get used to each other's cues and >> styles...what happens at a party when the friend might not be there and >> a "substitute" second person is needed. It's not absolutely critical but >> it can get annoying to get used to someone else who is essentially a >> part of your "skills" package -- after all, a lot of (most?) people >> practice on their own so that they can keep up with and/or beat the crap >> out of their fellow game players. Yeah...rockband IS about >> collaboration...but...when the scores came up, there was always clearly >> "the winner." :) >> >> Did I mention that I think this discussion is really cool? ;) >> >> Michelle >> >> ---- Original message ---- >>> Date: Sun, 16 Dec 2007 00:10:01 -0800 >>> From: "Eelke Folmer" >>> Subject: Re: [games_access] Harmonix needs our help! >>> To: "IGDA Games Accessibility SIG Mailing List" >> > >>> >>> Hey, >>> >>> Interesting problem, maybe a viable strategy would be to find the >>> gross or lowest denominator of the amount of interaction that a >>> paraplegic could provide; e.g. if this is a one switch you obviously >>> have a hard time providing five different inputs. Some amount of >>> interaction has to go or be automated. >>> >>> I assume we will not be able to modify the existing source code and >>> hence a solution must be found in the hardware. If you want to >>> automate particular drum beats there is no way to get this information >>> through a controller unless you would be using a videocamera that >>> would monitor the screen to see which buttons need to be pressed. >>> >>> I propose a simple solution: >>> >>> just splitting up the drums (physically) into a part (1-5) drums that >>> can be played by a paraplegic and the other part (1-5) shall be played >>> by another human. You need 4 people anyway so finding a 5th should not >>> be a problem. If the paraplegic is unable to drum but can only use sip >>> and puff i would suggest splitting up the controller for the drums in >>> a sipp and puff part and the remaining drum parts. >>> >>> Cheers Eelke >>> >>> On 15/12/2007, d. michelle hinn wrote: >>>> >>>> >>>> Hey Mike -- >>>> >>>> >>>> The automation of inputs sounds like an excellent idea. I think you'd >>>> want it generic and per-input though and be clear that it's not *just* >>>> the foot pedal that could be problematic. e.g. Def Leopard's Rick >>>> Allen could easily handle the bass pedal (and a few more), but one of >>>> the pads might be a pain to hit simultaneously with another one. >>>> >>>> >>>> Yep, I was thinking about Rick Allen -- I'll have to do some surfing >>>> to give >>>> them some links on how drummers with mobility disabilities and >>>> amputees >>>> trick out their drum kits for their own personal situation. That might >>>> give >>>> Rock Band another source for information (actually...I'm wondering if >>>> we >>>> could get Rick Allen in on the accessible drum kit? I know that the >>>> Harmonix >>>> guys know some of the band contacts. I'm serious! How cool would that >>>> be to >>>> be able to buy a special edition Rick Allen controller that could be >>>> reconfigured to work with switches and so forth? For info on his >>>> custom kit: >>>> http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >>>> >>>> >>>> I've only played the original GH briefly - do these games identify the >>>> different players at the start of the game? Tying such settings to >>>> individual users/names would be nice, so that if you're taking turns >>>> it'd automatically reconfigure itself for each person once those >>>> configurations are set and keep the accounts/configurations around as >>>> options for future gaming sessions. >>>> >>>> >>>> Yes, you pick your own player and name them (and then you can outfit >>>> them >>>> with cooler clothes and instruments when you earn cash from gigs) and >>>> it >>>> saves your progress and such. So I would think saving accessibility >>>> configurations would be pretty easy. >>>> >>>> >>>> As far as hardware - if they provided a way to use a generic >>>> controller instead of the custom ones (e.g. use a standard gamepad >>>> instead of the guitar for instance, where the whammy bar became the >>>> joystick), and in software allowed for remapping of the generic >>>> controller's inputs and to the expected inputs of the custom >>>> controller, then that should allow people to use things like the >>>> QuadControl.com's controller to play, wouldn't it? Anything >>>> excessively hard to do with such a controller could be switched to >>>> "automatic mode" in the software? Making these configurations also >>>> per-user as above would be nice as well. >>>> >>>> >>>> Hmm...yeah there is no way to play without a USB >>>> controller...but...I'm >>>> wondering if one of Barrie's USB controllers might be "tricked" to >>>> work with >>>> Rock Band -- I mean they already need a hub to fit four instruments so >>>> one >>>> of those could be an accessible controller...and then someone with >>>> different >>>> mobility issues might be able to play with a hacked controller >>>> connected to >>>> five switches (four for the drum pad and one for the pedal. I'll also >>>> introduce them to the Quad Controller for the 360 -- they may have a >>>> "cheat" >>>> or something that would allow someone to override an instrument >>>> (stranger >>>> things have been put in games). >>>> >>>> >>>> Now this discussion is kind of cool and super fun -- maybe we should >>>> start >>>> brainstorming on a game every other week where we know we have a >>>> friendly >>>> person in a high powered position who could make things happen. We >>>> could >>>> advert it on forums and our blogs for more suggestions. Mark and >>>> Barrie >>>> could help us on the blog end of things and I can contact some other >>>> groups. >>>> >>>> >>>> We could then present them with mini-usability reports and if they are >>>> interested in more info/help then they can help support the GA-SIG >>>> foundation (our soon-to-be-made-real non-profit) where we could >>>> earmark for >>>> travel scholarships for SIG members to conferences like the GDC where >>>> they >>>> are speakers, etc. It's a bird...It's a plane...no...It's "SIG PROJECT >>>> PRACTICAL!!!!!" >>>> >>>> >>>> I'm trying to set up a meeting with Alex and the Harmonix gang at GDC >>>> so we >>>> can show them the controllers, Eelke's haptic solution for the blind, >>>> how >>>> they are used, and discuss things further. Who doesn't want to ROCK >>>> after >>>> all? Beethoven was deaf -- and yet it was a rockstar back in his day. >>>> ;) >>>> >>>> >>>> Let me see if I can get a couple kits if we sign our lives away and >>>> promise >>>> not to resell them on ebay. >>>> >>>> >>>> Trust me on this one -- we have already benefited from the private >>>> generosity of Harmonix employees who dig our work. I can't say much >>>> more but >>>> trust me -- I know. >>>> >>>> >>>> Michelle >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>> >>> >>> -- >>> ---------------------------------------------------------------------------- >>> Eelke Folmer Assistant Professor >>> Department of CS&E/171 >>> University of Nevada Reno, Nevada 89557 >>> Game interaction design www.helpyouplay.com >>> ---------------------------------------------------------------------------- >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> ....................................... >> 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" >> ....................................... >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Dec 17 04:56:24 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 10:56:24 +0100 Subject: [games_access] 9+1 Key Points References: <6.1.0.6.2.20071216125451.01dbb998@enigami.com> Message-ID: <00a401c84093$15802930$6402a8c0@Delletje> Hi, *quote* Re Item #8, Output Rendering. I'm also of the opinion that KISS trumps customization. Or more specifically, even though people say they want more customization, they have a limited tolerance for a multiplicity of options. The poster child for this was the pagination software I built for the New York Times. Literally every command was customizable; customer demands! As a consequence, the product took longer to enhance, debug, and support; oh, and cost more. *quote end* I understand where you are coming from but I think #8 can be applied to games in such a way that it doesn't challenge the tolerance of a user - for instance by using a limited number of presets. So for example, when applied to color-blind schemes and contrast schemes, you could simply add 4 or so presets, each catered towards the types of color blindness and/or contrast problem. A user simply chooses a preset and they're off. But I guess that for many users it is important that the application allows the user to tweak the presets a bit to his or her own liking. Some blind people like to set the speed of their speech synthesizer to a male voice at 100% speed, some to a female voice at 179% speed - based and what they need most. Some people always turn of the music because the game is too noisy for them too play with all the sound effects going on. Each of the given solutions/examples is already used in games nowadays, many of them already together. Compared to what one can set in games already (for example: http://img201.imageshack.us/img201/8787/01settings8bj.jpg ), I don't think an extra "accessibility settings" would hurt. I understand that when you provide 36 types of chips in a supermarket, people have a hard time choosing and would be better of with simply having 2 or 3 types to choose from. But I also think that it is important for people with impairments (which can be very diverse) to tweak parameters to their liking so it works out best for them. Thank you very much for your feedback on the 9+1 list, and please feel free to use any of it in your own guidelines. In the end we can compare them and see what usefulness there is in there. Greets, Richard > > Some sort of marginal analysis is appropriate here. > > In any event, you did a fine job with your 9+1 Key Points. > Grids like this are something we can actually apply to product. > > John Bannick > CTO > 7-128 Software > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Mon Dec 17 05:30:44 2007 From: jbannick at 7128.com (John Bannick) Date: Mon, 17 Dec 2007 05:30:44 -0500 Subject: [games_access] 9+1 Key Points In-Reply-To: <00a401c84093$15802930$6402a8c0@Delletje> References: <6.1.0.6.2.20071216125451.01dbb998@enigami.com> <00a401c84093$15802930$6402a8c0@Delletje> Message-ID: <6.1.0.6.2.20071217051541.01e48e80@enigami.com> Richard, Actually, we used presets very much like you describe in an early version of the GameBook. Playtesters found them too confusing, too many options, so we took them out. I think the problem was that the preset didn't immediately tell the gamer what was being set. And we still had the specific tweak buttons as well. I personally like the idea, as a manifestation of the Facade pattern. We could layer the Control Panel, applying Progressive Revelation, but that still adds to the complexity of the UI. In a larger context, last week a coding colleague suggested that the term "Advanced" be used on such panels. His thinking being that that is a generally accepted term that both indicates more control and at the same time indicates more complexity. That would likely mitigate the "too many types of chips" problem. This is one of those "interesting" problems for which I'm trying to resolve an idiom. Thanks for the screen shot. I printed it for my work set for this project. And thanks for your ideas. John At 04:56 AM 12/17/2007, you wrote: >Hi, > >*quote* >Re Item #8, Output Rendering. I'm also of the opinion that KISS trumps >customization. Or more specifically, even though people say they want more >customization, they have a limited tolerance for a multiplicity of >options. The poster child for this was the pagination software I built for >the New York Times. Literally every command was customizable; customer >demands! As a consequence, the product took longer to enhance, debug, and >support; oh, and cost more. >*quote end* > >I understand where you are coming from but I think #8 can be applied to >games in such a way that it doesn't challenge the tolerance of a user - >for instance by using a limited number of presets. So for example, when >applied to color-blind schemes and contrast schemes, you could simply add >4 or so presets, each catered towards the types of color blindness and/or >contrast problem. A user simply chooses a preset and they're off. But I >guess that for many users it is important that the application allows the >user to tweak the presets a bit to his or her own liking. Some blind >people like to set the speed of their speech synthesizer to a male voice >at 100% speed, some to a female voice at 179% speed - based and what they >need most. Some people always turn of the music because the game is too >noisy for them too play with all the sound effects going on. > >Each of the given solutions/examples is already used in games nowadays, >many of them already together. Compared to what one can set in games >already (for example: >http://img201.imageshack.us/img201/8787/01settings8bj.jpg ), I don't think >an extra "accessibility settings" would hurt. I understand that when you >provide 36 types of chips in a supermarket, people have a hard time >choosing and would be better of with simply having 2 or 3 types to choose >from. But I also think that it is important for people with impairments >(which can be very diverse) to tweak parameters to their liking so it >works out best for them. > >Thank you very much for your feedback on the 9+1 list, and please feel >free to use any of it in your own guidelines. In the end we can compare >them and see what usefulness there is in there. > >Greets, > >Richard > > >> >>Some sort of marginal analysis is appropriate here. >> >>In any event, you did a fine job with your 9+1 Key Points. >>Grids like this are something we can actually apply to product. >> >>John Bannick >>CTO >>7-128 Software >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: >269.17.4/1187 - Release Date: 12/16/2007 11:36 AM From richard at audiogames.net Mon Dec 17 06:48:04 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 12:48:04 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> <009901c84092$81f13290$6402a8c0@Delletje> Message-ID: <002101c840a2$af5b3950$6402a8c0@Delletje> I forgot to mention exactly why I though your suggestion was interesting. Because I wish Cyberlink could be the solution here and gamers could trigger the kickdrum by merely thinking about it :) ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, December 17, 2007 10:52 AM Subject: Re: [games_access] Harmonix needs our help! > Hi, > > Interesting suggestion, Thomas. I think what needs to be taken into > account is that timing and control are very important factors for musical > expressing through a rythm intrument. I think it is very, very hard to do > a good beat with your eyebrows. I'm pretty good at timing, but I simply > can't raise/lower my eyebrows fast enough. I just tried "We Will Rock You" > and next to a headache*, I though it was very tiring and was glad the song > was over ;) I can't imagine me doing this a whole session with multiple > songs. I think the same might go for using cameras and > head-bob-recognition. It all depends on how you set it up of course, and > how much 'bob' will cause a trigger. But I foresee that if it's a 'big > bob'**, players will easily get tired*** which is not something I think > you want to cause with a game. > > Greets, > > Richard > > > * which could be related to last night's party but still ;) > ** oh boy > *** and nausious* ;) > > > > > ----- Original Message ----- > From: "Thomas Westin" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Monday, December 17, 2007 10:29 AM > Subject: Re: [games_access] Harmonix needs our help! > > >> how about using a Cyberlink to control the pedal input; simply mapping >> it to raising eyebrows for instance >> >> /Thomas >> >> 16 dec 2007 kl. 09.31 skrev : >> >>> Hey -- >>> >>> The main issue is that they cannot use the foot pedal but they can use >>> the drum pad (the other four inputs) using the drum sticks -- they are >>> paraplegic and not quadriplegic...although Harmonix would like to know >>> solution ideas for quadriplegic gamers as well! >>> >>> I have asked to see if we could get into the source code if we sign >>> away our lives -- worst case he just says "no way." And that's cool. I >>> can understand keeping the code close to the vest. Doesn't hurt to >>> propose it though. >>> >>> At the party I was at last night, it took 2-3 people without mobility >>> disabilities to play the drum on "easy" mode. So add in any mobility >>> disability and it's even tougher! >>> >>> Another thing to think about is solo practice -- you can go through the >>> game just playing the drum with AI players. So there is a loss of >>> independence for paraplegic gamers who would have to get a friend to >>> "drum" with them. So they get used to each other's cues and >>> styles...what happens at a party when the friend might not be there and >>> a "substitute" second person is needed. It's not absolutely critical >>> but it can get annoying to get used to someone else who is essentially >>> a part of your "skills" package -- after all, a lot of (most?) people >>> practice on their own so that they can keep up with and/or beat the >>> crap out of their fellow game players. Yeah...rockband IS about >>> collaboration...but...when the scores came up, there was always clearly >>> "the winner." :) >>> >>> Did I mention that I think this discussion is really cool? ;) >>> >>> Michelle >>> >>> ---- Original message ---- >>>> Date: Sun, 16 Dec 2007 00:10:01 -0800 >>>> From: "Eelke Folmer" >>>> Subject: Re: [games_access] Harmonix needs our help! >>>> To: "IGDA Games Accessibility SIG Mailing List" >>> > >>>> >>>> Hey, >>>> >>>> Interesting problem, maybe a viable strategy would be to find the >>>> gross or lowest denominator of the amount of interaction that a >>>> paraplegic could provide; e.g. if this is a one switch you obviously >>>> have a hard time providing five different inputs. Some amount of >>>> interaction has to go or be automated. >>>> >>>> I assume we will not be able to modify the existing source code and >>>> hence a solution must be found in the hardware. If you want to >>>> automate particular drum beats there is no way to get this information >>>> through a controller unless you would be using a videocamera that >>>> would monitor the screen to see which buttons need to be pressed. >>>> >>>> I propose a simple solution: >>>> >>>> just splitting up the drums (physically) into a part (1-5) drums that >>>> can be played by a paraplegic and the other part (1-5) shall be played >>>> by another human. You need 4 people anyway so finding a 5th should not >>>> be a problem. If the paraplegic is unable to drum but can only use sip >>>> and puff i would suggest splitting up the controller for the drums in >>>> a sipp and puff part and the remaining drum parts. >>>> >>>> Cheers Eelke >>>> >>>> On 15/12/2007, d. michelle hinn wrote: >>>>> >>>>> >>>>> Hey Mike -- >>>>> >>>>> >>>>> The automation of inputs sounds like an excellent idea. I think >>>>> you'd >>>>> want it generic and per-input though and be clear that it's not >>>>> *just* >>>>> the foot pedal that could be problematic. e.g. Def Leopard's Rick >>>>> Allen could easily handle the bass pedal (and a few more), but one of >>>>> the pads might be a pain to hit simultaneously with another one. >>>>> >>>>> >>>>> Yep, I was thinking about Rick Allen -- I'll have to do some surfing >>>>> to give >>>>> them some links on how drummers with mobility disabilities and >>>>> amputees >>>>> trick out their drum kits for their own personal situation. That >>>>> might give >>>>> Rock Band another source for information (actually...I'm wondering if >>>>> we >>>>> could get Rick Allen in on the accessible drum kit? I know that the >>>>> Harmonix >>>>> guys know some of the band contacts. I'm serious! How cool would that >>>>> be to >>>>> be able to buy a special edition Rick Allen controller that could be >>>>> reconfigured to work with switches and so forth? For info on his >>>>> custom kit: >>>>> http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >>>>> >>>>> >>>>> I've only played the original GH briefly - do these games identify >>>>> the >>>>> different players at the start of the game? Tying such settings to >>>>> individual users/names would be nice, so that if you're taking turns >>>>> it'd automatically reconfigure itself for each person once those >>>>> configurations are set and keep the accounts/configurations around as >>>>> options for future gaming sessions. >>>>> >>>>> >>>>> Yes, you pick your own player and name them (and then you can outfit >>>>> them >>>>> with cooler clothes and instruments when you earn cash from gigs) and >>>>> it >>>>> saves your progress and such. So I would think saving accessibility >>>>> configurations would be pretty easy. >>>>> >>>>> >>>>> As far as hardware - if they provided a way to use a generic >>>>> controller instead of the custom ones (e.g. use a standard gamepad >>>>> instead of the guitar for instance, where the whammy bar became the >>>>> joystick), and in software allowed for remapping of the generic >>>>> controller's inputs and to the expected inputs of the custom >>>>> controller, then that should allow people to use things like the >>>>> QuadControl.com's controller to play, wouldn't it? Anything >>>>> excessively hard to do with such a controller could be switched to >>>>> "automatic mode" in the software? Making these configurations also >>>>> per-user as above would be nice as well. >>>>> >>>>> >>>>> Hmm...yeah there is no way to play without a USB >>>>> controller...but...I'm >>>>> wondering if one of Barrie's USB controllers might be "tricked" to >>>>> work with >>>>> Rock Band -- I mean they already need a hub to fit four instruments >>>>> so one >>>>> of those could be an accessible controller...and then someone with >>>>> different >>>>> mobility issues might be able to play with a hacked controller >>>>> connected to >>>>> five switches (four for the drum pad and one for the pedal. I'll also >>>>> introduce them to the Quad Controller for the 360 -- they may have a >>>>> "cheat" >>>>> or something that would allow someone to override an instrument >>>>> (stranger >>>>> things have been put in games). >>>>> >>>>> >>>>> Now this discussion is kind of cool and super fun -- maybe we should >>>>> start >>>>> brainstorming on a game every other week where we know we have a >>>>> friendly >>>>> person in a high powered position who could make things happen. We >>>>> could >>>>> advert it on forums and our blogs for more suggestions. Mark and >>>>> Barrie >>>>> could help us on the blog end of things and I can contact some other >>>>> groups. >>>>> >>>>> >>>>> We could then present them with mini-usability reports and if they >>>>> are >>>>> interested in more info/help then they can help support the GA-SIG >>>>> foundation (our soon-to-be-made-real non-profit) where we could >>>>> earmark for >>>>> travel scholarships for SIG members to conferences like the GDC where >>>>> they >>>>> are speakers, etc. It's a bird...It's a plane...no...It's "SIG >>>>> PROJECT >>>>> PRACTICAL!!!!!" >>>>> >>>>> >>>>> I'm trying to set up a meeting with Alex and the Harmonix gang at GDC >>>>> so we >>>>> can show them the controllers, Eelke's haptic solution for the blind, >>>>> how >>>>> they are used, and discuss things further. Who doesn't want to ROCK >>>>> after >>>>> all? Beethoven was deaf -- and yet it was a rockstar back in his day. >>>>> ;) >>>>> >>>>> >>>>> Let me see if I can get a couple kits if we sign our lives away and >>>>> promise >>>>> not to resell them on ebay. >>>>> >>>>> >>>>> Trust me on this one -- we have already benefited from the private >>>>> generosity of Harmonix employees who dig our work. I can't say much >>>>> more but >>>>> trust me -- I know. >>>>> >>>>> >>>>> Michelle >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>> >>>> >>>> -- >>>> ---------------------------------------------------------------------------- >>>> Eelke Folmer Assistant Professor >>>> Department of CS&E/171 >>>> University of Nevada Reno, Nevada 89557 >>>> Game interaction design www.helpyouplay.com >>>> ---------------------------------------------------------------------------- >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> ....................................... >>> 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" >>> ....................................... >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Mon Dec 17 10:33:56 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Mon, 17 Dec 2007 07:33:56 -0800 Subject: [games_access] Harmonix needs our help! In-Reply-To: <009901c84092$81f13290$6402a8c0@Delletje> References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> <009901c84092$81f13290$6402a8c0@Delletje> Message-ID: This is what everyone said about the Wii before it came out. "My arms are going to be so tired." A year later, it's still selling like crazy and very hard to find in stores. (http://www.gamasutra.com/php-bin/news_index.php?story=16640) Disabled players have so few options these days and we aren't the customer, they are. Richard, you may get tired, but maybe not other people? At this point, we should put all ideas on the table and see which ones float to the top after brainstorming. -Reid On Dec 17, 2007 1:52 AM, AudioGames.net wrote: > Hi, > > Interesting suggestion, Thomas. I think what needs to be taken into account > is that timing and control are very important factors for musical expressing > through a rythm intrument. I think it is very, very hard to do a good beat > with your eyebrows. I'm pretty good at timing, but I simply can't > raise/lower my eyebrows fast enough. I just tried "We Will Rock You" and > next to a headache*, I though it was very tiring and was glad the song was > over ;) I can't imagine me doing this a whole session with multiple songs. I > think the same might go for using cameras and head-bob-recognition. It all > depends on how you set it up of course, and how much 'bob' will cause a > trigger. But I foresee that if it's a 'big bob'**, players will easily get > tired*** which is not something I think you want to cause with a game. > > Greets, > > Richard > > > * which could be related to last night's party but still ;) > ** oh boy > *** and nausious* ;) > > > > > ----- Original Message ----- > From: "Thomas Westin" > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Monday, December 17, 2007 10:29 AM > Subject: Re: [games_access] Harmonix needs our help! > > > > how about using a Cyberlink to control the pedal input; simply mapping it > > to raising eyebrows for instance > > > > /Thomas > > > > 16 dec 2007 kl. 09.31 skrev : > > > >> Hey -- > >> > >> The main issue is that they cannot use the foot pedal but they can use > >> the drum pad (the other four inputs) using the drum sticks -- they are > >> paraplegic and not quadriplegic...although Harmonix would like to know > >> solution ideas for quadriplegic gamers as well! > >> > >> I have asked to see if we could get into the source code if we sign away > >> our lives -- worst case he just says "no way." And that's cool. I can > >> understand keeping the code close to the vest. Doesn't hurt to propose > >> it though. > >> > >> At the party I was at last night, it took 2-3 people without mobility > >> disabilities to play the drum on "easy" mode. So add in any mobility > >> disability and it's even tougher! > >> > >> Another thing to think about is solo practice -- you can go through the > >> game just playing the drum with AI players. So there is a loss of > >> independence for paraplegic gamers who would have to get a friend to > >> "drum" with them. So they get used to each other's cues and > >> styles...what happens at a party when the friend might not be there and > >> a "substitute" second person is needed. It's not absolutely critical but > >> it can get annoying to get used to someone else who is essentially a > >> part of your "skills" package -- after all, a lot of (most?) people > >> practice on their own so that they can keep up with and/or beat the crap > >> out of their fellow game players. Yeah...rockband IS about > >> collaboration...but...when the scores came up, there was always clearly > >> "the winner." :) > >> > >> Did I mention that I think this discussion is really cool? ;) > >> > >> Michelle > >> > >> ---- Original message ---- > >>> Date: Sun, 16 Dec 2007 00:10:01 -0800 > >>> From: "Eelke Folmer" > >>> Subject: Re: [games_access] Harmonix needs our help! > >>> To: "IGDA Games Accessibility SIG Mailing List" >>> > > >>> > >>> Hey, > >>> > >>> Interesting problem, maybe a viable strategy would be to find the > >>> gross or lowest denominator of the amount of interaction that a > >>> paraplegic could provide; e.g. if this is a one switch you obviously > >>> have a hard time providing five different inputs. Some amount of > >>> interaction has to go or be automated. > >>> > >>> I assume we will not be able to modify the existing source code and > >>> hence a solution must be found in the hardware. If you want to > >>> automate particular drum beats there is no way to get this information > >>> through a controller unless you would be using a videocamera that > >>> would monitor the screen to see which buttons need to be pressed. > >>> > >>> I propose a simple solution: > >>> > >>> just splitting up the drums (physically) into a part (1-5) drums that > >>> can be played by a paraplegic and the other part (1-5) shall be played > >>> by another human. You need 4 people anyway so finding a 5th should not > >>> be a problem. If the paraplegic is unable to drum but can only use sip > >>> and puff i would suggest splitting up the controller for the drums in > >>> a sipp and puff part and the remaining drum parts. > >>> > >>> Cheers Eelke > >>> > >>> On 15/12/2007, d. michelle hinn wrote: > >>>> > >>>> > >>>> Hey Mike -- > >>>> > >>>> > >>>> The automation of inputs sounds like an excellent idea. I think you'd > >>>> want it generic and per-input though and be clear that it's not *just* > >>>> the foot pedal that could be problematic. e.g. Def Leopard's Rick > >>>> Allen could easily handle the bass pedal (and a few more), but one of > >>>> the pads might be a pain to hit simultaneously with another one. > >>>> > >>>> > >>>> Yep, I was thinking about Rick Allen -- I'll have to do some surfing > >>>> to give > >>>> them some links on how drummers with mobility disabilities and > >>>> amputees > >>>> trick out their drum kits for their own personal situation. That might > >>>> give > >>>> Rock Band another source for information (actually...I'm wondering if > >>>> we > >>>> could get Rick Allen in on the accessible drum kit? I know that the > >>>> Harmonix > >>>> guys know some of the band contacts. I'm serious! How cool would that > >>>> be to > >>>> be able to buy a special edition Rick Allen controller that could be > >>>> reconfigured to work with switches and so forth? For info on his > >>>> custom kit: > >>>> http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 > >>>> > >>>> > >>>> I've only played the original GH briefly - do these games identify the > >>>> different players at the start of the game? Tying such settings to > >>>> individual users/names would be nice, so that if you're taking turns > >>>> it'd automatically reconfigure itself for each person once those > >>>> configurations are set and keep the accounts/configurations around as > >>>> options for future gaming sessions. > >>>> > >>>> > >>>> Yes, you pick your own player and name them (and then you can outfit > >>>> them > >>>> with cooler clothes and instruments when you earn cash from gigs) and > >>>> it > >>>> saves your progress and such. So I would think saving accessibility > >>>> configurations would be pretty easy. > >>>> > >>>> > >>>> As far as hardware - if they provided a way to use a generic > >>>> controller instead of the custom ones (e.g. use a standard gamepad > >>>> instead of the guitar for instance, where the whammy bar became the > >>>> joystick), and in software allowed for remapping of the generic > >>>> controller's inputs and to the expected inputs of the custom > >>>> controller, then that should allow people to use things like the > >>>> QuadControl.com's controller to play, wouldn't it? Anything > >>>> excessively hard to do with such a controller could be switched to > >>>> "automatic mode" in the software? Making these configurations also > >>>> per-user as above would be nice as well. > >>>> > >>>> > >>>> Hmm...yeah there is no way to play without a USB > >>>> controller...but...I'm > >>>> wondering if one of Barrie's USB controllers might be "tricked" to > >>>> work with > >>>> Rock Band -- I mean they already need a hub to fit four instruments so > >>>> one > >>>> of those could be an accessible controller...and then someone with > >>>> different > >>>> mobility issues might be able to play with a hacked controller > >>>> connected to > >>>> five switches (four for the drum pad and one for the pedal. I'll also > >>>> introduce them to the Quad Controller for the 360 -- they may have a > >>>> "cheat" > >>>> or something that would allow someone to override an instrument > >>>> (stranger > >>>> things have been put in games). > >>>> > >>>> > >>>> Now this discussion is kind of cool and super fun -- maybe we should > >>>> start > >>>> brainstorming on a game every other week where we know we have a > >>>> friendly > >>>> person in a high powered position who could make things happen. We > >>>> could > >>>> advert it on forums and our blogs for more suggestions. Mark and > >>>> Barrie > >>>> could help us on the blog end of things and I can contact some other > >>>> groups. > >>>> > >>>> > >>>> We could then present them with mini-usability reports and if they are > >>>> interested in more info/help then they can help support the GA-SIG > >>>> foundation (our soon-to-be-made-real non-profit) where we could > >>>> earmark for > >>>> travel scholarships for SIG members to conferences like the GDC where > >>>> they > >>>> are speakers, etc. It's a bird...It's a plane...no...It's "SIG PROJECT > >>>> PRACTICAL!!!!!" > >>>> > >>>> > >>>> I'm trying to set up a meeting with Alex and the Harmonix gang at GDC > >>>> so we > >>>> can show them the controllers, Eelke's haptic solution for the blind, > >>>> how > >>>> they are used, and discuss things further. Who doesn't want to ROCK > >>>> after > >>>> all? Beethoven was deaf -- and yet it was a rockstar back in his day. > >>>> ;) > >>>> > >>>> > >>>> Let me see if I can get a couple kits if we sign our lives away and > >>>> promise > >>>> not to resell them on ebay. > >>>> > >>>> > >>>> Trust me on this one -- we have already benefited from the private > >>>> generosity of Harmonix employees who dig our work. I can't say much > >>>> more but > >>>> trust me -- I know. > >>>> > >>>> > >>>> Michelle > >>>> _______________________________________________ > >>>> games_access mailing list > >>>> games_access at igda.org > >>>> http://seven.pairlist.net/mailman/listinfo/games_access > >>>> > >>>> > >>> > >>> > >>> -- > >>> ---------------------------------------------------------------------------- > >>> Eelke Folmer Assistant Professor > >>> Department of CS&E/171 > >>> University of Nevada Reno, Nevada 89557 > >>> Game interaction design www.helpyouplay.com > >>> ---------------------------------------------------------------------------- > >>> _______________________________________________ > >>> games_access mailing list > >>> games_access at igda.org > >>> http://seven.pairlist.net/mailman/listinfo/games_access > >> ....................................... > >> 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" > >> ....................................... > >> _______________________________________________ > >> games_access mailing list > >> games_access at igda.org > >> http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Mon Dec 17 11:09:13 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 10:09:13 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> Message-ID: That's an interesting idea! My main concern would be the face making again -- that might be harder to control than not "rocking out" with head banging in order to use the back of the head to hit a switch. BTW, the foot pedal is connected via what looks like could be a connection for a switch button -- it's not connected to the usb hub that the drum kit itself is connected to. The USB hub has four slots -- one for the mic, two for guitars (one bass, one regular), and one of the drum kit. This is a very interesting issue -- because it's a game that really is meant to give you as much of a feeling that you are a rock star as possible...so to watch people play, you can see that they get pretty immersed in it physically once they get the hang of it. It's one of those things where we have to think of the alternative controls but also keep the impact on "rocking out" as low as possible because that's part of the fun of the game. That adds something to any solutions we offer -- of course to be able to play the game is way better than not being able to at all so being able to play is going to give "fun" a chance to happen. But how can we preserve the the fun factor as much as possible? That doesn't mean that it might not be fun or as fun playing in an alternative way -- the solutions might be more fun for some. This just reminds me about how game accessibility is about so much more than just accessing information. I'll throw this quote in for Sander to see if he's reading: it's "the right to FUN!" :) (other fellow list readers...you have to imagine a tall long haired guy who is in a band in real life growling this like he's "Braveheart." ;) ) Michelle >how about using a Cyberlink to control the pedal input; simply >mapping it to raising eyebrows for instance > >/Thomas > >16 dec 2007 kl. 09.31 skrev : > >>Hey -- >> >>The main issue is that they cannot use the foot pedal but they can >>use the drum pad (the other four inputs) using the drum sticks -- >>they are paraplegic and not quadriplegic...although Harmonix would >>like to know solution ideas for quadriplegic gamers as well! >> >>I have asked to see if we could get into the source code if we sign >>away our lives -- worst case he just says "no way." And that's >>cool. I can understand keeping the code close to the vest. Doesn't >>hurt to propose it though. >> >>At the party I was at last night, it took 2-3 people without >>mobility disabilities to play the drum on "easy" mode. So add in >>any mobility disability and it's even tougher! >> >>Another thing to think about is solo practice -- you can go through >>the game just playing the drum with AI players. So there is a loss >>of independence for paraplegic gamers who would have to get a >>friend to "drum" with them. So they get used to each other's cues >>and styles...what happens at a party when the friend might not be >>there and a "substitute" second person is needed. It's not >>absolutely critical but it can get annoying to get used to someone >>else who is essentially a part of your "skills" package -- after >>all, a lot of (most?) people practice on their own so that they can >>keep up with and/or beat the crap out of their fellow game players. >>Yeah...rockband IS about collaboration...but...when the scores came >>up, there was always clearly "the winner." :) >> >>Did I mention that I think this discussion is really cool? ;) >> >>Michelle >> >>---- Original message ---- >>>Date: Sun, 16 Dec 2007 00:10:01 -0800 >>>From: "Eelke Folmer" >>>Subject: Re: [games_access] Harmonix needs our help! >>>To: "IGDA Games Accessibility SIG Mailing List" >>> >>>Hey, >>> >>>Interesting problem, maybe a viable strategy would be to find the >>>gross or lowest denominator of the amount of interaction that a >>>paraplegic could provide; e.g. if this is a one switch you obviously >>>have a hard time providing five different inputs. Some amount of >>>interaction has to go or be automated. >>> >>>I assume we will not be able to modify the existing source code and >>>hence a solution must be found in the hardware. If you want to >>>automate particular drum beats there is no way to get this information >>>through a controller unless you would be using a videocamera that >>>would monitor the screen to see which buttons need to be pressed. >>> >>>I propose a simple solution: >>> >>>just splitting up the drums (physically) into a part (1-5) drums that >>>can be played by a paraplegic and the other part (1-5) shall be played >>>by another human. You need 4 people anyway so finding a 5th should not >>>be a problem. If the paraplegic is unable to drum but can only use sip >>>and puff i would suggest splitting up the controller for the drums in >>>a sipp and puff part and the remaining drum parts. >>> >>>Cheers Eelke >>> >>>On 15/12/2007, d. michelle hinn wrote: >>>> >>>> >>>>Hey Mike -- >>>> >>>> >>>>The automation of inputs sounds like an excellent idea. I think you'd >>>>want it generic and per-input though and be clear that it's not *just* >>>>the foot pedal that could be problematic. e.g. Def Leopard's Rick >>>>Allen could easily handle the bass pedal (and a few more), but one of >>>>the pads might be a pain to hit simultaneously with another one. >>>> >>>> >>>>Yep, I was thinking about Rick Allen -- I'll have to do some >>>>surfing to give >>>>them some links on how drummers with mobility disabilities and amputees >>>>trick out their drum kits for their own personal situation. That might give >>>>Rock Band another source for information (actually...I'm wondering if we >>>>could get Rick Allen in on the accessible drum kit? I know that >>>>the Harmonix >>>>guys know some of the band contacts. I'm serious! How cool would that be to >>>>be able to buy a special edition Rick Allen controller that could be >>>>reconfigured to work with switches and so forth? For info on his >>>>custom kit: >>>>http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >>>> >>>> >>>>I've only played the original GH briefly - do these games identify the >>>>different players at the start of the game? Tying such settings to >>>>individual users/names would be nice, so that if you're taking turns >>>>it'd automatically reconfigure itself for each person once those >>>>configurations are set and keep the accounts/configurations around as >>>>options for future gaming sessions. >>>> >>>> >>>>Yes, you pick your own player and name them (and then you can outfit them >>>>with cooler clothes and instruments when you earn cash from gigs) and it >>>>saves your progress and such. So I would think saving accessibility >>>>configurations would be pretty easy. >>>> >>>> >>>>As far as hardware - if they provided a way to use a generic >>>>controller instead of the custom ones (e.g. use a standard gamepad >>>>instead of the guitar for instance, where the whammy bar became the >>>>joystick), and in software allowed for remapping of the generic >>>>controller's inputs and to the expected inputs of the custom >>>>controller, then that should allow people to use things like the >>>>QuadControl.com's controller to play, wouldn't it? Anything >>>>excessively hard to do with such a controller could be switched to >>>>"automatic mode" in the software? Making these configurations also >>>>per-user as above would be nice as well. >>>> >>>> >>>>Hmm...yeah there is no way to play without a USB controller...but...I'm >>>>wondering if one of Barrie's USB controllers might be "tricked" >>>>to work with >>>>Rock Band -- I mean they already need a hub to fit four instruments so one >>>>of those could be an accessible controller...and then someone >>>>with different >>>>mobility issues might be able to play with a hacked controller connected to >>>>five switches (four for the drum pad and one for the pedal. I'll also >>>>introduce them to the Quad Controller for the 360 -- they may >>>>have a "cheat" >>>>or something that would allow someone to override an instrument (stranger >>>>things have been put in games). >>>> >>>> >>>>Now this discussion is kind of cool and super fun -- maybe we should start >>>>brainstorming on a game every other week where we know we have a friendly >>>>person in a high powered position who could make things happen. We could >>>>advert it on forums and our blogs for more suggestions. Mark and Barrie >>>>could help us on the blog end of things and I can contact some >>>>other groups. >>>> >>>> >>>>We could then present them with mini-usability reports and if they are >>>>interested in more info/help then they can help support the GA-SIG >>>>foundation (our soon-to-be-made-real non-profit) where we could earmark for >>>>travel scholarships for SIG members to conferences like the GDC where they >>>>are speakers, etc. It's a bird...It's a plane...no...It's "SIG PROJECT >>>>PRACTICAL!!!!!" >>>> >>>> >>>>I'm trying to set up a meeting with Alex and the Harmonix gang at GDC so we >>>>can show them the controllers, Eelke's haptic solution for the blind, how >>>>they are used, and discuss things further. Who doesn't want to ROCK after >>>>all? Beethoven was deaf -- and yet it was a rockstar back in his day. ;) >>>> >>>> >>>>Let me see if I can get a couple kits if we sign our lives away and promise >>>>not to resell them on ebay. >>>> >>>> >>>>Trust me on this one -- we have already benefited from the private >>>>generosity of Harmonix employees who dig our work. I can't say >>>>much more but >>>>trust me -- I know. >>>> >>>> >>>>Michelle >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>> >>> >>>-- >>>---------------------------------------------------------------------------- >>>Eelke Folmer Assistant Professor >>>Department of CS&E/171 >>>University of Nevada Reno, Nevada 89557 >>>Game interaction design www.helpyouplay.com >>>---------------------------------------------------------------------------- >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>....................................... >>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" >>....................................... >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Mon Dec 17 11:13:22 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 10:13:22 -0600 Subject: [games_access] SIG Accessibilty Guidelines In-Reply-To: <56994D0C-3BD8-4418-8A80-4D85312721D7@pininteractive.com> References: <6.1.0.6.2.20071216174125.01e30c50@enigami.com> <56994D0C-3BD8-4418-8A80-4D85312721D7@pininteractive.com> Message-ID: Thomas...a few days to write your other thesis??? Either you are the fastest researcher/writer ever or we have some major differences in what goes into a thesis. My master's thesis took a year (year two of a two year program where I was also still taking classes)...we won't go into my doctoral dissertation ;) :D Michelle (I mean no harm -- I'm just amazed at that turn around time! Was torture involved?) >Hello John > >I'm going to bold and say my thesis won't take forever. (I wrote >another thesis, although smaller in just a few days). > >I'm planning to contact you and others in the SIG: I just wanted to >start with models based on Terraformers which I already had, just >made some corrections. This is to give you all an idea of what GAIM >is aiming for > >Great that you plan to do guidelines of your own, but if we can >cooperate it's even better. Perhaps agree on UML formats etc. What's >your e-mail adress so I can contact you off list? > >My plan is to include all contributors in GAIM, right now there's a >placeholder tag in the main GAIM doc for contributors. > >I've also created a Creative Commons License for GAIM, with >BY - Author credits, just to get sure people give some creds to the >contributors >NC - No commercial, unless asked for >SA - Share alike, so people can extend my work if they share alike their work > >Thanks >Thomas > > >16 dec 2007 kl. 23.48 skrev John Bannick: > >>It looks like Thomas' GAIM project and the associated discussion >>could eventually result is some sort of practical SIG guidelines. >> >>Since that could take awhile (my thesis took forever) I'm going to >>go ahead on my own and try to assemble a succinct and practical set >>of guidelines for our own company. > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Dec 17 11:18:38 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 17:18:38 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu><009901c84092$81f13290$6402a8c0@Delletje> Message-ID: <001901c840c8$7ca2f3b0$6402a8c0@Delletje> Hi Reid, Don't get me wrong, I'm all up for putting ALL ideas on the table and looking at their possibilities, including whatever ideas that may seem weird of stupid at first. But we're allowed to discuss those possibilities, aren't we? It is just my opinion that I think that an eyebrow-controller can be quite tiring and maybe not as accurate as some of the other ideas ;) That is all. What's wrong with that?! Greets, Richard ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, December 17, 2007 4:33 PM Subject: Re: [games_access] Harmonix needs our help! > This is what everyone said about the Wii before it came out. "My arms > are going to be so tired." A year later, it's still selling like crazy > and very hard to find in stores. > (http://www.gamasutra.com/php-bin/news_index.php?story=16640) Disabled > players have so few options these days and we aren't the customer, > they are. Richard, you may get tired, but maybe not other people? > > At this point, we should put all ideas on the table and see which ones > float to the top after brainstorming. > > -Reid > > On Dec 17, 2007 1:52 AM, AudioGames.net wrote: >> Hi, >> >> Interesting suggestion, Thomas. I think what needs to be taken into >> account >> is that timing and control are very important factors for musical >> expressing >> through a rythm intrument. I think it is very, very hard to do a good >> beat >> with your eyebrows. I'm pretty good at timing, but I simply can't >> raise/lower my eyebrows fast enough. I just tried "We Will Rock You" and >> next to a headache*, I though it was very tiring and was glad the song >> was >> over ;) I can't imagine me doing this a whole session with multiple >> songs. I >> think the same might go for using cameras and head-bob-recognition. It >> all >> depends on how you set it up of course, and how much 'bob' will cause a >> trigger. But I foresee that if it's a 'big bob'**, players will easily >> get >> tired*** which is not something I think you want to cause with a game. >> >> Greets, >> >> Richard >> >> >> * which could be related to last night's party but still ;) >> ** oh boy >> *** and nausious* ;) >> >> >> >> >> ----- Original Message ----- >> From: "Thomas Westin" >> To: "IGDA Games Accessibility SIG Mailing List" >> >> Sent: Monday, December 17, 2007 10:29 AM >> Subject: Re: [games_access] Harmonix needs our help! >> >> >> > how about using a Cyberlink to control the pedal input; simply mapping >> > it >> > to raising eyebrows for instance >> > >> > /Thomas >> > >> > 16 dec 2007 kl. 09.31 skrev : >> > >> >> Hey -- >> >> >> >> The main issue is that they cannot use the foot pedal but they can >> >> use >> >> the drum pad (the other four inputs) using the drum sticks -- they >> >> are >> >> paraplegic and not quadriplegic...although Harmonix would like to >> >> know >> >> solution ideas for quadriplegic gamers as well! >> >> >> >> I have asked to see if we could get into the source code if we sign >> >> away >> >> our lives -- worst case he just says "no way." And that's cool. I can >> >> understand keeping the code close to the vest. Doesn't hurt to >> >> propose >> >> it though. >> >> >> >> At the party I was at last night, it took 2-3 people without mobility >> >> disabilities to play the drum on "easy" mode. So add in any mobility >> >> disability and it's even tougher! >> >> >> >> Another thing to think about is solo practice -- you can go through >> >> the >> >> game just playing the drum with AI players. So there is a loss of >> >> independence for paraplegic gamers who would have to get a friend to >> >> "drum" with them. So they get used to each other's cues and >> >> styles...what happens at a party when the friend might not be there >> >> and >> >> a "substitute" second person is needed. It's not absolutely critical >> >> but >> >> it can get annoying to get used to someone else who is essentially a >> >> part of your "skills" package -- after all, a lot of (most?) people >> >> practice on their own so that they can keep up with and/or beat the >> >> crap >> >> out of their fellow game players. Yeah...rockband IS about >> >> collaboration...but...when the scores came up, there was always >> >> clearly >> >> "the winner." :) >> >> >> >> Did I mention that I think this discussion is really cool? ;) >> >> >> >> Michelle >> >> >> >> ---- Original message ---- >> >>> Date: Sun, 16 Dec 2007 00:10:01 -0800 >> >>> From: "Eelke Folmer" >> >>> Subject: Re: [games_access] Harmonix needs our help! >> >>> To: "IGDA Games Accessibility SIG Mailing List" >> >>> > >>> > >> >>> >> >>> Hey, >> >>> >> >>> Interesting problem, maybe a viable strategy would be to find the >> >>> gross or lowest denominator of the amount of interaction that a >> >>> paraplegic could provide; e.g. if this is a one switch you obviously >> >>> have a hard time providing five different inputs. Some amount of >> >>> interaction has to go or be automated. >> >>> >> >>> I assume we will not be able to modify the existing source code and >> >>> hence a solution must be found in the hardware. If you want to >> >>> automate particular drum beats there is no way to get this >> >>> information >> >>> through a controller unless you would be using a videocamera that >> >>> would monitor the screen to see which buttons need to be pressed. >> >>> >> >>> I propose a simple solution: >> >>> >> >>> just splitting up the drums (physically) into a part (1-5) drums that >> >>> can be played by a paraplegic and the other part (1-5) shall be >> >>> played >> >>> by another human. You need 4 people anyway so finding a 5th should >> >>> not >> >>> be a problem. If the paraplegic is unable to drum but can only use >> >>> sip >> >>> and puff i would suggest splitting up the controller for the drums in >> >>> a sipp and puff part and the remaining drum parts. >> >>> >> >>> Cheers Eelke >> >>> >> >>> On 15/12/2007, d. michelle hinn wrote: >> >>>> >> >>>> >> >>>> Hey Mike -- >> >>>> >> >>>> >> >>>> The automation of inputs sounds like an excellent idea. I think >> >>>> you'd >> >>>> want it generic and per-input though and be clear that it's not >> >>>> *just* >> >>>> the foot pedal that could be problematic. e.g. Def Leopard's Rick >> >>>> Allen could easily handle the bass pedal (and a few more), but one >> >>>> of >> >>>> the pads might be a pain to hit simultaneously with another one. >> >>>> >> >>>> >> >>>> Yep, I was thinking about Rick Allen -- I'll have to do some >> >>>> surfing >> >>>> to give >> >>>> them some links on how drummers with mobility disabilities and >> >>>> amputees >> >>>> trick out their drum kits for their own personal situation. That >> >>>> might >> >>>> give >> >>>> Rock Band another source for information (actually...I'm wondering >> >>>> if >> >>>> we >> >>>> could get Rick Allen in on the accessible drum kit? I know that the >> >>>> Harmonix >> >>>> guys know some of the band contacts. I'm serious! How cool would >> >>>> that >> >>>> be to >> >>>> be able to buy a special edition Rick Allen controller that could be >> >>>> reconfigured to work with switches and so forth? For info on his >> >>>> custom kit: >> >>>> http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >> >>>> >> >>>> >> >>>> I've only played the original GH briefly - do these games identify >> >>>> the >> >>>> different players at the start of the game? Tying such settings to >> >>>> individual users/names would be nice, so that if you're taking turns >> >>>> it'd automatically reconfigure itself for each person once those >> >>>> configurations are set and keep the accounts/configurations around >> >>>> as >> >>>> options for future gaming sessions. >> >>>> >> >>>> >> >>>> Yes, you pick your own player and name them (and then you can >> >>>> outfit >> >>>> them >> >>>> with cooler clothes and instruments when you earn cash from gigs) >> >>>> and >> >>>> it >> >>>> saves your progress and such. So I would think saving accessibility >> >>>> configurations would be pretty easy. >> >>>> >> >>>> >> >>>> As far as hardware - if they provided a way to use a generic >> >>>> controller instead of the custom ones (e.g. use a standard gamepad >> >>>> instead of the guitar for instance, where the whammy bar became the >> >>>> joystick), and in software allowed for remapping of the generic >> >>>> controller's inputs and to the expected inputs of the custom >> >>>> controller, then that should allow people to use things like the >> >>>> QuadControl.com's controller to play, wouldn't it? Anything >> >>>> excessively hard to do with such a controller could be switched to >> >>>> "automatic mode" in the software? Making these configurations also >> >>>> per-user as above would be nice as well. >> >>>> >> >>>> >> >>>> Hmm...yeah there is no way to play without a USB >> >>>> controller...but...I'm >> >>>> wondering if one of Barrie's USB controllers might be "tricked" to >> >>>> work with >> >>>> Rock Band -- I mean they already need a hub to fit four instruments >> >>>> so >> >>>> one >> >>>> of those could be an accessible controller...and then someone with >> >>>> different >> >>>> mobility issues might be able to play with a hacked controller >> >>>> connected to >> >>>> five switches (four for the drum pad and one for the pedal. I'll >> >>>> also >> >>>> introduce them to the Quad Controller for the 360 -- they may have >> >>>> a >> >>>> "cheat" >> >>>> or something that would allow someone to override an instrument >> >>>> (stranger >> >>>> things have been put in games). >> >>>> >> >>>> >> >>>> Now this discussion is kind of cool and super fun -- maybe we >> >>>> should >> >>>> start >> >>>> brainstorming on a game every other week where we know we have a >> >>>> friendly >> >>>> person in a high powered position who could make things happen. We >> >>>> could >> >>>> advert it on forums and our blogs for more suggestions. Mark and >> >>>> Barrie >> >>>> could help us on the blog end of things and I can contact some >> >>>> other >> >>>> groups. >> >>>> >> >>>> >> >>>> We could then present them with mini-usability reports and if they >> >>>> are >> >>>> interested in more info/help then they can help support the GA-SIG >> >>>> foundation (our soon-to-be-made-real non-profit) where we could >> >>>> earmark for >> >>>> travel scholarships for SIG members to conferences like the GDC >> >>>> where >> >>>> they >> >>>> are speakers, etc. It's a bird...It's a plane...no...It's "SIG >> >>>> PROJECT >> >>>> PRACTICAL!!!!!" >> >>>> >> >>>> >> >>>> I'm trying to set up a meeting with Alex and the Harmonix gang at >> >>>> GDC >> >>>> so we >> >>>> can show them the controllers, Eelke's haptic solution for the >> >>>> blind, >> >>>> how >> >>>> they are used, and discuss things further. Who doesn't want to ROCK >> >>>> after >> >>>> all? Beethoven was deaf -- and yet it was a rockstar back in his >> >>>> day. >> >>>> ;) >> >>>> >> >>>> >> >>>> Let me see if I can get a couple kits if we sign our lives away and >> >>>> promise >> >>>> not to resell them on ebay. >> >>>> >> >>>> >> >>>> Trust me on this one -- we have already benefited from the private >> >>>> generosity of Harmonix employees who dig our work. I can't say much >> >>>> more but >> >>>> trust me -- I know. >> >>>> >> >>>> >> >>>> Michelle >> >>>> _______________________________________________ >> >>>> games_access mailing list >> >>>> games_access at igda.org >> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >> >>>> >> >>>> >> >>> >> >>> >> >>> -- >> >>> ---------------------------------------------------------------------------- >> >>> Eelke Folmer Assistant Professor >> >>> Department of CS&E/171 >> >>> University of Nevada Reno, Nevada 89557 >> >>> Game interaction design www.helpyouplay.com >> >>> ---------------------------------------------------------------------------- >> >>> _______________________________________________ >> >>> games_access mailing list >> >>> games_access at igda.org >> >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> ....................................... >> >> 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" >> >> ....................................... >> >> _______________________________________________ >> >> games_access mailing list >> >> games_access at igda.org >> >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Mon Dec 17 11:56:27 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 10:56:27 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> <009901c84092$81f13290$6402a8c0@Delletje> Message-ID: Oh I think Richard might/would agree (I'll let him confirm/deny this himself, though -- hehe) -- for those who playing Rock Band wasn't an option AT ALL, alternative means help them get into the fun! We just have to remember that since this is a band sim some gamers -- with and without disabilities -- are going to want to really physically play out the sim as much as possible. We just have to think through the advantages (being able to participate) and disadvantages (not being able to ROCK -- ok, I'm getting carried away with the whole ROCK thing) of everything on our palette of choices. :) But that's what makes this such an interesting issue! Don't forget -- the offer of a kit for tinkering/development purposes is on the table for those with the know how. I see that it's not coming out for the UK/Europe until March 6th but he might be able to send a kit out before the sell date...if not, then definitely after. It will be out for the PS2, PS3, and Xbox 360 on the same day. Michelle >This is what everyone said about the Wii before it came out. "My arms >are going to be so tired." A year later, it's still selling like crazy >and very hard to find in stores. >(http://www.gamasutra.com/php-bin/news_index.php?story=16640) Disabled >players have so few options these days and we aren't the customer, >they are. Richard, you may get tired, but maybe not other people? > >At this point, we should put all ideas on the table and see which ones >float to the top after brainstorming. > >-Reid > >On Dec 17, 2007 1:52 AM, AudioGames.net wrote: >> Hi, >> >> Interesting suggestion, Thomas. I think what needs to be taken into account >> is that timing and control are very important factors for musical expressing >> through a rythm intrument. I think it is very, very hard to do a good beat >> with your eyebrows. I'm pretty good at timing, but I simply can't >> raise/lower my eyebrows fast enough. I just tried "We Will Rock You" and >> next to a headache*, I though it was very tiring and was glad the song was >> over ;) I can't imagine me doing this a whole session with multiple songs. I >> think the same might go for using cameras and head-bob-recognition. It all >> depends on how you set it up of course, and how much 'bob' will cause a >> trigger. But I foresee that if it's a 'big bob'**, players will easily get >> tired*** which is not something I think you want to cause with a game. >> >> Greets, >> >> Richard >> >> >> * which could be related to last night's party but still ;) >> ** oh boy >> *** and nausious* ;) >> >> >> >> >> ----- Original Message ----- >> From: "Thomas Westin" >> To: "IGDA Games Accessibility SIG Mailing List" >> >> Sent: Monday, December 17, 2007 10:29 AM >> Subject: Re: [games_access] Harmonix needs our help! >> >> >> > how about using a Cyberlink to control the pedal input; simply mapping it >> > to raising eyebrows for instance >> > >> > /Thomas >> > >> > 16 dec 2007 kl. 09.31 skrev : >> > >> >> Hey -- >> >> >> >> The main issue is that they cannot use the foot pedal but they can use >> >> the drum pad (the other four inputs) using the drum sticks -- they are >> >> paraplegic and not quadriplegic...although Harmonix would like to know >> >> solution ideas for quadriplegic gamers as well! >> >> >> >> I have asked to see if we could get into the source code if we sign away >> >> our lives -- worst case he just says "no way." And that's cool. I can >> >> understand keeping the code close to the vest. Doesn't hurt to propose >> >> it though. >> >> >> >> At the party I was at last night, it took 2-3 people without mobility >> >> disabilities to play the drum on "easy" mode. So add in any mobility >> >> disability and it's even tougher! >> >> >> >> Another thing to think about is solo practice -- you can go through the >> >> game just playing the drum with AI players. So there is a loss of > > >> independence for paraplegic gamers who would have to get a friend to >> >> "drum" with them. So they get used to each other's cues and >> >> styles...what happens at a party when the friend might not be there and >> >> a "substitute" second person is needed. It's not absolutely critical but >> >> it can get annoying to get used to someone else who is essentially a >> >> part of your "skills" package -- after all, a lot of (most?) people >> >> practice on their own so that they can keep up with and/or beat the crap >> >> out of their fellow game players. Yeah...rockband IS about >> >> collaboration...but...when the scores came up, there was always clearly >> >> "the winner." :) >> >> >> >> Did I mention that I think this discussion is really cool? ;) >> >> >> >> Michelle >> >> >> >> ---- Original message ---- >> >>> Date: Sun, 16 Dec 2007 00:10:01 -0800 >> >>> From: "Eelke Folmer" >> >>> Subject: Re: [games_access] Harmonix needs our help! >> >>> To: "IGDA Games Accessibility SIG Mailing List" > >>> > >> >>> >> >>> Hey, >> >>> >> >>> Interesting problem, maybe a viable strategy would be to find the >> >>> gross or lowest denominator of the amount of interaction that a >> >>> paraplegic could provide; e.g. if this is a one switch you obviously >> >>> have a hard time providing five different inputs. Some amount of >> >>> interaction has to go or be automated. >> >>> >> >>> I assume we will not be able to modify the existing source code and >> >>> hence a solution must be found in the hardware. If you want to >> >>> automate particular drum beats there is no way to get this information >> >>> through a controller unless you would be using a videocamera that >> >>> would monitor the screen to see which buttons need to be pressed. >> >>> >> >>> I propose a simple solution: >> >>> >> >>> just splitting up the drums (physically) into a part (1-5) drums that >> >>> can be played by a paraplegic and the other part (1-5) shall be played >> >>> by another human. You need 4 people anyway so finding a 5th should not >> >>> be a problem. If the paraplegic is unable to drum but can only use sip >> >>> and puff i would suggest splitting up the controller for the drums in >> >>> a sipp and puff part and the remaining drum parts. >> >>> >> >>> Cheers Eelke >> >>> >> >>> On 15/12/2007, d. michelle hinn wrote: >> >>>> >> >>>> >> >>>> Hey Mike -- >> >>>> >> >>>> >> >>>> The automation of inputs sounds like an excellent idea. I think you'd >> >>>> want it generic and per-input though and be clear that it's not *just* >> >>>> the foot pedal that could be problematic. e.g. Def Leopard's Rick >> >>>> Allen could easily handle the bass pedal (and a few more), but one of >> >>>> the pads might be a pain to hit simultaneously with another one. >> >>>> >> >>>> >> >>>> Yep, I was thinking about Rick Allen -- I'll have to do some surfing >> >>>> to give >> >>>> them some links on how drummers with mobility disabilities and >> >>>> amputees >> >>>> trick out their drum kits for their own personal situation. That might >> >>>> give >> >>>> Rock Band another source for information (actually...I'm wondering if >> >>>> we >> >>>> could get Rick Allen in on the accessible drum kit? I know that the >> >>>> Harmonix >> >>>> guys know some of the band contacts. I'm serious! How cool would that >> >>>> be to >> >>>> be able to buy a special edition Rick Allen controller that could be >> >>>> reconfigured to work with switches and so forth? For info on his >> >>>> custom kit: >> >>>> http://en.wikipedia.org/wiki/Rick_Allen_%28drummer%29 >> >>>> >> >>>> >> >>>> I've only played the original GH briefly - do these games identify the >> >>>> different players at the start of the game? Tying such settings to >> >>>> individual users/names would be nice, so that if you're taking turns >> >>>> it'd automatically reconfigure itself for each person once those >> >>>> configurations are set and keep the accounts/configurations around as >> >>>> options for future gaming sessions. >> >>>> >> >>>> >> >>>> Yes, you pick your own player and name them (and then you can outfit > > >>>> them >> >>>> with cooler clothes and instruments when you earn cash from gigs) and >> >>>> it >> >>>> saves your progress and such. So I would think saving accessibility >> >>>> configurations would be pretty easy. >> >>>> >> >>>> >> >>>> As far as hardware - if they provided a way to use a generic >> >>>> controller instead of the custom ones (e.g. use a standard gamepad >> >>>> instead of the guitar for instance, where the whammy bar became the >> >>>> joystick), and in software allowed for remapping of the generic >> >>>> controller's inputs and to the expected inputs of the custom >> >>>> controller, then that should allow people to use things like the >> >>>> QuadControl.com's controller to play, wouldn't it? Anything >> >>>> excessively hard to do with such a controller could be switched to >> >>>> "automatic mode" in the software? Making these configurations also >> >>>> per-user as above would be nice as well. >> >>>> >> >>>> >> >>>> Hmm...yeah there is no way to play without a USB >> >>>> controller...but...I'm >> >>>> wondering if one of Barrie's USB controllers might be "tricked" to >> >>>> work with >> >>>> Rock Band -- I mean they already need a hub to fit four instruments so >> >>>> one >> >>>> of those could be an accessible controller...and then someone with >> >>>> different >> >>>> mobility issues might be able to play with a hacked controller >> >>>> connected to >> >>>> five switches (four for the drum pad and one for the pedal. I'll also >> >>>> introduce them to the Quad Controller for the 360 -- they may have a >> >>>> "cheat" >> >>>> or something that would allow someone to override an instrument >> >>>> (stranger >> >>>> things have been put in games). >> >>>> >> >>>> >> >>>> Now this discussion is kind of cool and super fun -- maybe we should >> >>>> start >> >>>> brainstorming on a game every other week where we know we have a >> >>>> friendly >> >>>> person in a high powered position who could make things happen. We >> >>>> could >> >>>> advert it on forums and our blogs for more suggestions. Mark and >> >>>> Barrie >> >>>> could help us on the blog end of things and I can contact some other >> >>>> groups. >> >>>> >> >>>> >> >>>> We could then present them with mini-usability reports and if they are >> >>>> interested in more info/help then they can help support the GA-SIG >> >>>> foundation (our soon-to-be-made-real non-profit) where we could >> >>>> earmark for >> >>>> travel scholarships for SIG members to conferences like the GDC where >> >>>> they >> >>>> are speakers, etc. It's a bird...It's a plane...no...It's "SIG PROJECT >> >>>> PRACTICAL!!!!!" >> >>>> >> >>>> >> >>>> I'm trying to set up a meeting with Alex and the Harmonix gang at GDC >> >>>> so we >> >>>> can show them the controllers, Eelke's haptic solution for the blind, >> >>>> how >> >>>> they are used, and discuss things further. Who doesn't want to ROCK >> >>>> after >> >>>> all? Beethoven was deaf -- and yet it was a rockstar back in his day. >> >>>> ;) >> >>>> >> >>>> >> >>>> Let me see if I can get a couple kits if we sign our lives away and >> >>>> promise >> >>>> not to resell them on ebay. >> >>>> >> >>>> >> >>>> Trust me on this one -- we have already benefited from the private >> >>>> generosity of Harmonix employees who dig our work. I can't say much >> >>>> more but >> >>>> trust me -- I know. >> >>>> >> >>>> >> >>>> Michelle >> >>>> _______________________________________________ >> >>>> games_access mailing list >> >>>> games_access at igda.org >> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >> >>>> >> >>>> >> >>> >> >>> >> >>> -- >> >>> >>---------------------------------------------------------------------------- >> >>> Eelke Folmer Assistant Professor >> >>> Department of CS&E/171 >> >>> University of Nevada Reno, Nevada 89557 >> >>> Game interaction design www.helpyouplay.com >> >>> >>---------------------------------------------------------------------------- >> >>> _______________________________________________ >> >>> games_access mailing list >> >>> games_access at igda.org >> >>> http://seven.pairlist.net/mailman/listinfo/games_access > > >> ....................................... >> >> 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" >> >> ....................................... >> >> _______________________________________________ >> >> games_access mailing list >> >> games_access at igda.org >> >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Mon Dec 17 13:50:21 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 17 Dec 2007 18:50:21 -0000 Subject: [games_access] Harmonix needs our help! Message-ID: <077901c840dd$adb3c910$0202a8c0@oneswitch> My thoughts for Rock Band... Software solution would be very nice. Auto-Kick Drum would be pretty simple to implement (please don't shoot me, Reid!) to my mind. As soon as a drum kick is called for - the software could automatically trigger one in perfect timing. Reduced controls mode. Taking this further would be lovely too. Why not allow the kick-drum to be triggered by any of the other controls? So if you hit a snare (or any other drum control), if this is in time for the drum-kick - that will be accepted. Super Reduced controls mode. I really liked Um Jammer Lammy for the PSone. This was the follow up to Parappa the Rapper (the original inspiration for all of these music based Simon Says games). This required about six or so buttons to play the guitar. The simple mode allowed you to hit any button at all - which if in time - would be accepted. Hardware solutions. What is the software looking for? An analogue pedal or a digital pedal. I.e. - does it matter how hard you step on it - or is it a simple on/off switch? If it's okay to be treated as an on/off switch this is pretty simple. If they've not developed the hardware completely yet - why not make it connect to the main drum kit via a 3.5mm mono socket and plug (the accessibility switch standard) with the kick drum acting as a press to make switch. From there, users could plug in one of hundreds of different accessibility controls (blink switches, extra head switches and so on). If it's analogue - you may still find that adding a 3.5mm stereo socket and plug might offer a solution - if you can provide some compatibility with standard accessibility switches. Finally - I'd be happy to look at the set-up - and even offer to adapt existing set-ups. I'm sure there'll be others on this list and elsewhere that would do the same too - perhaps following an easy D.I.Y. guide somewhere.... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Mon Dec 17 14:02:51 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 20:02:51 +0100 Subject: [games_access] Harmonix needs our help! References: <077901c840dd$adb3c910$0202a8c0@oneswitch> Message-ID: <001501c840df$6dafc6a0$6402a8c0@Delletje> Hi, Thanks for your thoughts. I was wondering: let's say there is the possibility of your described hardware solution (3.5 mm mono socket and plug in any piece of trigger of choice). Based on your experience in this field, what kind of trigger solution (button, blink switch, head switch, flex switch?) would you recommend for this context? Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, December 17, 2007 7:50 PM Subject: Re: [games_access] Harmonix needs our help! My thoughts for Rock Band... Software solution would be very nice. Auto-Kick Drum would be pretty simple to implement (please don't shoot me, Reid!) to my mind. As soon as a drum kick is called for - the software could automatically trigger one in perfect timing. Reduced controls mode. Taking this further would be lovely too. Why not allow the kick-drum to be triggered by any of the other controls? So if you hit a snare (or any other drum control), if this is in time for the drum-kick - that will be accepted. Super Reduced controls mode. I really liked Um Jammer Lammy for the PSone. This was the follow up to Parappa the Rapper (the original inspiration for all of these music based Simon Says games). This required about six or so buttons to play the guitar. The simple mode allowed you to hit any button at all - which if in time - would be accepted. Hardware solutions. What is the software looking for? An analogue pedal or a digital pedal. I.e. - does it matter how hard you step on it - or is it a simple on/off switch? If it's okay to be treated as an on/off switch this is pretty simple. If they've not developed the hardware completely yet - why not make it connect to the main drum kit via a 3.5mm mono socket and plug (the accessibility switch standard) with the kick drum acting as a press to make switch. From there, users could plug in one of hundreds of different accessibility controls (blink switches, extra head switches and so on). If it's analogue - you may still find that adding a 3.5mm stereo socket and plug might offer a solution - if you can provide some compatibility with standard accessibility switches. Finally - I'd be happy to look at the set-up - and even offer to adapt existing set-ups. I'm sure there'll be others on this list and elsewhere that would do the same too - perhaps following an easy D.I.Y. guide somewhere.... Barrie www.OneSwitch.org.uk ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon Dec 17 14:25:43 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 13:25:43 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: <077901c840dd$adb3c910$0202a8c0@oneswitch> References: <077901c840dd$adb3c910$0202a8c0@oneswitch> Message-ID: Yeah, a software solution would be nice and I think that's what's we have time to get into the next version if I'm reading Alex correctly and they can pull it off in time. For right now, though, the way the drum kit is set up it's just a matter of stepping on it and not how hard/soft you step on it. I'm looking at the wired connection -- it really looks like one of your controllers, Barrie, where you've drilled in holes to connect switches to. If I can get my hands on a pre-release (or release date) UK/Europe version of "rock band" for you to mod, which console would work best? I'm assuming PS2 because I know you work on controls for that but I'm not sure if you work with Xbox 360 or PS3 as well. Given that a large (most?) alt controllers have been modded for the PS2, I'm thinking that would be the console to start with anyway. Also -- reduced controls mode -- sometimes you have to hit two drum pads AND the pedal at the same time so there's one issue (three arms?). But certainly if there were modes that could take away the need to use the pedal and/or just, say, be about the rhythm and not about the exact buttons/drum pads hit, that would probably help a LOT of people. I mean, seriously, it took THREE people who did not have any mobility limitations to make sure it wasn't the drumming that knocked the band out of the game (if an instrument gets too low on the "good" scale it gets knocked out and/or can knock you out of the game entirely if the singer and the guitar player(s) are also struggling) -- this was largely due to their not having any musical training whatsoever so just hitting something/anything correctly was a "win." Anyway...so that software solution idea may just help a whole lot of people -- especially in a party situation where drinking is involved... Some other things that they will be concerned with is online play but it already tells others that you are playing easy/medium/hard/expert mode so it could also say "modified." Not sure if that an acceptable solution...just brainstorming. Michelle >My thoughts for Rock Band... > >Software solution would be very nice. > >Auto-Kick Drum would be pretty simple to implement (please don't shoot me, >Reid!) to my mind. As soon as a drum kick is called for - the software could >automatically trigger one in perfect timing. > >Reduced controls mode. Taking this further would be lovely too. Why not >allow the kick-drum to be triggered by any of the other controls? So if you >hit a snare (or any other drum control), if this is in time for the >drum-kick - that will be accepted. > >Super Reduced controls mode. I really liked Um Jammer Lammy for the PSone. >This was the follow up to Parappa the Rapper (the original inspiration for >all of these music based Simon Says games). This required about six or so >buttons to play the guitar. The simple mode allowed you to hit any button at >all - which if in time - would be accepted. > > >Hardware solutions. > >What is the software looking for? An analogue pedal or a digital pedal. >I.e. - does it matter how hard you step on it - or is it a simple on/off >switch? If it's okay to be treated as an on/off switch this is pretty >simple. If they've not developed the hardware completely yet - why not make >it connect to the main drum kit via a 3.5mm mono socket and plug (the >accessibility switch standard) with the kick drum acting as a press to make >switch. From there, users could plug in one of hundreds of different >accessibility controls (blink switches, extra head switches and so on). > >If it's analogue - you may still find that adding a 3.5mm stereo socket and >plug might offer a solution - if you can provide some compatibility with >standard accessibility switches. > > >Finally - I'd be happy to look at the set-up - and even offer to adapt >existing set-ups. I'm sure there'll be others on this list and elsewhere >that would do the same too - perhaps following an easy D.I.Y. guide >somewhere.... > > >Barrie ><>www.OneSwitch.org.uk > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon Dec 17 14:30:02 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 17 Dec 2007 19:30:02 -0000 Subject: [games_access] Harmonix needs our help! References: <077901c840dd$adb3c910$0202a8c0@oneswitch> <001501c840df$6dafc6a0$6402a8c0@Delletje> Message-ID: <079d01c840e3$3904d130$0202a8c0@oneswitch> Hi, Depends on the individual's ability to be honest. It would need to be something that could be controlled quite deliberately with a quick on/off response. I don't think mind-control would be fast enough - I think I'd have a seizure trying to do it that way. I think sip/puff will be problematic for some people for all the reasons previously mentioned. I am aware of a fantastic blow switch that might work really well in this instance, but I've signed a non-disclosure with the inventor - might be worth contacting him if Harmonix are at all interested. It could be a good thing all round. A Blink switch could work but these are expensive (?200ish - see www.xe.com for a currency conversion). I think an additional push button switch (of which there are many: http://www.oneswitch.org.uk/1/AGS/AGS-switch/1/switches.htm) might be the most affordable and acceptable solution - as you could position this to suit the individual - I guess in some ways, as Rick Allen has done so, as previously mentioned (http://en.wikipedia.org/wiki/Rick_Allen_(drummer)). I'm not a drummer though, so don't know how much variation there is with a kick-drum. I guess you can use it fairly softly - up to a maximum stomp-thump of the drum. What about a MIDI module for the games? Then you could connect any of a massive range of MIDI musical instrument controllers to suit the individuals: http://www.midicreator.com/products/MIDIcreator.pdf http://www.soundware.co.uk/sc/sections/Midi%20Drum%20Pads http://www.soundbeam.co.uk/ http://www.optimusic.com/ Not the cheapest solution perhaps, but likely the best. Barrie ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Monday, December 17, 2007 7:02 PM Subject: Re: [games_access] Harmonix needs our help! Hi, Thanks for your thoughts. I was wondering: let's say there is the possibility of your described hardware solution (3.5 mm mono socket and plug in any piece of trigger of choice). Based on your experience in this field, what kind of trigger solution (button, blink switch, head switch, flex switch?) would you recommend for this context? Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, December 17, 2007 7:50 PM Subject: Re: [games_access] Harmonix needs our help! My thoughts for Rock Band... Software solution would be very nice. Auto-Kick Drum would be pretty simple to implement (please don't shoot me, Reid!) to my mind. As soon as a drum kick is called for - the software could automatically trigger one in perfect timing. Reduced controls mode. Taking this further would be lovely too. Why not allow the kick-drum to be triggered by any of the other controls? So if you hit a snare (or any other drum control), if this is in time for the drum-kick - that will be accepted. Super Reduced controls mode. I really liked Um Jammer Lammy for the PSone. This was the follow up to Parappa the Rapper (the original inspiration for all of these music based Simon Says games). This required about six or so buttons to play the guitar. The simple mode allowed you to hit any button at all - which if in time - would be accepted. Hardware solutions. What is the software looking for? An analogue pedal or a digital pedal. I.e. - does it matter how hard you step on it - or is it a simple on/off switch? If it's okay to be treated as an on/off switch this is pretty simple. If they've not developed the hardware completely yet - why not make it connect to the main drum kit via a 3.5mm mono socket and plug (the accessibility switch standard) with the kick drum acting as a press to make switch. >From there, users could plug in one of hundreds of different accessibility controls (blink switches, extra head switches and so on). If it's analogue - you may still find that adding a 3.5mm stereo socket and plug might offer a solution - if you can provide some compatibility with standard accessibility switches. Finally - I'd be happy to look at the set-up - and even offer to adapt existing set-ups. I'm sure there'll be others on this list and elsewhere that would do the same too - perhaps following an easy D.I.Y. guide somewhere.... Barrie www.OneSwitch.org.uk ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon Dec 17 14:51:59 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 17 Dec 2007 19:51:59 -0000 Subject: [games_access] Harmonix needs our help! References: <077901c840dd$adb3c910$0202a8c0@oneswitch> Message-ID: <07c601c840e6$4aa78f10$0202a8c0@oneswitch> Re: [games_access] Harmonix needs our help!Sounds like the hacked in 3.5mm socket would do the job nicely. I have a PS2, can borrow an Xbox 360 - but have no PS3 access at all I'm afraid: http://www.meru.org.uk/diy_sam.htm (mouse adaptation with trailing 3.5mm socket) http://www.oneswitch.org.uk/4/DIY/speech.htm (battery toy adaptation with mounted 3.5mm socket) Reduced Controls idea. Don't think I explained it well. Here's a slight variation on the idea. Consider the second lowest pitched drum a dual-function drum serving as itself and also the kick-drum when needed. The software would need to anticipate what the drummer is intending through a fairly simple timer (closest to an expected Tom-Tom? Trigger a Tom-Tom - closest to an expected kick-drum? Trigger a Drum-Kick). If two are expected simultaneously - trigger both from the single drum hit. Make more sense? Think this might work out less confusing in practice than it is to explain... Barrie ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Monday, December 17, 2007 7:25 PM Subject: Re: [games_access] Harmonix needs our help! Yeah, a software solution would be nice and I think that's what's we have time to get into the next version if I'm reading Alex correctly and they can pull it off in time. For right now, though, the way the drum kit is set up it's just a matter of stepping on it and not how hard/soft you step on it. I'm looking at the wired connection -- it really looks like one of your controllers, Barrie, where you've drilled in holes to connect switches to. If I can get my hands on a pre-release (or release date) UK/Europe version of "rock band" for you to mod, which console would work best? I'm assuming PS2 because I know you work on controls for that but I'm not sure if you work with Xbox 360 or PS3 as well. Given that a large (most?) alt controllers have been modded for the PS2, I'm thinking that would be the console to start with anyway. Also -- reduced controls mode -- sometimes you have to hit two drum pads AND the pedal at the same time so there's one issue (three arms?). But certainly if there were modes that could take away the need to use the pedal and/or just, say, be about the rhythm and not about the exact buttons/drum pads hit, that would probably help a LOT of people. I mean, seriously, it took THREE people who did not have any mobility limitations to make sure it wasn't the drumming that knocked the band out of the game (if an instrument gets too low on the "good" scale it gets knocked out and/or can knock you out of the game entirely if the singer and the guitar player(s) are also struggling) -- this was largely due to their not having any musical training whatsoever so just hitting something/anything correctly was a "win." Anyway...so that software solution idea may just help a whole lot of people -- especially in a party situation where drinking is involved... Some other things that they will be concerned with is online play but it already tells others that you are playing easy/medium/hard/expert mode so it could also say "modified." Not sure if that an acceptable solution...just brainstorming. Michelle My thoughts for Rock Band... Software solution would be very nice. Auto-Kick Drum would be pretty simple to implement (please don't shoot me, Reid!) to my mind. As soon as a drum kick is called for - the software could automatically trigger one in perfect timing. Reduced controls mode. Taking this further would be lovely too. Why not allow the kick-drum to be triggered by any of the other controls? So if you hit a snare (or any other drum control), if this is in time for the drum-kick - that will be accepted. Super Reduced controls mode. I really liked Um Jammer Lammy for the PSone. This was the follow up to Parappa the Rapper (the original inspiration for all of these music based Simon Says games). This required about six or so buttons to play the guitar. The simple mode allowed you to hit any button at all - which if in time - would be accepted. Hardware solutions. What is the software looking for? An analogue pedal or a digital pedal. I.e. - does it matter how hard you step on it - or is it a simple on/off switch? If it's okay to be treated as an on/off switch this is pretty simple. If they've not developed the hardware completely yet - why not make it connect to the main drum kit via a 3.5mm mono socket and plug (the accessibility switch standard) with the kick drum acting as a press to make switch. From there, users could plug in one of hundreds of different accessibility controls (blink switches, extra head switches and so on). If it's analogue - you may still find that adding a 3.5mm stereo socket and plug might offer a solution - if you can provide some compatibility with standard accessibility switches. Finally - I'd be happy to look at the set-up - and even offer to adapt existing set-ups. I'm sure there'll be others on this list and elsewhere that would do the same too - perhaps following an easy D.I.Y. guide somewhere.... Barrie www.OneSwitch.org.uk _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Mon Dec 17 14:55:59 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 20:55:59 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> Message-ID: <005501c840e6$d9be4400$6402a8c0@Delletje> Hi *quote* > I'll throw this quote in for Sander to see if he's reading: it's "the > right to FUN!" :) (other fellow list readers...you have to imagine a tall > long haired guy who is in a band in real life growling this like he's > "Braveheart." ;) ) *quote end* Watch Sander and his band here on National Television: http://www.youtube.com/watch?v=CponiPfNO8Q (Sander is the one playing self-made electric upright bass and unfortunately only has a couple of shots in this footage) From richard at audiogames.net Mon Dec 17 14:58:08 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 20:58:08 +0100 Subject: [games_access] Harmonix needs our help! References: <077901c840dd$adb3c910$0202a8c0@oneswitch> Message-ID: <007901c840e7$26c84020$6402a8c0@Delletje> Re: [games_access] Harmonix needs our help!Hi, *quote* I'm looking at the wired connection -- it really looks like one of your controllers, Barrie, where you've drilled in holes to connect switches to. *quote end* You have one at home? Or are you looking at a screenshot or something? Either way, could you send a picture of it? Thanks Ries ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Monday, December 17, 2007 8:25 PM Subject: Re: [games_access] Harmonix needs our help! Yeah, a software solution would be nice and I think that's what's we have time to get into the next version if I'm reading Alex correctly and they can pull it off in time. For right now, though, the way the drum kit is set up it's just a matter of stepping on it and not how hard/soft you step on it. I'm looking at the wired connection -- it really looks like one of your controllers, Barrie, where you've drilled in holes to connect switches to. If I can get my hands on a pre-release (or release date) UK/Europe version of "rock band" for you to mod, which console would work best? I'm assuming PS2 because I know you work on controls for that but I'm not sure if you work with Xbox 360 or PS3 as well. Given that a large (most?) alt controllers have been modded for the PS2, I'm thinking that would be the console to start with anyway. Also -- reduced controls mode -- sometimes you have to hit two drum pads AND the pedal at the same time so there's one issue (three arms?). But certainly if there were modes that could take away the need to use the pedal and/or just, say, be about the rhythm and not about the exact buttons/drum pads hit, that would probably help a LOT of people. I mean, seriously, it took THREE people who did not have any mobility limitations to make sure it wasn't the drumming that knocked the band out of the game (if an instrument gets too low on the "good" scale it gets knocked out and/or can knock you out of the game entirely if the singer and the guitar player(s) are also struggling) -- this was largely due to their not having any musical training whatsoever so just hitting something/anything correctly was a "win." Anyway...so that software solution idea may just help a whole lot of people -- especially in a party situation where drinking is involved... Some other things that they will be concerned with is online play but it already tells others that you are playing easy/medium/hard/expert mode so it could also say "modified." Not sure if that an acceptable solution...just brainstorming. Michelle My thoughts for Rock Band... Software solution would be very nice. Auto-Kick Drum would be pretty simple to implement (please don't shoot me, Reid!) to my mind. As soon as a drum kick is called for - the software could automatically trigger one in perfect timing. Reduced controls mode. Taking this further would be lovely too. Why not allow the kick-drum to be triggered by any of the other controls? So if you hit a snare (or any other drum control), if this is in time for the drum-kick - that will be accepted. Super Reduced controls mode. I really liked Um Jammer Lammy for the PSone. This was the follow up to Parappa the Rapper (the original inspiration for all of these music based Simon Says games). This required about six or so buttons to play the guitar. The simple mode allowed you to hit any button at all - which if in time - would be accepted. Hardware solutions. What is the software looking for? An analogue pedal or a digital pedal. I.e. - does it matter how hard you step on it - or is it a simple on/off switch? If it's okay to be treated as an on/off switch this is pretty simple. If they've not developed the hardware completely yet - why not make it connect to the main drum kit via a 3.5mm mono socket and plug (the accessibility switch standard) with the kick drum acting as a press to make switch. From there, users could plug in one of hundreds of different accessibility controls (blink switches, extra head switches and so on). If it's analogue - you may still find that adding a 3.5mm stereo socket and plug might offer a solution - if you can provide some compatibility with standard accessibility switches. Finally - I'd be happy to look at the set-up - and even offer to adapt existing set-ups. I'm sure there'll be others on this list and elsewhere that would do the same too - perhaps following an easy D.I.Y. guide somewhere.... Barrie www.OneSwitch.org.uk _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Mon Dec 17 15:07:09 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 21:07:09 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> <005501c840e6$d9be4400$6402a8c0@Delletje> Message-ID: <008901c840e8$67b9a870$6402a8c0@Delletje> Or here: http://www.youtube.com/watch?v=b6Pext1uP4s The guy in yellow ;) Can't miss him ;) ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, December 17, 2007 8:55 PM Subject: Re: [games_access] Harmonix needs our help! > Hi > > *quote* >> I'll throw this quote in for Sander to see if he's reading: it's "the >> right to FUN!" :) (other fellow list readers...you have to imagine a tall >> long haired guy who is in a band in real life growling this like he's >> "Braveheart." ;) ) > *quote end* > > Watch Sander and his band here on National Television: > http://www.youtube.com/watch?v=CponiPfNO8Q > > (Sander is the one playing self-made electric upright bass and > unfortunately only has a couple of shots in this footage) > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Mon Dec 17 15:13:08 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 14:13:08 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: <007901c840e7$26c84020$6402a8c0@Delletje> References: <077901c840dd$adb3c910$0202a8c0@oneswitch> <007901c840e7$26c84020$6402a8c0@Delletje> Message-ID: Yes I do -- but now I'm not home. :) I'll upload a couple when I get back later today. I had Rock Band on "pre-order" -- I'm a fan! >Hi, > >*quote* >I'm looking at the wired connection -- it really looks like one of >your controllers, Barrie, where you've drilled in holes to connect >switches to. >*quote end* > >You have one at home? Or are you looking at a screenshot or >something? Either way, could you send a picture of it? > >Thanks > >Ries > > > >----- Original Message ----- >From: d. michelle hinn >To: IGDA Games Accessibility SIG Mailing List >Sent: Monday, December 17, 2007 8:25 PM >Subject: Re: [games_access] Harmonix needs our help! > >Yeah, a software solution would be nice and I think that's what's we >have time to get into the next version if I'm reading Alex correctly >and they can pull it off in time. > >For right now, though, the way the drum kit is set up it's just a >matter of stepping on it and not how hard/soft you step on it. I'm >looking at the wired connection -- it really looks like one of your >controllers, Barrie, where you've drilled in holes to connect >switches to. > >If I can get my hands on a pre-release (or release date) UK/Europe >version of "rock band" for you to mod, which console would work >best? I'm assuming PS2 because I know you work on controls for that >but I'm not sure if you work with Xbox 360 or PS3 as well. Given >that a large (most?) alt controllers have been modded for the PS2, >I'm thinking that would be the console to start with anyway. > >Also -- reduced controls mode -- sometimes you have to hit two drum >pads AND the pedal at the same time so there's one issue (three >arms?). But certainly if there were modes that could take away the >need to use the pedal and/or just, say, be about the rhythm and not >about the exact buttons/drum pads hit, that would probably help a >LOT of people. I mean, seriously, it took THREE people who did not >have any mobility limitations to make sure it wasn't the drumming >that knocked the band out of the game (if an instrument gets too low >on the "good" scale it gets knocked out and/or can knock you out of >the game entirely if the singer and the guitar player(s) are also >struggling) -- this was largely due to their not having any musical >training whatsoever so just hitting something/anything correctly was >a "win." > >Anyway...so that software solution idea may just help a whole lot of >people -- especially in a party situation where drinking is >involved... Some other things that they will be concerned with is >online play but it already tells others that you are playing >easy/medium/hard/expert mode so it could also say "modified." Not >sure if that an acceptable solution...just brainstorming. > >Michelle > >>My thoughts for Rock Band... >> >>Software solution would be very nice. >> >>Auto-Kick Drum would be pretty simple to implement (please don't shoot me, >>Reid!) to my mind. As soon as a drum kick is called for - the software could >>automatically trigger one in perfect timing. >> >>Reduced controls mode. Taking this further would be lovely too. Why not >>allow the kick-drum to be triggered by any of the other controls? So if you >>hit a snare (or any other drum control), if this is in time for the >>drum-kick - that will be accepted. >> >>Super Reduced controls mode. I really liked Um Jammer Lammy for the PSone. >>This was the follow up to Parappa the Rapper (the original inspiration for >>all of these music based Simon Says games). This required about six or so >>buttons to play the guitar. The simple mode allowed you to hit any button at >>all - which if in time - would be accepted. >> >> >>Hardware solutions. >> >>What is the software looking for? An analogue pedal or a digital pedal. >>I.e. - does it matter how hard you step on it - or is it a simple on/off >>switch? If it's okay to be treated as an on/off switch this is pretty >>simple. If they've not developed the hardware completely yet - why not make >>it connect to the main drum kit via a 3.5mm mono socket and plug (the >>accessibility switch standard) with the kick drum acting as a press to make >>switch. From there, users could plug in one of hundreds of different >>accessibility controls (blink switches, extra head switches and so on). >> >>If it's analogue - you may still find that adding a 3.5mm stereo socket and >>plug might offer a solution - if you can provide some compatibility with >>standard accessibility switches. >> >> >>Finally - I'd be happy to look at the set-up - and even offer to adapt >>existing set-ups. I'm sure there'll be others on this list and elsewhere >>that would do the same too - perhaps following an easy D.I.Y. guide >> >somewhere.... > > >Barrie ><>www.OneSwitch.org.uk > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Mon Dec 17 15:18:34 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 21:18:34 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu><005501c840e6$d9be4400$6402a8c0@Delletje> <008901c840e8$67b9a870$6402a8c0@Delletje> Message-ID: <00c301c840ea$0031ae80$6402a8c0@Delletje> And he doesn't really growl ;) ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, December 17, 2007 9:07 PM Subject: Re: [games_access] Harmonix needs our help! > Or here: http://www.youtube.com/watch?v=b6Pext1uP4s > > The guy in yellow ;) > > Can't miss him ;) > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Monday, December 17, 2007 8:55 PM > Subject: Re: [games_access] Harmonix needs our help! > > >> Hi >> >> *quote* >>> I'll throw this quote in for Sander to see if he's reading: it's "the >>> right to FUN!" :) (other fellow list readers...you have to imagine a >>> tall long haired guy who is in a band in real life growling this like >>> he's "Braveheart." ;) ) >> *quote end* >> >> Watch Sander and his band here on National Television: >> http://www.youtube.com/watch?v=CponiPfNO8Q >> >> (Sander is the one playing self-made electric upright bass and >> unfortunately only has a couple of shots in this footage) >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Mon Dec 17 15:25:54 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 14:25:54 -0600 Subject: [games_access] Harmonix needs our help! In-Reply-To: <00c301c840ea$0031ae80$6402a8c0@Delletje> References: <20071216023137.AZG77925@expms2.cites.uiuc.edu><0055 01c840e6$d9be4400$6402a8c0@Delletje> <008901c840e8$67b9a870$6402a8c0@Delletje> <00c301c840ea$0031ae80$6402a8c0@Delletje> Message-ID: Ok, ok. But he is the master of bizarre sounding voices. :) >And he doesn't really growl ;) > > >----- Original Message ----- From: "AudioGames.net" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Monday, December 17, 2007 9:07 PM >Subject: Re: [games_access] Harmonix needs our help! > >>Or here: http://www.youtube.com/watch?v=b6Pext1uP4s >> >>The guy in yellow ;) >> >>Can't miss him ;) >> >>----- Original Message ----- From: "AudioGames.net" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Monday, December 17, 2007 8:55 PM >>Subject: Re: [games_access] Harmonix needs our help! >> >>>Hi >>> >>>*quote* >>>>I'll throw this quote in for Sander to see if he's reading: it's >>>>"the right to FUN!" :) (other fellow list readers...you have to >>>>imagine a tall long haired guy who is in a band in real life >>>>growling this like he's "Braveheart." ;) ) >>>*quote end* >>> >>>Watch Sander and his band here on National Television: >>>http://www.youtube.com/watch?v=CponiPfNO8Q >>> >>>(Sander is the one playing self-made electric upright bass and >>>unfortunately only has a couple of shots in this footage) >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Dec 17 15:26:50 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 21:26:50 +0100 Subject: [games_access] Question concerning making force feedback accessible? Message-ID: <00c901c840eb$27e39e60$6402a8c0@Delletje> Hi, I'm busy making a diagram of how to map one medium to another medium, for instance the path from auditory information to a text description of this auditory information in the form of a closed caption. I was enthousiastically drawing a path for adapting force-feedback information to other media like sound and visuals when it dawned on me: does this information need to be adapted to other media? On one hand I'd say yes, if it communicates important information which is not communicated by the game through other means and thus not available when force feedback cannot be perceived (for instance because the player uses output hardware that do not support force feedback). But I was thinking of examples of this and couldn't think of any. Does anyone have an example of where force feedback is used to communicate important information that is not communicated via other means (like sound or visuals) by the game? Also: do you think it is important to consider making force feedback information accessible by adapting it to different media, even though it might not be used much? Or would you simply say to game designers: "Do not communicate important information through force feedback ONLY, but also add an alternative"? Greets, Richard -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Mon Dec 17 15:34:06 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 21:34:06 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu><005501c840e6$d9be4400$6402a8c0@Delletje><008901c840e8$67b9a870$6402a8c0@Delletje><00c301c840ea$0031ae80$6402a8c0@Delletje> Message-ID: <00f501c840ec$2ba285b0$6402a8c0@Delletje> True ;) ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, December 17, 2007 9:25 PM Subject: Re: [games_access] Harmonix needs our help! > Ok, ok. But he is the master of bizarre sounding voices. :) > >>And he doesn't really growl ;) >> >> >>----- Original Message ----- From: "AudioGames.net" >> >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Monday, December 17, 2007 9:07 PM >>Subject: Re: [games_access] Harmonix needs our help! >> >>>Or here: http://www.youtube.com/watch?v=b6Pext1uP4s >>> >>>The guy in yellow ;) >>> >>>Can't miss him ;) From arthit73 at cablespeed.com Mon Dec 17 15:50:57 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 17 Dec 2007 15:50:57 -0500 Subject: [games_access] Premier software review? Any help? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyk0SwA References: <20071216023137.AZG77925@expms2.cites.uiuc.edu><005501c840e6$d9be4400$6402a8c0@Delletje><008901c840e8$67b9a870$6402a8c0@Delletje><00c301c840ea$0031ae80$6402a8c0@Delletje> AAAAADBf8GSYa4xDlD4sBa5lcIyk0SwA Message-ID: <00d001c840ee$8baacd80$6601a8c0@Inspiron> http://www.trustnetmarketing.com/add-209-1-1-1-products_list.html OK. I could use any help on finding version number two of Adobe Premiere Pro 2.0. As you know, I've been working on this documentary. Well, funding fell through from the state. I went to buy it myself and the people about program software program lied. For some ridiculous reason if you create any document with version 2.0, the newest version 3.0 that they are selling, no longer selling 2.0, will not allow you to bring your files or timeline or your work into 3.0. Ridiculous.! I think I got a jerk at the company and to be things like a really stupid marketing move for customers to just upgrade but they can't. Anyway I found this web site link above and then download really cheap $110 isn't trustworthy I can't find out? Does anyone know? Normally it's $800. $400 with student discount. But nobody is selling 2.0 anymore. Please thanks. Robert From hinn at uiuc.edu Mon Dec 17 16:13:44 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 15:13:44 -0600 Subject: [games_access] Premier software review? Any help? In-Reply-To: <00d001c840ee$8baacd80$6601a8c0@Inspiron> References: <20071216023137.AZG77925@expms2.cites.uiuc.edu><0055 01c840e6$d9be4400$6402a8c0@Delletje><008901c840e8$67b9a870$6402a8c0@Dellet je><00c301c840ea$0031ae80$6402a8c0@Delletje> AAAAADBf8GSYa4xDlD4sBa5lcIyk0SwA <00d001c840ee$8baacd80$6601a8c0@Inspiron> Message-ID: Hey Robert -- 3.0 is not backward compatible? That's insane. I hate when products do that. I think Thomas has some contacts at Adobe. If they can't help I'm sure there are some other solutions -- let me check if we have some unused copies in my lab of v. 2.0 that we could donate -- sometimes we order too much and/or our university store might have some old copies that we could get at a discount (I've noticed that they keep old versions of other software in stock at a big discount until they sell out of it for the very reason that you stated, that the new versions aren't backward compatible. Somehow they have the licensing to do that -- I'll check). I'm not sure I'd trust that website. Usually there's something sneaky when the cost is so low and they are not an authorized reseller. Hang in there!! We'll come up with something to help you keep working on your documentary amongst all of us. Michelle >http://www.trustnetmarketing.com/add-209-1-1-1-products_list.html > >OK. I could use any help on finding version number two of Adobe Premiere >Pro 2.0. As you know, I've been working on this documentary. Well, funding >fell through from the state. I went to buy it myself and the people about >program software program lied. > >For some ridiculous reason if you create any document with version 2.0, the >newest version 3.0 that they are selling, no longer selling 2.0, will not >allow you to bring your files or timeline or your work into 3.0. >Ridiculous.! I think I got a jerk at the company and to be things like a >really stupid marketing move for customers to just upgrade but they can't. > >Anyway I found this web site link above and then download really cheap $110 >isn't trustworthy I can't find out? Does anyone know? Normally it's $800. >$400 with student discount. But nobody is selling 2.0 anymore. Please >thanks. > >Robert > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Dec 17 16:31:09 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Dec 2007 22:31:09 +0100 Subject: [games_access] Question concerning making force feedback accessible? References: <00c901c840eb$27e39e60$6402a8c0@Delletje> Message-ID: <013301c840f4$23d63d60$6402a8c0@Delletje> This was the diagram btw (warning: just a sketch)... http://www2.hku.nl/~mosh/ga/adaptingmedia008.jpg ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Monday, December 17, 2007 9:26 PM Subject: [games_access] Question concerning making force feedback accessible? Hi, I'm busy making a diagram of how to map one medium to another medium, for instance the path from auditory information to a text description of this auditory information in the form of a closed caption. I was enthousiastically drawing a path for adapting force-feedback information to other media like sound and visuals when it dawned on me: does this information need to be adapted to other media? On one hand I'd say yes, if it communicates important information which is not communicated by the game through other means and thus not available when force feedback cannot be perceived (for instance because the player uses output hardware that do not support force feedback). But I was thinking of examples of this and couldn't think of any. Does anyone have an example of where force feedback is used to communicate important information that is not communicated via other means (like sound or visuals) by the game? Also: do you think it is important to consider making force feedback information accessible by adapting it to different media, even though it might not be used much? Or would you simply say to game designers: "Do not communicate important information through force feedback ONLY, but also add an alternative"? Greets, Richard ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Mon Dec 17 18:02:39 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 17 Dec 2007 15:02:39 -0800 Subject: [games_access] Question concerning making force feedback accessible? In-Reply-To: <00c901c840eb$27e39e60$6402a8c0@Delletje> References: <00c901c840eb$27e39e60$6402a8c0@Delletje> Message-ID: <836db6300712171502t45cc8272m979747617d723c8e@mail.gmail.com> Interesting diagram. I've proposed something similar in one of the grants that I recently submitted but its more focused on an iterative interaction model. I like the breadth approach you take showing all the possible conversions you possibly need. E.g. deaf players unable to hear audio so you would need to convert audio to text or haptic feedback kind of creating different channels or modes on top of your game. I've merely focused on showing the tuples of solutions you would need for each stimulus (audio/video/haptic) that the player lacks since players only lack one of these and how this affects gameplay. I know force feedback is used in racing games to indicate your'e going over a bump or something but its usually intended to negatively affect your ability to control the game. E.g. it is used as a penalty mechanism in addition to feedback. Maybe something similar can be done for players unable to perceive force feedback. (maybe jitter their controls a bit?) Cheers Eelke On 17/12/2007, AudioGames.net wrote: > > > Hi, > > I'm busy making a diagram of how to map one medium to another medium, for > instance the path from auditory information to a text description of this > auditory information in the form of a closed caption. I was > enthousiastically drawing a path for adapting force-feedback information to > other media like sound and visuals when it dawned on me: does this > information need to be adapted to other media? > > On one hand I'd say yes, if it communicates important information which is > not communicated by the game through other means and thus not available when > force feedback cannot be perceived (for instance because the player uses > output hardware that do not support force feedback). But I was thinking of > examples of this and couldn't think of any. Does anyone have an example of > where force feedback is used to communicate important information that is > not communicated via other means (like sound or visuals) by the game? > > Also: do you think it is important to consider making force feedback > information accessible by adapting it to different media, even though it > might not be used much? Or would you simply say to game designers: "Do not > communicate important information through force feedback ONLY, but also add > an alternative"? > > Greets, > > Richard > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Mon Dec 17 18:44:46 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 17 Dec 2007 15:44:46 -0800 Subject: [games_access] article in escapist magazine In-Reply-To: References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> Message-ID: <836db6300712171544s49a9609bu2ecff907ebdb7da0@mail.gmail.com> Hi, Talking about closed captioning. I just bought Assassin's creed for my ps3. It is an incredible great game but I discovered that it doesn't even have subtitles! The dialogues are really hard to understand so I wanted to turn subtitles on only to discover they are not there! How can such a polished game (it looks really great) miss such an important feature? So within Closed captions is there also a variety that displays positional captions? E.g. normally the subtitles go at the bottom or top of the screen but in japanese anime I sometimes see translations of signs being translated right on the spot. I know they do it as closed captions e.g. make it part of the video signal but I guess subtitles could be extended to include positional information which also makes it easier to support multiple languages. Cheers Eelke On 11/12/2007, Reid Kimball wrote: > Oh, someone else wrote the escapist article, very cool. > > Unfortunately, GTA: San Andreas is not captioned as the author states. > What she's talking about is subtitles. > > - Subtitles = dialog > - Captions = dialog + sound effects and music > - Open Captions = equal captions that are burned into the video signal > and can't be turned off > - Closed captions = equal captions that are encoded into the video or > game data and can be turned on or off at will > > -Reid > > On Dec 11, 2007 4:56 PM, Reid Kimball wrote: > > You're also in the latest Game Developer mag. Nice job! > > > > > > On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: > > > http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability > > > > > > -- > > > ---------------------------------------------------------------------------- > > > Eelke Folmer Assistant Professor > > > Department of CS&E/171 > > > University of Nevada Reno, Nevada 89557 > > > Game interaction design www.helpyouplay.com > > > ---------------------------------------------------------------------------- > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From barrie.ellis at oneswitch.org.uk Mon Dec 17 19:00:13 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 18 Dec 2007 00:00:13 -0000 Subject: [games_access] article in escapist magazine Message-ID: <0a1c01c84108$f7446e60$0202a8c0@oneswitch> Definitely an important consideration for some games. FYI - TV subtitles in the UK contain positional information for both analogue and digital teletext. Pretty essential to stop the text blocking out what's going on, and especially any rude bits! > ----- Original Message ----- > From: "Eelke Folmer" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Monday, December 17, 2007 11:44 PM > Subject: Re: [games_access] article in escapist magazine > > >> Hi, >> >> Talking about closed captioning. I just bought Assassin's creed for my >> ps3. It is an incredible great game but I discovered that it doesn't >> even have subtitles! The dialogues are really hard to understand so I >> wanted to turn subtitles on only to discover they are not there! How >> can such a polished game (it looks really great) miss such an >> important feature? >> >> So within Closed captions is there also a variety that displays >> positional captions? E.g. normally the subtitles go at the bottom or >> top of the screen but in japanese anime I sometimes see translations >> of signs being translated right on the spot. I know they do it as >> closed captions e.g. make it part of the video signal but I guess >> subtitles could be extended to include positional information which >> also makes it easier to support multiple languages. >> >> Cheers Eelke >> >> >> >> >> On 11/12/2007, Reid Kimball wrote: >>> Oh, someone else wrote the escapist article, very cool. >>> >>> Unfortunately, GTA: San Andreas is not captioned as the author states. >>> What she's talking about is subtitles. >>> >>> - Subtitles = dialog >>> - Captions = dialog + sound effects and music >>> - Open Captions = equal captions that are burned into the video signal >>> and can't be turned off >>> - Closed captions = equal captions that are encoded into the video or >>> game data and can be turned on or off at will >>> >>> -Reid >>> >>> On Dec 11, 2007 4:56 PM, Reid Kimball wrote: >>> > You're also in the latest Game Developer mag. Nice job! >>> > >>> > >>> > On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: >>> > > http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability >>> > > >>> > > -- >>> > > ---------------------------------------------------------------------------- >>> > > Eelke Folmer Assistant Professor >>> > > Department of CS&E/171 >>> > > University of Nevada Reno, Nevada 89557 >>> > > Game interaction design www.helpyouplay.com >>> > > ---------------------------------------------------------------------------- >>> > > _______________________________________________ >>> > > games_access mailing list >>> > > games_access at igda.org >>> > > http://seven.pairlist.net/mailman/listinfo/games_access >>> > > >>> > >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >> -- >> ---------------------------------------------------------------------------- >> Eelke Folmer Assistant Professor >> Department of CS&E/171 >> University of Nevada Reno, Nevada 89557 >> Game interaction design www.helpyouplay.com >> ---------------------------------------------------------------------------- >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Mon Dec 17 19:08:28 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Dec 2007 18:08:28 -0600 Subject: [games_access] Assassin's Creed Message-ID: Forwarded from a bounce -- this is from Barrie: >Definitely an essential consideration for some games. TV subtitles >in the UK contain positional information for analogue and digital >teletext (simply X,Y co-ordinates) for your information. > > >----- Original Message ----- From: "Eelke Folmer" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Monday, December 17, 2007 11:44 PM >Subject: Re: [games_access] article in escapist magazine > >>Hi, >> >>Talking about closed captioning. I just bought Assassin's creed for my >>ps3. It is an incredible great game but I discovered that it doesn't >>even have subtitles! The dialogues are really hard to understand so I >>wanted to turn subtitles on only to discover they are not there! How >>can such a polished game (it looks really great) miss such an >>important feature? >> >>So within Closed captions is there also a variety that displays >>positional captions? E.g. normally the subtitles go at the bottom or >>top of the screen but in japanese anime I sometimes see translations >>of signs being translated right on the spot. I know they do it as >>closed captions e.g. make it part of the video signal but I guess >>subtitles could be extended to include positional information which >>also makes it easier to support multiple languages. >> >>Cheers Eelke >> >> >> >> >>On 11/12/2007, Reid Kimball wrote: >>>Oh, someone else wrote the escapist article, very cool. >>> >>>Unfortunately, GTA: San Andreas is not captioned as the author states. >>>What she's talking about is subtitles. >>> >>>- Subtitles = dialog >>>- Captions = dialog + sound effects and music >>>- Open Captions = equal captions that are burned into the video signal >>>and can't be turned off >>>- Closed captions = equal captions that are encoded into the video or >>>game data and can be turned on or off at will >>> >>>-Reid >>> >>>On Dec 11, 2007 4:56 PM, Reid Kimball wrote: >>>> You're also in the latest Game Developer mag. Nice job! >>>> >>>> >>>> On Dec 11, 2007 4:53 PM, Eelke Folmer wrote: >>>> > >>>>http://www.escapistmagazine.com/articles/view/issues/issue_127/2708-Gaming-Ability >>>> > >>>> > -- >>>> > >>>>---------------------------------------------------------------------------- >>>> > Eelke Folmer Assistant Professor >>>> > Department of CS&E/171 >>>> > University of Nevada Reno, Nevada 89557 >>>> > Game interaction design www.helpyouplay.com >>>> > >>>>---------------------------------------------------------------------------- >>>> > _______________________________________________ >>>> > games_access mailing list >>>> > games_access at igda.org >>>> > http://seven.pairlist.net/mailman/listinfo/games_access >>>> > >>>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >>-- >>---------------------------------------------------------------------------- >>Eelke Folmer Assistant Professor >>Department of CS&E/171 >>University of Nevada Reno, Nevada 89557 >>Game interaction design www.helpyouplay.com >>---------------------------------------------------------------------------- >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Dec 17 19:49:39 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 18 Dec 2007 01:49:39 +0100 Subject: [games_access] Question concerning making force feedbackaccessible? References: <00c901c840eb$27e39e60$6402a8c0@Delletje> <836db6300712171502t45cc8272m979747617d723c8e@mail.gmail.com> Message-ID: <007101c8410f$df9b4930$6402a8c0@Delletje> Hi, Thanks for your feedback! If you can share it, I would be interested in that diagram you made :) What I want to show with this diagram is how all the parts work together, and how they for instance can make a game accessible for a deaf-blind gamer. I also hope to show that when designing specific accessibility features, for instance a closed captions system, to keep this bigger overview in mind, so that later, when you want to add more accessibility features, you can reuse parts that you already made and/or connect parts together. I think I will add all the force feedback connection possibilities in here. Although there may be only a couple of games in existence (or may ever exist) that use only force feedback (and no other medium) to convey a certain piece of information, I guess that by showing all connections that are possible, it might stimulate designers to think about it and maybe even inspire them to design something that they wouldn't have done otherwise. Thanks again, Greets, Richard ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, December 18, 2007 12:02 AM Subject: Re: [games_access] Question concerning making force feedbackaccessible? > Interesting diagram. I've proposed something similar in one of the > grants that I recently submitted but its more focused on an iterative > interaction model. I like the breadth approach you take showing all > the possible conversions you possibly need. E.g. deaf players unable > to hear audio so you would need to convert audio to text or haptic > feedback kind of creating different channels or modes on top of your > game. I've merely focused on showing the tuples of solutions you would > need for each stimulus (audio/video/haptic) that the player lacks > since players only lack one of these and how this affects gameplay. > > I know force feedback is used in racing games to indicate your'e going > over a bump or something but its usually intended to negatively affect > your ability to control the game. E.g. it is used as a penalty > mechanism in addition to feedback. Maybe something similar can be done > for players unable to perceive force feedback. (maybe jitter their > controls a bit?) > > Cheers Eelke > > > On 17/12/2007, AudioGames.net wrote: >> >> >> Hi, >> >> I'm busy making a diagram of how to map one medium to another medium, for >> instance the path from auditory information to a text description of this >> auditory information in the form of a closed caption. I was >> enthousiastically drawing a path for adapting force-feedback information >> to >> other media like sound and visuals when it dawned on me: does this >> information need to be adapted to other media? >> >> On one hand I'd say yes, if it communicates important information which >> is >> not communicated by the game through other means and thus not available >> when >> force feedback cannot be perceived (for instance because the player uses >> output hardware that do not support force feedback). But I was thinking >> of >> examples of this and couldn't think of any. Does anyone have an example >> of >> where force feedback is used to communicate important information that is >> not communicated via other means (like sound or visuals) by the game? >> >> Also: do you think it is important to consider making force feedback >> information accessible by adapting it to different media, even though it >> might not be used much? Or would you simply say to game designers: "Do >> not >> communicate important information through force feedback ONLY, but also >> add >> an alternative"? >> >> Greets, >> >> Richard >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Mon Dec 17 19:53:17 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Mon, 17 Dec 2007 16:53:17 -0800 Subject: [games_access] Question concerning making force feedback accessible? In-Reply-To: <00c901c840eb$27e39e60$6402a8c0@Delletje> References: <00c901c840eb$27e39e60$6402a8c0@Delletje> Message-ID: I think a developer should represent feedback when it's necessary. Currently force feedback isn't the focus of games, except for haptic devices like Novint. Usually in the games I work on, force feedback supplements already existing feedback, such as sounds and animation. Then it becomes a task to make sure the sounds are converted into other media and animations are easily seen for low-vision players. Otherwise, you may see redundant feedback, such as: (DISTANT EXPLOSION) for a sound caption (SOFT EXPLOSION RUMBLE) for the force feedback -Reid On Dec 17, 2007 12:26 PM, AudioGames.net wrote: > > > Hi, > > I'm busy making a diagram of how to map one medium to another medium, for > instance the path from auditory information to a text description of this > auditory information in the form of a closed caption. I was > enthousiastically drawing a path for adapting force-feedback information to > other media like sound and visuals when it dawned on me: does this > information need to be adapted to other media? > > On one hand I'd say yes, if it communicates important information which is > not communicated by the game through other means and thus not available when > force feedback cannot be perceived (for instance because the player uses > output hardware that do not support force feedback). But I was thinking of > examples of this and couldn't think of any. Does anyone have an example of > where force feedback is used to communicate important information that is > not communicated via other means (like sound or visuals) by the game? > > Also: do you think it is important to consider making force feedback > information accessible by adapting it to different media, even though it > might not be used much? Or would you simply say to game designers: "Do not > communicate important information through force feedback ONLY, but also add > an alternative"? > > Greets, > > Richard > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From arthit73 at cablespeed.com Mon Dec 17 19:55:21 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 17 Dec 2007 19:55:21 -0500 Subject: [games_access] Adobe Premiere Pro 2.0.. Software download? Please! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyk1CwA References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIyk1CwA Message-ID: <001e01c84110$ad158510$6601a8c0@Inspiron> http://www.trustnetmarketing.com/add-209-1-1-1-products_list.html OK. I could use any help on finding version number two of Adobe Premiere Pro 2.0. As you know, I've been working on this documentary. Well, funding fell through from the state. I went to buy it myself and the people about program software program lied. For some ridiculous reason if you create any document with version 2.0, the newest version 3.0 that they are selling, no longer selling 2.0, will not allow you to bring your files or timeline or your work into 3.0. Ridiculous.! I think I got a jerk at the company and to be things like a really stupid marketing move for customers to just upgrade but they can't. Anyway I found this web site link above and then download really cheap $110 isn't trustworthy I can't find out? Does anyone know? Normally it's $800. $400 with student discount. But nobody is selling 2.0 anymore. Please thanks. Robert From arthit73 at cablespeed.com Mon Dec 17 20:29:01 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 17 Dec 2007 20:29:01 -0500 Subject: [games_access] Adobe Premiere Pro 2.0, finding it again online? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyk1SwA References: <00c901c840eb$27e39e60$6402a8c0@Delletje> AAAAADBf8GSYa4xDlD4sBa5lcIyk1SwA Message-ID: <000001c84115$61190f10$6601a8c0@Inspiron> http://www.trustnetmarketing.com/add-209-1-1-1-products_list.html OK. I could use any help on finding version number two of Adobe Premiere Pro 2.0. As you know, I've been working on this documentary. Well, funding fell through from the state. I went to buy it myself and the people about program software program lied. For some ridiculous reason if you create any document with version 2.0, the newest version 3.0 that they are selling, no longer selling 2.0, will not allow you to bring your files or timeline or your work into 3.0. Ridiculous.! I think I got a jerk at the company and to be things like a really stupid marketing move for customers to just upgrade but they can't. Anyway I found this web site link above and then download really cheap $110 isn't trustworthy I can't find out? Does anyone know? Normally it's $800. $400 with student discount. But nobody is selling 2.0 anymore. Please thanks. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Monday, December 17, 2007 7:53 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Question concerning making force feedbackaccessible? I think a developer should represent feedback when it's necessary. Currently force feedback isn't the focus of games, except for haptic devices like Novint. Usually in the games I work on, force feedback supplements already existing feedback, such as sounds and animation. Then it becomes a task to make sure the sounds are converted into other media and animations are easily seen for low-vision players. Otherwise, you may see redundant feedback, such as: (DISTANT EXPLOSION) for a sound caption (SOFT EXPLOSION RUMBLE) for the force feedback -Reid On Dec 17, 2007 12:26 PM, AudioGames.net wrote: > > > Hi, > > I'm busy making a diagram of how to map one medium to another medium, for > instance the path from auditory information to a text description of this > auditory information in the form of a closed caption. I was > enthousiastically drawing a path for adapting force-feedback information to > other media like sound and visuals when it dawned on me: does this > information need to be adapted to other media? > > On one hand I'd say yes, if it communicates important information which is > not communicated by the game through other means and thus not available when > force feedback cannot be perceived (for instance because the player uses > output hardware that do not support force feedback). But I was thinking of > examples of this and couldn't think of any. Does anyone have an example of > where force feedback is used to communicate important information that is > not communicated via other means (like sound or visuals) by the game? > > Also: do you think it is important to consider making force feedback > information accessible by adapting it to different media, even though it > might not be used much? Or would you simply say to game designers: "Do not > communicate important information through force feedback ONLY, but also add > an alternative"? > > Greets, > > Richard > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Mon Dec 17 15:29:37 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 17 Dec 2007 21:29:37 +0100 Subject: [games_access] SIG Accessibilty Guidelines In-Reply-To: References: <6.1.0.6.2.20071216174125.01e30c50@enigami.com><56994D0C-3BD8-4418-8A80-4D85312721D7@pininteractive.com> Message-ID: yes, the thesis was based on two years of work with Terraformers so I pretty much had most of it in my head :) So all I needed to do was to describe the dev process from existing docs :) I agree, it was super fast, and I don't expect GAIM to be as fast to finish, but I'm dedicated on finishing it this spring /thomas 17 dec 2007 kl. 17.13 skrev d. michelle hinn: > Thomas...a few days to write your other thesis??? Either you are the > fastest researcher/writer ever or we have some major differences in > what goes into a thesis. My master's thesis took a year (year two of > a two year program where I was also still taking classes)...we won't > go into my doctoral dissertation ;) > > :D > > Michelle (I mean no harm -- I'm just amazed at that turn around > time! Was torture involved?) > >> Hello John >> >> I'm going to bold and say my thesis won't take forever. (I wrote >> another thesis, although smaller in just a few days). >> >> I'm planning to contact you and others in the SIG: I just wanted to >> start with models based on Terraformers which I already had, just >> made some corrections. This is to give you all an idea of what GAIM >> is aiming for >> >> Great that you plan to do guidelines of your own, but if we can >> cooperate it's even better. Perhaps agree on UML formats etc. >> What's your e-mail adress so I can contact you off list? >> >> My plan is to include all contributors in GAIM, right now there's a >> placeholder tag in the main GAIM doc for contributors. >> >> I've also created a Creative Commons License for GAIM, with >> BY - Author credits, just to get sure people give some creds to the >> contributors >> NC - No commercial, unless asked for >> SA - Share alike, so people can extend my work if they share alike >> their work >> >> Thanks >> Thomas >> >> >> 16 dec 2007 kl. 23.48 skrev John Bannick: >> >>> It looks like Thomas' GAIM project and the associated discussion >>> could eventually result is some sort of practical SIG guidelines. >>> >>> Since that could take awhile (my thesis took forever) I'm going to >>> go ahead on my own and try to assemble a succinct and practical >>> set of guidelines for our own company. >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Mon Dec 17 15:33:06 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 17 Dec 2007 21:33:06 +0100 Subject: [games_access] Harmonix needs our help! In-Reply-To: <009901c84092$81f13290$6402a8c0@Delletje> References: <20071216023137.AZG77925@expms2.cites.uiuc.edu> <009901c84092$81f13290$6402a8c0@Delletje> Message-ID: <5E2C34B6-8A7A-48D9-A64E-0F7A230FCDA7@pininteractive.com> OK, let's map to to eye blinking instead, faster than eye brows /thomas 17 dec 2007 kl. 10.52 skrev AudioGames.net: > think it is very, very hard to do a good beat with your eyebrows. > I'm pretty good at timing, but I simply can't raise/lower my > eyebrows fast enough From gramenos at ics.forth.gr Tue Dec 18 07:44:57 2007 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Tue, 18 Dec 2007 14:44:57 +0200 Subject: [games_access] Game Over: More good news... In-Reply-To: Message-ID: <20071218124500.B822B8E40FC@mailhost.ics.forth.gr> Hello all, I have been notified that my paper submission about Game Over (entitled Game Over: Learning by Dying) has been accepted for inclusion in the CHI 2008 Papers Program. Cheers, Dimitris -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Tue Dec 18 09:02:17 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 18 Dec 2007 15:02:17 +0100 Subject: [games_access] Question concerning making force feedback accessible? In-Reply-To: <00c901c840eb$27e39e60$6402a8c0@Delletje> References: <00c901c840eb$27e39e60$6402a8c0@Delletje> Message-ID: <1C0BB318-A24E-4D9C-9526-63F1B9AD0FA8@pininteractive.com> I think at the current use of force feedback, which mostly is not very detailed, I can't see a direct need for it, but as more advanced haptics get into games with engines like HaptX and hardware like Novint (I have both) the need will arise sooner or later; and if we can be proactive about it, the better. /Thomas 17 dec 2007 kl. 21.26 skrev AudioGames.net: > Hi, > > I'm busy making a diagram of how to map one medium to another > medium, for instance the path from auditory information to a text > description of this auditory information in the form of a closed > caption. I was enthousiastically drawing a path for adapting force- > feedback information to other media like sound and visuals when it > dawned on me: does this information need to be adapted to other media? > > On one hand I'd say yes, if it communicates important information > which is not communicated by the game through other means and thus > not available when force feedback cannot be perceived (for instance > because the player uses output hardware that do not support force > feedback). But I was thinking of examples of this and couldn't think > of any. Does anyone have an example of where force feedback is used > to communicate important information that is not communicated via > other means (like sound or visuals) by the game? > > Also: do you think it is important to consider making force feedback > information accessible by adapting it to different media, even > though it might not be used much? Or would you simply say to game > designers: "Do not communicate important information through force > feedback ONLY, but also add an alternative"? > > Greets, > > Richard > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Tue Dec 18 09:03:17 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 18 Dec 2007 15:03:17 +0100 Subject: [games_access] Game Over: More good news... In-Reply-To: <20071218124500.B822B8E40FC@mailhost.ics.forth.gr> References: <20071218124500.B822B8E40FC@mailhost.ics.forth.gr> Message-ID: <49486A96-EC16-4E83-95BF-BFD7D5DE379C@pininteractive.com> congratulations, Dimitris! /thomas 18 dec 2007 kl. 13.44 skrev Dimitris Grammenos: > Hello all, > > I have been notified that my paper submission about Game Over > (entitled Game Over: Learning by Dying) > has been accepted for inclusion in the CHI 2008 Papers Program. > > Cheers, > > Dimitris > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Tue Dec 18 12:59:55 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 18 Dec 2007 12:59:55 -0500 Subject: [games_access] need help with premiere Pro 2.0. Please anybody! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyk2iwA References: <20071218124500.B822B8E40FC@mailhost.ics.forth.gr> AAAAADBf8GSYa4xDlD4sBa5lcIyk2iwA Message-ID: <006801c8419f$d1cbd0a0$6601a8c0@Inspiron> http://www.trustnetmarketing.com/add-209-1-1-1-products_list.html OK. I could use any help on finding version number two of Adobe Premiere Pro 2.0. As you know, I've been working on this documentary. Well, funding fell through from the state. I went to buy it myself and the people about program software program lied. For some ridiculous reason if you create any document with version 2.0, the newest version 3.0 that they are selling, no longer selling 2.0, will not allow you to bring your files or timeline or your work into 3.0. Ridiculous.! I think I got a jerk at the company and to be things like a really stupid marketing move for customers to just upgrade but they can't. Anyway I found this web site link above and then download really cheap $110 isn't trustworthy I can't find out? Does anyone know? Normally it's $800. $400 with student discount. But nobody is selling 2.0 anymore. Please thanks. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Westin Sent: Tuesday, December 18, 2007 9:03 AM To: gramenos at ics.forth.gr; IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Game Over: More good news... congratulations, Dimitris! /thomas 18 dec 2007 kl. 13.44 skrev Dimitris Grammenos: Hello all, I have been notified that my paper submission about Game Over (entitled Game Over: Learning by Dying) has been accepted for inclusion in the CHI 2008 Papers Program. Cheers, Dimitris _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Tue Dec 18 14:04:27 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 18 Dec 2007 20:04:27 +0100 Subject: [games_access] Harmonix needs our help! References: <20071216023137.AZG77925@expms2.cites.uiuc.edu><009901c84092$81f13290$6402a8c0@Delletje> <5E2C34B6-8A7A-48D9-A64E-0F7A230FCDA7@pininteractive.com> Message-ID: <005001c841a8$d00db6d0$6402a8c0@Delletje> ;) Better ;;;;;;;;;;;;;;;;; ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, December 17, 2007 9:33 PM Subject: Re: [games_access] Harmonix needs our help! > OK, let's map to to eye blinking instead, faster than eye brows > /thomas > > 17 dec 2007 kl. 10.52 skrev AudioGames.net: > >> think it is very, very hard to do a good beat with your eyebrows. >> I'm pretty good at timing, but I simply can't raise/lower my >> eyebrows fast enough > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Tue Dec 18 14:04:41 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 18 Dec 2007 20:04:41 +0100 Subject: [games_access] Game Over: More good news... References: <20071218124500.B822B8E40FC@mailhost.ics.forth.gr> Message-ID: <005f01c841a8$d86ad3d0$6402a8c0@Delletje> Excellent! Congratulations! ----- Original Message ----- From: Dimitris Grammenos To: 'IGDA Games Accessibility SIG Mailing List' Sent: Tuesday, December 18, 2007 1:44 PM Subject: [games_access] Game Over: More good news... Hello all, I have been notified that my paper submission about Game Over (entitled Game Over: Learning by Dying) has been accepted for inclusion in the CHI 2008 Papers Program. Cheers, Dimitris ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Tue Dec 18 14:05:01 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 18 Dec 2007 20:05:01 +0100 Subject: [games_access] Question concerning making force feedbackaccessible? References: <00c901c840eb$27e39e60$6402a8c0@Delletje> <1C0BB318-A24E-4D9C-9526-63F1B9AD0FA8@pininteractive.com> Message-ID: <006e01c841a8$e426d340$6402a8c0@Delletje> Then I will ;) ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, December 18, 2007 3:02 PM Subject: Re: [games_access] Question concerning making force feedbackaccessible? I think at the current use of force feedback, which mostly is not very detailed, I can't see a direct need for it, but as more advanced haptics get into games with engines like HaptX and hardware like Novint (I have both) the need will arise sooner or later; and if we can be proactive about it, the better. /Thomas 17 dec 2007 kl. 21.26 skrev AudioGames.net: Hi, I'm busy making a diagram of how to map one medium to another medium, for instance the path from auditory information to a text description of this auditory information in the form of a closed caption. I was enthousiastically drawing a path for adapting force-feedback information to other media like sound and visuals when it dawned on me: does this information need to be adapted to other media? On one hand I'd say yes, if it communicates important information which is not communicated by the game through other means and thus not available when force feedback cannot be perceived (for instance because the player uses output hardware that do not support force feedback). But I was thinking of examples of this and couldn't think of any. Does anyone have an example of where force feedback is used to communicate important information that is not communicated via other means (like sound or visuals) by the game? Also: do you think it is important to consider making force feedback information accessible by adapting it to different media, even though it might not be used much? Or would you simply say to game designers: "Do not communicate important information through force feedback ONLY, but also add an alternative"? Greets, Richard _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue Dec 18 15:14:29 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 18 Dec 2007 14:14:29 -0600 Subject: [games_access] Major listserv problems -- your patience needed! In-Reply-To: <006801c8419f$d1cbd0a0$6601a8c0@Inspiron> References: <20071218124500.B822B8E40FC@mailhost.ics.forth.gr> AAAAADBf8GSYa4xDlD4sBa5lcIyk2iwA <006801c8419f$d1cbd0a0$6601a8c0@Inspiron> Message-ID: Hey everyone, It's confirmed that we are having major listserv problems. For instance people aren't getting their own postings back even if their account is set up to do that -- so Robert, for instance, has sent several identical emails because he's not getting any of them back. Then there an issue with message arriving out of order by up to a week off (ie, someone is getting a message that was sent a week ago just now). I have emailed tech support and the problem is being looked into further. We do have a LOT of posts so I think we're basically in a technical traffic jam! So if you are not getting your own replies or things seem way out of date, please be patient and do check the list archives (which seem to be fine) at: http://seven.pairlist.net/pipermail/games_access/ Thanks!! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Tue Dec 18 16:55:01 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 18 Dec 2007 13:55:01 -0800 Subject: [games_access] no more controllers! Message-ID: <836db6300712181355ic2e1546n9bb26d474187db07@mail.gmail.com> http://www.joystiq.com/2007/12/18/intel-predicts-camera-powered-controller-free-game-system/ Don't know if this really the way the industry should be heading. Don't get me wrong I like the wii-mote but playing super mario galaxy for 3 hours straight is way more exhausting than playing lets say assassin's creed I've noticed lately. Chris Crawford's CC on game design's book has a nice chapter that draws parallels between playing games and playing sports and points out that because we limit ourselves to a controller that only requires some thumb action, rather than elaborate physical actions like swinging a bat, gamers can achieve much higher levels of performance relatively than athletes could, as their muscles wear out faster when you play for a few hours. Cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From richard at audiogames.net Tue Dec 18 17:03:20 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 18 Dec 2007 23:03:20 +0100 Subject: [games_access] no more controllers! References: <836db6300712181355ic2e1546n9bb26d474187db07@mail.gmail.com> Message-ID: <001901c841c1$cdfcf5e0$6402a8c0@Delletje> Interesting that today I found this in the news: http://www.extremetech.com/article2/0,1697,2234378,00.asp ;) ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, December 18, 2007 10:55 PM Subject: [games_access] no more controllers! > http://www.joystiq.com/2007/12/18/intel-predicts-camera-powered-controller-free-game-system/ > > Don't know if this really the way the industry should be heading. > Don't get me wrong I like the wii-mote but playing super mario galaxy > for 3 hours straight is way more exhausting than playing lets say > assassin's creed I've noticed lately. Chris Crawford's CC on game > design's book has a nice chapter that draws parallels between playing > games and playing sports and points out that because we limit > ourselves to a controller that only requires some thumb action, rather > than elaborate physical actions like swinging a bat, gamers can > achieve much higher levels of performance relatively than athletes > could, as their muscles wear out faster when you play for a few hours. > > Cheers Eelke > > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Wed Dec 19 04:44:52 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 19 Dec 2007 09:44:52 -0000 Subject: [games_access] Alien Kick Message-ID: <003401c84223$ce00b2e0$0202a8c0@oneswitch> Slightly amusing one-switch diversion: Alien Kick http://switchgaming.blogspot.com/2007/12/alien-kick-one-switch-game.html Good example of one-switch basic control standard (space bar - and left-mouse click accessible - ESCAPE to quit). Barrie From barrie.ellis at oneswitch.org.uk Wed Dec 19 12:06:27 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 19 Dec 2007 17:06:27 -0000 Subject: [games_access] Legislating for Game Accessibility References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA<008a01c8354c$3c4c0220$6501a8c0@Inspiron> Message-ID: <003e01c84261$80416750$0202a8c0@oneswitch> Re: [games_access] Getting Federal government. On our sidDon't want to stir this up, but.... Not so sure that legislating for greater accessibility in software is such an evil, and neither am I sure that it couldn't make some postive changes. In the UK we have some fairly weak laws requiring that companies providing physical services should make "reasonable adjustments" to make their service more accessible. Basic stuff like ramps so wheelchair users can get into shops, not refusing guidedogs, providing essential information in a few different formats at the request of individuals. I also personally belive that a lot of anti-discriminatory laws proceeded some fairly large scale changes in attitudes of society, if only on the surface for some. Laws outlawing incitement to hatred surely are helping in the greater scheme of things? So... thinking of those laws - how badly have they affected creative freedom? They will have a bit, but weighing things up - the benefits to society have been greater than any negative effects in my view. So if an expectancy of "reasonable adjustments" in commercial software was introduced (which I truly belive will eventually happen) how badly would the artistic side of things be affected? What is reasonable is the tricky point... But I didn't see too many shop keepers crying about giving greater access to shoppers with different abilities. Barrie ----- Original Message ----- From: Matthias Troup To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, December 16, 2007 2:58 PM Subject: Re: [games_access] Getting Federal government. On our side. Getting a law passed should be an issue dropped from the SIG. The bottom line is that games aren't meant for everyone to begin with. Nothing is. Influence through inspiration is an honorable way to meet the SIG's goals. Forcing its hand by law is condemnable. The former may not be the most effective, but the latter doesn't consider for one second that everything this SIG stands for MIGHT BE "WRONG". On a social level accessibility *might* be a nice accomplishment. How about from other perspectives? Entertainment? Art? Creative freedom? I enjoy designing accessible games on an independent/"hobbyist" basis, but I cringe to think what forced accessibility would do (or not do) on a grand scale. I'll reserve my "what if" statements. The only place accessibility may have a legal leg to stand on is in a public school setting. Are most people with special needs able to attend public schools (bad question - as there is such a large range of disabilities)? Does it impede the progress of able bodies? Remember - in America - "The needs of the MANY outweigh the needs of a few" or so it's believed. Are American children under-performing because the top 50% of students are being held back by laws, goals, and actions focused on the bottom 50% (I'm not assuming disabled people are "dumb", but most are "under-performing" by definition that they don't have tools needed to maximize potential)? We can't be educated enough to know. As wide a range of accessibility features there could be for different disabilities there are different points of view of how a law may have a positive or negative impact on the very society [able-bodied inclusive] this group is trying to help. So, please continue to inspire, and please keep this out of reach from the law. ---------------------------------------------------------------------------- Date: Sun, 2 Dec 2007 22:24:04 -0600 To: games_access at igda.org From: hinn at uiuc.edu Subject: Re: [games_access] Getting Federal government. On our side. This is true and I definitely was not trying to discourage the petition -- but when we start talking laws...we start talking about lawsuits. To do that is a whole different ballgame. Movie industry captioning does fall, in part, under the Americans with Disabilities Act but that ruling was in 2000 and the fight to get at least seat based captioning is STILL ongoing with lawsuit after lawsuit launched. The issue is that these require special devices and sometimes seating that someone has to pick up the bill for (who pays for that? The movie theatres? The movie industry?). The other issue is captions on or below the screen -- The National Association of the Deaf have been trying to get "open captioning" (captions on or below the screen) of movies in theaters implemented for a loooooong time now -- "open captioning" or on screen captioning is NOT covered under the Americans with Disabilities Act for some reason so there's ZERO incentive for the film industry to do that unless they are showing a foreign language film) and there are entire chains of movie theatres that do NOT provide captioning -- even seat-based: http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 See also this page for more information on how the movie industry has reacted (quoted from the website: "Movie studios and theaters have been slow to adopt open captioning of movies by claiming that open captioning causes a negative effect on box office sales." Sound familiar???): http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 The above is a nice example of a position statement that is perhaps more like what we want to go with regarding a petition. A tax break initiative for movie theatre chains to do provide for this was introduced in the JOBS act but when the final version of the law passed, this was a "rider" on the law that was not included. There have also been lawsuit after lawsuit after lawsuit raised and those take forever and usually get dropped for one reason or another. So perhaps what we need to do is not just get a petition going but actually get groups like the National Association of the Deaf and so forth involved. Because we can get every name in the game industry to sign the petition but it's powerful (and politically connected) groups like these that launch the lawsuits -- they have the power, connections, and the money to do this. I know...this is soooo "American." It would be great if there were easy and inexpensive options for the industry to implement, that it was "politically correct" for a legislator to stand behind this issue (remember...we are in election times...) -- the veteran issue is great and I definitely use this example in talks that I give. But on the flip side...games were also used to recruit so you can imagine the powderkeg the senator/whoever that brings this up will face. And with all the issues current candidates are having to address...eeek. So once again the lawsuit issue comes up. For that? We need way more power and we need the power and support of major disability organizations. Note: I am in no way saying "let's launch a lawsuit NOW." In fact, by even raising the issue I'm probably pissing off every developer on the list. Or not. I'm only raising the issue and pointing out how other advocacy groups have handled this issue of accessibility to entertainment. Michelle (who on some days is tempted to go get a law degree in night school...hahahahahahah...ok, seriously...I'm tired. And when that happens all kinds of crazy things come to mind.) I know what you mean Michelle. But the bottom line is there needs to be something created so that the entertainment world has a standard also. Take for example the product brought out by the movie industry. In order for their productivity listened to by people with heart hearing, the movie theaters themselves by law, have to provide assistance technology to help the people either see or hear with devices. To me that seems like not exactly the same thing but something similar. The game design industry also provides a product that is not equal opportunity to enjoy. If we can get the petition circled around then we can send it to the right people who know the law and who can help us voice in if they see the need, which will combine the most important people we can find to sign it. Even if we just get around to the people we need to sign it, and then send it around to officials, and nothing happens, I think it makes a very loud statement. Because then it can be documented who signed it. I would imagine trying to get the key names in the industry to sign it. Even the employees for those companies. Not to mention sending it out to all the important institutions. On their web site for the petition web page they do say that it's prohibited, not allowed, to mass e-mail yourself they set it up somehow targeting it to the right people I'm not sure how. I do not know what that's all about. Seems kind of crazy. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 8:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ Get the power of Windows + Web with the new Windows Live. Get it now! ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Wed Dec 19 16:12:24 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 19 Dec 2007 16:12:24 -0500 Subject: [games_access] proof. Kids need our help. This little girl. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyE5CwA References: <003701c834d4$043173c0$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIzkPCwA<005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch>AAAAADBf8GSYa4xDlD4sBa5lcIykQSwA<008201c83544$ea1a75b0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxkQiwA<008a01c8354c$3c4c0220$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIyE5CwA Message-ID: <000401c84283$db43ecf0$6601a8c0@Inspiron> >From one of the newspaper articles in Pittsburgh when I graduated December 13, this mother Amy contacted me about her eight-year-old daughter at the link below you can see her. She wanted to know what games to play what is out there for her and I let her know everything I know. But it just touched my heart and inspired me to keep doing what we are doing just take a look at this site and she will inspire you I hope. I have a four-year-old nephew and really touched my heart. www.saraskyfund.org Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Wednesday, December 19, 2007 12:06 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Legislating for Game Accessibility Don't want to stir this up, but.... Not so sure that legislating for greater accessibility in software is such an evil, and neither am I sure that it couldn't make some postive changes. In the UK we have some fairly weak laws requiring that companies providing physical services should make "reasonable adjustments" to make their service more accessible. Basic stuff like ramps so wheelchair users can get into shops, not refusing guidedogs, providing essential information in a few different formats at the request of individuals. I also personally belive that a lot of anti-discriminatory laws proceeded some fairly large scale changes in attitudes of society, if only on the surface for some. Laws outlawing incitement to hatred surely are helping in the greater scheme of things? So... thinking of those laws - how badly have they affected creative freedom? They will have a bit, but weighing things up - the benefits to society have been greater than any negative effects in my view. So if an expectancy of "reasonable adjustments" in commercial software was introduced (which I truly belive will eventually happen) how badly would the artistic side of things be affected? What is reasonable is the tricky point... But I didn't see too many shop keepers crying about giving greater access to shoppers with different abilities. Barrie ----- Original Message ----- From: Matthias Troup To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, December 16, 2007 2:58 PM Subject: Re: [games_access] Getting Federal government. On our side. Getting a law passed should be an issue dropped from the SIG. The bottom line is that games aren't meant for everyone to begin with. Nothing is. Influence through inspiration is an honorable way to meet the SIG's goals. Forcing its hand by law is condemnable. The former may not be the most effective, but the latter doesn't consider for one second that everything this SIG stands for MIGHT BE "WRONG". On a social level accessibility *might* be a nice accomplishment. How about from other perspectives? Entertainment? Art? Creative freedom? I enjoy designing accessible games on an independent/"hobbyist" basis, but I cringe to think what forced accessibility would do (or not do) on a grand scale. I'll reserve my "what if" statements. The only place accessibility may have a legal leg to stand on is in a public school setting. Are most people with special needs able to attend public schools (bad question - as there is such a large range of disabilities)? Does it impede the progress of able bodies? Remember - in America - "The needs of the MANY outweigh the needs of a few" or so it's believed. Are American children under-performing because the top 50% of students are being held back by laws, goals, and actions focused on the bottom 50% (I'm not assuming disabled people are "dumb", but most are "under-performing" by definition that they don't have tools needed to maximize potential)? We can't be educated enough to know. As wide a range of accessibility features there could be for different disabilities there are different points of view of how a law may have a positive or negative impact on the very society [able-bodied inclusive] this group is trying to help. So, please continue to inspire, and please keep this out of reach from the law. _____ Date: Sun, 2 Dec 2007 22:24:04 -0600 To: games_access at igda.org From: hinn at uiuc.edu Subject: Re: [games_access] Getting Federal government. On our side. This is true and I definitely was not trying to discourage the petition -- but when we start talking laws...we start talking about lawsuits. To do that is a whole different ballgame. Movie industry captioning does fall, in part, under the Americans with Disabilities Act but that ruling was in 2000 and the fight to get at least seat based captioning is STILL ongoing with lawsuit after lawsuit launched. The issue is that these require special devices and sometimes seating that someone has to pick up the bill for (who pays for that? The movie theatres? The movie industry?). The other issue is captions on or below the screen -- The National Association of the Deaf have been trying to get "open captioning" (captions on or below the screen) of movies in theaters implemented for a loooooong time now -- "open captioning" or on screen captioning is NOT covered under the Americans with Disabilities Act for some reason so there's ZERO incentive for the film industry to do that unless they are showing a foreign language film) and there are entire chains of movie theatres that do NOT provide captioning -- even seat-based: http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100779 See also this page for more information on how the movie industry has reacted (quoted from the website: "Movie studios and theaters have been slow to adopt open captioning of movies by claiming that open captioning causes a negative effect on box office sales." Sound familiar???): http://www.nad.org/site/pp.asp?c=foINKQMBF&b=100782 The above is a nice example of a position statement that is perhaps more like what we want to go with regarding a petition. A tax break initiative for movie theatre chains to do provide for this was introduced in the JOBS act but when the final version of the law passed, this was a "rider" on the law that was not included. There have also been lawsuit after lawsuit after lawsuit raised and those take forever and usually get dropped for one reason or another. So perhaps what we need to do is not just get a petition going but actually get groups like the National Association of the Deaf and so forth involved. Because we can get every name in the game industry to sign the petition but it's powerful (and politically connected) groups like these that launch the lawsuits -- they have the power, connections, and the money to do this. I know...this is soooo "American." It would be great if there were easy and inexpensive options for the industry to implement, that it was "politically correct" for a legislator to stand behind this issue (remember...we are in election times...) -- the veteran issue is great and I definitely use this example in talks that I give. But on the flip side...games were also used to recruit so you can imagine the powderkeg the senator/whoever that brings this up will face. And with all the issues current candidates are having to address...eeek. So once again the lawsuit issue comes up. For that? We need way more power and we need the power and support of major disability organizations. Note: I am in no way saying "let's launch a lawsuit NOW." In fact, by even raising the issue I'm probably pissing off every developer on the list. Or not. I'm only raising the issue and pointing out how other advocacy groups have handled this issue of accessibility to entertainment. Michelle (who on some days is tempted to go get a law degree in night school...hahahahahahah...ok, seriously...I'm tired. And when that happens all kinds of crazy things come to mind.) I know what you mean Michelle. But the bottom line is there needs to be something created so that the entertainment world has a standard also. Take for example the product brought out by the movie industry. In order for their productivity listened to by people with heart hearing, the movie theaters themselves by law, have to provide assistance technology to help the people either see or hear with devices. To me that seems like not exactly the same thing but something similar. The game design industry also provides a product that is not equal opportunity to enjoy. If we can get the petition circled around then we can send it to the right people who know the law and who can help us voice in if they see the need, which will combine the most important people we can find to sign it. Even if we just get around to the people we need to sign it, and then send it around to officials, and nothing happens, I think it makes a very loud statement. Because then it can be documented who signed it. I would imagine trying to get the key names in the industry to sign it. Even the employees for those companies. Not to mention sending it out to all the important institutions. On their web site for the petition web page they do say that it's prohibited, not allowed, to mass e-mail yourself they set it up somehow targeting it to the right people I'm not sure how. I do not know what that's all about. Seems kind of crazy. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, December 02, 2007 8:10 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Getting Federal government. On our side. Well, the reality is that it can take a VERY long time for a bill to become a law...and even longer for something to become a bill! While I think we should send something to the government I think the first step is going to be sending something that makes them aware that this is even an issue. Then we probably need the help of a legislative attorney who knows what specific constitutional laws are being violated and in what instances. For instance, I'm pretty sure that there's no law that requires that the music industry makes all CDs sold accessible to all so a federal law mandating that video games are accessible to all seems like that's probably pretty improbable. But what about video game tournaments that exclude disabled gamers or a video game that's marketed and used in schools (that, for sure, is a violation of US law)? I don't mean to be discouraging -- quite the opposite. We just have to know what's possible and what is realistic and what can be done soon and what is going to take a whole lot of persistence. Michelle >Sounds great. I'm just not sure how to tie it in a broad? How would that >work? I was suggesting that if it worked here it would become something >marketable that other countries with one the same stamp of approval. > >My thoughts would be if it was made into some kind of legislation who makes >up the ideas for ranking if it becomes accepted? > >I think the best thing is to put together the petition that I will >definitely start writing. And then if we get any important representatives >responding they can let us know what they think the best solution would be. > >Ultimately I think it should be something we can make money from instead of >giving away all our ideas. So I'm sure there will be guidelines written up >basic ones may be but then after that someone needs to regulate it. > >Kind of like what Hillary Clinton set up with the MSRP people. And as they >might already have a branch or suggest a private branch which would be >better. Maybe they would find it and give us a place to locate. One of the >best persuasive points to put in the petition would be for the injured >soldiers. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, December 02, 2007 7:34 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Getting Federal government. On our side. > >I have all the US Senate/House/Governors email addresses so if you >start it and others can help edit, I can send out a press release. > >We can start by raising the issue with the US government because I >have those addresses but as Barrie suggested -- why limit this to >just the US? > >I'm not sure how successful it will be but we haven't tried it and >with the right tone it's worth a shot -- if anything it never hurts >to remind the US government who often tries to outlaw gaming after >this and that happens that games are important and not all bad. I'm >always happy to contribute to that approach! > >Michelle > >>Robert, if you kick start it, and get it going - I'll support you >>and so will others. Why not >>start by building an on-line petition - I'm sure there's more than just me >>here that would be happy to proof read it and add suggestions before >>it goes live. >> >>Take a look here: >> >>http://www.petitiononline.com/ >>http://www.petitiononline.com/Captions/petition.html >> >>I too don't know how successful this approach will be - but none of us will >>know for sure unless it's tried. >> >>At the very least, it can burble away in the background - building support >>for us in numbers. Perhaps we could all point people in its direction if it >>says things we are mostly happy with? I'd like it to be a bit more >>international in scope, so I'd love to see an intro paragraph with links to >>translated versions in other languages. >> >>Go for it, Robert! >> >>Barrie > >www.OneSwitch.org.uk >> >>----- Original Message ----- From: "Robert Florio" > >>To: "'IGDA Games Accessibility SIG Mailing List'" >>Sent: Sunday, December 02, 2007 7:41 PM >>Subject: Re: [games_access] Getting Federal government. On our side. >> >>>I'm actually proposing how many of us want to and can help to send letters >>>to important people like senators, independent game developers, to get >>>petitions signed, and send it to some senators to get some kind of >>>nationwide talk on this and finally a regulated necessity standard? >>> >>>I think it's a very good and noble thing to do. Thinking of it in a way >>>that it's an industry that has ignored and does not have any future plans >>>for any big deals for accessibility for people. Especially in the United >>>States is our Constitution write to have fair access to all forms of >>>entertainment. To not allow people access to their product is >>>discrimination. >>> >>>Again this is something I have proposed before nobody said they wanted to >>>work on it and I don't know why it seems like a great thing to do. Stand >>>up >>>for our rights that's what the government is there to help us to >>>especially >>>in a billion-dollar industry making millions and millions but ignoring the >>>rest seems wrong. >>> >>>Robert >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _____ Get the power of Windows + Web with the new Windows Live. Get it now! _____ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From this at malkyne.org Wed Dec 19 19:33:14 2007 From: this at malkyne.org (Tess Snider) Date: Wed, 19 Dec 2007 18:33:14 -0600 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: <003e01c84261$80416750$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch> <005401c8351b$59e1f9b0$6501a8c0@Inspiron> <001501c8351f$2a45b990$0202a8c0@oneswitch> <008201c83544$ea1a75b0$6501a8c0@Inspiron> <008a01c8354c$3c4c0220$6501a8c0@Inspiron> <003e01c84261$80416750$0202a8c0@oneswitch> Message-ID: On Dec 19, 2007 11:06 AM, Barrie Ellis wrote: > So if an expectancy of "reasonable adjustments" in commercial software was > introduced (which I truly belive will eventually happen) how badly would the > artistic side of things be affected? What is reasonable is the tricky > point... But I didn't see too many shop keepers crying about giving greater > access to shoppers with different abilities. You're comparing apples and oranges. You can't just bolt a ramp onto a game, and call it accessible. There are some types of entertainment experiences that are simply incompatible with certain disabilities. This is not due to insensitivity on the part of the artists, but the very nature of the experience. Someone who is vision impaired, but not blind, might really enjoy the extra-large picture provided by IMAX movies, while someone who is completely blind will get no benefit from the giant screen. A lot of audio-only games for blind players are made by small, independent developers. Many of them are labors of love. Would you force these folks to invest extra time and money to develop a version of their game that could be played by deaf players? Would you rob them of the time and money that they might have put towards making more games for the blind? Legislation can hurt the very people we are trying to help. I continue to believe that the push for accessibility labeling standards is the right approach. This does not mandate accessibility, but it does create market pressure, and get companies thinking about how they can tick off more checkboxes. I guarantee you, you'd see much more widespread coverage for at least the low-hanging fruit (e.g. captioning, visual cues for auditory alerts, configurable controls, etc.) than you do right now. As it is, it's hard to get companies to even remember that some people are left-handed! Tess From barrie.ellis at oneswitch.org.uk Thu Dec 20 03:00:31 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 20 Dec 2007 08:00:31 -0000 Subject: [games_access] Legislating for Game Accessibility References: <003701c834d4$043173c0$0202a8c0@oneswitch><005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch><008201c83544$ea1a75b0$6501a8c0@Inspiron><008a01c8354c$3c4c0220$6501a8c0@Inspiron><003e01c84261$80416750$0202a8c0@oneswitch> Message-ID: <013e01c842de$651be900$0202a8c0@oneswitch> I'm not 100% on either side of this fence - but the phrase "reasonable adjustments" doesn't ask for universal accessibility anyway. That said, your "rob them of time and money" does sound like some of the protests shop keepers were making pre "Disability Discrimination Act". I think slowly people get used to these concepts. How could "reasonble adjustments" be made reasonable with video games. I'm not 100% sure to be honest. I just don't think it's anywhere near as frightening as some people seem to think it is. Barrie ----- Original Message ----- From: "Tess Snider" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, December 20, 2007 12:33 AM Subject: Re: [games_access] Legislating for Game Accessibility > On Dec 19, 2007 11:06 AM, Barrie Ellis > wrote: >> So if an expectancy of "reasonable adjustments" in commercial software >> was >> introduced (which I truly belive will eventually happen) how badly would >> the >> artistic side of things be affected? What is reasonable is the tricky >> point... But I didn't see too many shop keepers crying about giving >> greater >> access to shoppers with different abilities. > > You're comparing apples and oranges. You can't just bolt a ramp onto > a game, and call it accessible. > > There are some types of entertainment experiences that are simply > incompatible with certain disabilities. This is not due to > insensitivity on the part of the artists, but the very nature of the > experience. Someone who is vision impaired, but not blind, might > really enjoy the extra-large picture provided by IMAX movies, while > someone who is completely blind will get no benefit from the giant > screen. > > A lot of audio-only games for blind players are made by small, > independent developers. Many of them are labors of love. Would you > force these folks to invest extra time and money to develop a version > of their game that could be played by deaf players? Would you rob > them of the time and money that they might have put towards making > more games for the blind? Legislation can hurt the very people we are > trying to help. > > I continue to believe that the push for accessibility labeling > standards is the right approach. This does not mandate accessibility, > but it does create market pressure, and get companies thinking about > how they can tick off more checkboxes. I guarantee you, you'd see > much more widespread coverage for at least the low-hanging fruit (e.g. > captioning, visual cues for auditory alerts, configurable controls, > etc.) than you do right now. As it is, it's hard to get companies to > even remember that some people are left-handed! > > Tess > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Thu Dec 20 03:27:50 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 20 Dec 2007 09:27:50 +0100 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: <013e01c842de$651be900$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch><005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch><008201c83544$ea1a75b0$6501a8c0@Inspiron><008a01c8354c$3c4c0220$6501a8c0@Inspiron><003e01c84261$80416750$0202a8c0@oneswitch> <013e01c842de$651be900$0202a8c0@oneswitch> Message-ID: We should also differentiate between independent developers with low or no budgets, and games made with multimillion dollar budgets Perhaps by saying that some percentage of the profit for _successful_ games reserved for making sequels of the game _more_ accessible, based on game genre; then the publisher takes little or no risk, since it's self-funded development and more disabled gamers can play the popular games. /thomas On 20 dec 2007, at 09.00, Barrie Ellis wrote: > I'm not 100% on either side of this fence - but the phrase > "reasonable adjustments" doesn't ask for universal accessibility > anyway. That said, your "rob them of time and money" does sound like > some of the protests shop keepers were making pre "Disability > Discrimination Act". I think slowly people get used to these concepts. > > How could "reasonble adjustments" be made reasonable with video > games. I'm not 100% sure to be honest. I just don't think it's > anywhere near as frightening as some people seem to think it is. > > Barrie > > > ----- Original Message ----- From: "Tess Snider" > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Thursday, December 20, 2007 12:33 AM > Subject: Re: [games_access] Legislating for Game Accessibility > > >> On Dec 19, 2007 11:06 AM, Barrie Ellis >> wrote: >>> So if an expectancy of "reasonable adjustments" in commercial >>> software was >>> introduced (which I truly belive will eventually happen) how badly >>> would the >>> artistic side of things be affected? What is reasonable is the >>> tricky >>> point... But I didn't see too many shop keepers crying about >>> giving greater >>> access to shoppers with different abilities. >> >> You're comparing apples and oranges. You can't just bolt a ramp onto >> a game, and call it accessible. >> >> There are some types of entertainment experiences that are simply >> incompatible with certain disabilities. This is not due to >> insensitivity on the part of the artists, but the very nature of the >> experience. Someone who is vision impaired, but not blind, might >> really enjoy the extra-large picture provided by IMAX movies, while >> someone who is completely blind will get no benefit from the giant >> screen. >> >> A lot of audio-only games for blind players are made by small, >> independent developers. Many of them are labors of love. Would you >> force these folks to invest extra time and money to develop a version >> of their game that could be played by deaf players? Would you rob >> them of the time and money that they might have put towards making >> more games for the blind? Legislation can hurt the very people we >> are >> trying to help. >> >> I continue to believe that the push for accessibility labeling >> standards is the right approach. This does not mandate >> accessibility, >> but it does create market pressure, and get companies thinking about >> how they can tick off more checkboxes. I guarantee you, you'd see >> much more widespread coverage for at least the low-hanging fruit >> (e.g. >> captioning, visual cues for auditory alerts, configurable controls, >> etc.) than you do right now. As it is, it's hard to get companies to >> even remember that some people are left-handed! >> >> Tess >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Thu Dec 20 04:57:26 2007 From: jbannick at 7128.com (John Bannick) Date: Thu, 20 Dec 2007 04:57:26 -0500 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: References: <003701c834d4$043173c0$0202a8c0@oneswitch> <005401c8351b$59e1f9b0$6501a8c0@Inspiron> <001501c8351f$2a45b990$0202a8c0@oneswitch> <008201c83544$ea1a75b0$6501a8c0@Inspiron> <008a01c8354c$3c4c0220$6501a8c0@Inspiron> <003e01c84261$80416750$0202a8c0@oneswitch> Message-ID: <6.1.0.6.2.20071220045127.01e28720@enigami.com> Tess, Interesting you should suggest Accessibility Ratings. Our small company makes computer games for the casual games market. All of these games have a 7-128 Software Accessibility Rating and Age Appropriate Rating. We post the ratings at the electronic point of purchase and in all our literature. The Accessibility Ratings aren't perfect by any means, but they're a start. (In fact, I'm working on a set of specific accessibilty criteria to back the ratings.) Check out: http://www.7128.com/supportratings.html John Bannick CTO 7-128 Software At 07:33 PM 12/19/2007, you wrote: >On Dec 19, 2007 11:06 AM, Barrie Ellis wrote: > > So if an expectancy of "reasonable adjustments" in commercial software was > > introduced (which I truly belive will eventually happen) how badly > would the > > artistic side of things be affected? What is reasonable is the tricky > > point... But I didn't see too many shop keepers crying about giving greater > > access to shoppers with different abilities. > >You're comparing apples and oranges. You can't just bolt a ramp onto >a game, and call it accessible. > >There are some types of entertainment experiences that are simply >incompatible with certain disabilities. This is not due to >insensitivity on the part of the artists, but the very nature of the >experience. Someone who is vision impaired, but not blind, might >really enjoy the extra-large picture provided by IMAX movies, while >someone who is completely blind will get no benefit from the giant >screen. > >A lot of audio-only games for blind players are made by small, >independent developers. Many of them are labors of love. Would you >force these folks to invest extra time and money to develop a version >of their game that could be played by deaf players? Would you rob >them of the time and money that they might have put towards making >more games for the blind? Legislation can hurt the very people we are >trying to help. > >I continue to believe that the push for accessibility labeling >standards is the right approach. This does not mandate accessibility, >but it does create market pressure, and get companies thinking about >how they can tick off more checkboxes. I guarantee you, you'd see >much more widespread coverage for at least the low-hanging fruit (e.g. >captioning, visual cues for auditory alerts, configurable controls, >etc.) than you do right now. As it is, it's hard to get companies to >even remember that some people are left-handed! > >Tess >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: >12/19/2007 7:37 PM From colven at ace-centre.org.uk Thu Dec 20 05:21:41 2007 From: colven at ace-centre.org.uk (David Colven) Date: Thu, 20 Dec 2007 10:21:41 +0000 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: <003e01c84261$80416750$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch> <005401c8351b$59e1f9b0$6501a8c0@Inspiron> <001501c8351f$2a45b990$0202a8c0@oneswitch> <008201c83544$ea1a75b0$6501a8c0@Inspiron> <008a01c8354c$3c4c0220$6501a8c0@Inspiron> <003e01c84261$80416750$0202a8c0@oneswitch> Message-ID: <6.0.3.0.2.20071220101522.04701bf0@192.168.100.200> I sis some work for BECta in 2007 looking at the legal responsibilities of schools and software suppliers re accessibility and reasonable adjustment. We obtained some legal advice re the DDA, SENDA and the Disability Equality Duty and certainly with regard to software in schools and web delivered materials in general the acts do apply. When it comes to games suppliers it is not so certain and it seems to hinge around whether services or goods are being supplied. Anyway you can see the legal bits at: http://industry.becta.org.uk/display.cfm?resID=33481 Seasons greetings David At 17:06 19/12/07, you wrote: >Don't want to stir this up, but.... > >Not so sure that legislating for greater accessibility in software is such >an evil,........................... >So if an expectancy of "reasonable adjustments" in commercial software was >introduced (which I truly belive will eventually happen) how badly would >the artistic side of things be affected? What is reasonable is the tricky >point... But I didn't see too many shop keepers crying about giving >greater access to shoppers with different abilities. > >Barrie David Colven, Technical Advisor The ACE Centre Advisory Trust 92 Windmill Road Headington Oxford OX3 7DR Web site at www.ace-centre.org.uk something new every week Tel +44 (0)1865 759813 Fax +44 (0)1865 759810 DISCLAIMER: The information in this message is confidential and may be legally privileged. It is intended solely for the addressee. Access to this message by anyone else is unauthorised. If you are not the intended recipient, any disclosure, copying, or distribution of the message, or any action or omission taken by you in reliance on it, is prohibited and may be unlawful. Please immediately contact the sender if you have received this message in error. Thank you From arthit73 at cablespeed.com Thu Dec 20 12:56:11 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 20 Dec 2007 12:56:11 -0500 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxk6SwA References: <003701c834d4$043173c0$0202a8c0@oneswitch><005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch><008201c83544$ea1a75b0$6501a8c0@Inspiron><008a01c8354c$3c4c0220$6501a8c0@Inspiron><003e01c84261$80416750$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIxk6SwA Message-ID: <005801c84331$a0e99420$6601a8c0@Inspiron> You are right John those abbreviations are really simple and straight to the point. It's a start. Wonder if there are any ADA standard abbreviations and they use that could be more recognizable across the universal plane of acceptance? If symbols are already used. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of John Bannick Sent: Thursday, December 20, 2007 4:57 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Legislating for Game Accessibility Tess, Interesting you should suggest Accessibility Ratings. Our small company makes computer games for the casual games market. All of these games have a 7-128 Software Accessibility Rating and Age Appropriate Rating. We post the ratings at the electronic point of purchase and in all our literature. The Accessibility Ratings aren't perfect by any means, but they're a start. (In fact, I'm working on a set of specific accessibilty criteria to back the ratings.) Check out: http://www.7128.com/supportratings.html John Bannick CTO 7-128 Software At 07:33 PM 12/19/2007, you wrote: >On Dec 19, 2007 11:06 AM, Barrie Ellis wrote: > > So if an expectancy of "reasonable adjustments" in commercial software was > > introduced (which I truly belive will eventually happen) how badly > would the > > artistic side of things be affected? What is reasonable is the tricky > > point... But I didn't see too many shop keepers crying about giving greater > > access to shoppers with different abilities. > >You're comparing apples and oranges. You can't just bolt a ramp onto >a game, and call it accessible. > >There are some types of entertainment experiences that are simply >incompatible with certain disabilities. This is not due to >insensitivity on the part of the artists, but the very nature of the >experience. Someone who is vision impaired, but not blind, might >really enjoy the extra-large picture provided by IMAX movies, while >someone who is completely blind will get no benefit from the giant >screen. > >A lot of audio-only games for blind players are made by small, >independent developers. Many of them are labors of love. Would you >force these folks to invest extra time and money to develop a version >of their game that could be played by deaf players? Would you rob >them of the time and money that they might have put towards making >more games for the blind? Legislation can hurt the very people we are >trying to help. > >I continue to believe that the push for accessibility labeling >standards is the right approach. This does not mandate accessibility, >but it does create market pressure, and get companies thinking about >how they can tick off more checkboxes. I guarantee you, you'd see >much more widespread coverage for at least the low-hanging fruit (e.g. >captioning, visual cues for auditory alerts, configurable controls, >etc.) than you do right now. As it is, it's hard to get companies to >even remember that some people are left-handed! > >Tess >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: >12/19/2007 7:37 PM _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu Dec 20 12:57:20 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 20 Dec 2007 12:57:20 -0500 Subject: [games_access] Need help with Adobe Premiere Pro. Anyone please! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyE6SwA References: <003701c834d4$043173c0$0202a8c0@oneswitch><005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch><008201c83544$ea1a75b0$6501a8c0@Inspiron><008a01c8354c$3c4c0220$6501a8c0@Inspiron><003e01c84261$80416750$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIyE6SwA Message-ID: <005901c84331$c47d3ea0$6601a8c0@Inspiron> http://www.trustnetmarketing.com/add-209-1-1-1-products_list.html OK. I could use any help on finding version number two of Adobe Premiere Pro 2.0. As you know, I've been working on this documentary. Well, funding fell through from the state. I went to buy it myself and the people about program software program lied. For some ridiculous reason if you create any document with version 2.0, the newest version 3.0 that they are selling, no longer selling 2.0, will not allow you to bring your files or timeline or your work into 3.0. Ridiculous.! I think I got a jerk at the company and to be things like a really stupid marketing move for customers to just upgrade but they can't. Anyway I found this web site link above and then download really cheap $110 isn't trustworthy I can't find out? Does anyone know? Normally it's $800. $400 with student discount. But nobody is selling 2.0 anymore. Please thanks. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of David Colven Sent: Thursday, December 20, 2007 5:22 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Legislating for Game Accessibility I sis some work for BECta in 2007 looking at the legal responsibilities of schools and software suppliers re accessibility and reasonable adjustment. We obtained some legal advice re the DDA, SENDA and the Disability Equality Duty and certainly with regard to software in schools and web delivered materials in general the acts do apply. When it comes to games suppliers it is not so certain and it seems to hinge around whether services or goods are being supplied. Anyway you can see the legal bits at: http://industry.becta.org.uk/display.cfm?resID=33481 Seasons greetings David At 17:06 19/12/07, you wrote: >Don't want to stir this up, but.... > >Not so sure that legislating for greater accessibility in software is such >an evil,........................... >So if an expectancy of "reasonable adjustments" in commercial software was >introduced (which I truly belive will eventually happen) how badly would >the artistic side of things be affected? What is reasonable is the tricky >point... But I didn't see too many shop keepers crying about giving >greater access to shoppers with different abilities. > >Barrie David Colven, Technical Advisor The ACE Centre Advisory Trust 92 Windmill Road Headington Oxford OX3 7DR Web site at www.ace-centre.org.uk something new every week Tel +44 (0)1865 759813 Fax +44 (0)1865 759810 DISCLAIMER: The information in this message is confidential and may be legally privileged. It is intended solely for the addressee. Access to this message by anyone else is unauthorised. If you are not the intended recipient, any disclosure, copying, or distribution of the message, or any action or omission taken by you in reliance on it, is prohibited and may be unlawful. Please immediately contact the sender if you have received this message in error. Thank you _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From foreversublime at hotmail.com Thu Dec 20 15:54:52 2007 From: foreversublime at hotmail.com (Matthias Troup) Date: Thu, 20 Dec 2007 15:54:52 -0500 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: <013e01c842de$651be900$0202a8c0@oneswitch> References: <003701c834d4$043173c0$0202a8c0@oneswitch><005401c8351b$59e1f9b0$6501a8c0@Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch><008201c83544$ea1a75b0$6501a8c0@Inspiron><008a01c8354c$3c4c0220$6501a8c0@Inspiron><003e01c84261$80416750$0202a8c0@oneswitch> <013e01c842de$651be900$0202a8c0@oneswitch> Message-ID: Barrie, People don't want other people to *tell* them how/what to do their ^job^ much less be *forced* to compromize their ^passion^. Then again, as a designer I love to play games and preach how x or y could have been done "correctly". Hypocrite is me? Ha! -Matt> From: barrie.ellis at oneswitch.org.uk> To: games_access at igda.org> Date: Thu, 20 Dec 2007 08:00:31 +0000> Subject: Re: [games_access] Legislating for Game Accessibility> > I'm not 100% on either side of this fence - but the phrase "reasonable > adjustments" doesn't ask for universal accessibility anyway. That said, your > "rob them of time and money" does sound like some of the protests shop > keepers were making pre "Disability Discrimination Act". I think slowly > people get used to these concepts.> > How could "reasonble adjustments" be made reasonable with video games. I'm > not 100% sure to be honest. I just don't think it's anywhere near as > frightening as some people seem to think it is.> > Barrie> > > ----- Original Message ----- > From: "Tess Snider" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, December 20, 2007 12:33 AM> Subject: Re: [games_access] Legislating for Game Accessibility> > > > On Dec 19, 2007 11:06 AM, Barrie Ellis > > wrote:> >> So if an expectancy of "reasonable adjustments" in commercial software > >> was> >> introduced (which I truly belive will eventually happen) how badly would > >> the> >> artistic side of things be affected? What is reasonable is the tricky> >> point... But I didn't see too many shop keepers crying about giving > >> greater> >> access to shoppers with different abilities.> >> > You're comparing apples and oranges. You can't just bolt a ramp onto> > a game, and call it accessible.> >> > There are some types of entertainment experiences that are simply> > incompatible with certain disabilities. This is not due to> > insensitivity on the part of the artists, but the very nature of the> > experience. Someone who is vision impaired, but not blind, might> > really enjoy the extra-large picture provided by IMAX movies, while> > someone who is completely blind will get no benefit from the giant> > screen.> >> > A lot of audio-only games for blind players are made by small,> > independent developers. Many of them are labors of love. Would you> > force these folks to invest extra time and money to develop a version> > of their game that could be played by deaf players? Would you rob> > them of the time and money that they might have put towards making> > more games for the blind? Legislation can hurt the very people we are> > trying to help.> >> > I continue to believe that the push for accessibility labeling> > standards is the right approach. This does not mandate accessibility,> > but it does create market pressure, and get companies thinking about> > how they can tick off more checkboxes. I guarantee you, you'd see> > much more widespread coverage for at least the low-hanging fruit (e.g.> > captioning, visual cues for auditory alerts, configurable controls,> > etc.) than you do right now. As it is, it's hard to get companies to> > even remember that some people are left-handed!> >> > Tess> > _______________________________________________> > games_access mailing list> > games_access at igda.org> > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________> games_access mailing list> games_access at igda.org> http://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Don't get caught with egg on your face. Play Chicktionary! http://club.live.com/chicktionary.aspx?icid=chick_wlhmtextlink1_dec -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Thu Dec 20 16:15:54 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Thu, 20 Dec 2007 13:15:54 -0800 Subject: [games_access] Gordon's trigger finger Message-ID: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com> Hey Folks, We made our mod available for download on our website. http://www.helpyouplay.com/gtf.html If you have a copy of halflife 2 deathmatch try it out. All feedback is welcome. The bot occasionally gets stuck but you can kill yourself by pressing the 'k' key. We are working on a version that allows you to play the full halflife 2 game. Cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From richard at audiogames.net Thu Dec 20 16:27:56 2007 From: richard at audiogames.net (AudioGames.net) Date: Thu, 20 Dec 2007 22:27:56 +0100 Subject: [games_access] Gordon's trigger finger References: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com> Message-ID: <007101c8434f$300069f0$6402a8c0@Delletje> Hi, Can you add a simple text file on how to install? Thanks, Richard ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, December 20, 2007 10:15 PM Subject: [games_access] Gordon's trigger finger > Hey Folks, > > We made our mod available for download on our website. > http://www.helpyouplay.com/gtf.html > > If you have a copy of halflife 2 deathmatch try it out. All feedback > is welcome. The bot occasionally gets stuck but you can kill yourself > by pressing the 'k' key. > > We are working on a version that allows you to play the full halflife 2 > game. > > Cheers Eelke > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Thu Dec 20 18:28:41 2007 From: jbannick at 7128.com (John Bannick) Date: Thu, 20 Dec 2007 18:28:41 -0500 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: <005801c84331$a0e99420$6601a8c0@Inspiron> References: <003701c834d4$043173c0$0202a8c0@oneswitch> <005401c8351b$59e1f9b0$6501a8c0@Inspiron> <001501c8351f$2a45b990$0202a8c0@oneswitch> <008201c83544$ea1a75b0$6501a8c0@Inspiron> <008a01c8354c$3c4c0220$6501a8c0@Inspiron> <003e01c84261$80416750$0202a8c0@oneswitch> <005801c84331$a0e99420$6601a8c0@Inspiron> Message-ID: <6.1.0.6.2.20071220182715.01df09f0@enigami.com> Robert, That's a great idea! I'll look for any more common sets of tags. Thanks, John At 12:56 PM 12/20/2007, you wrote: >You are right John those abbreviations are really simple and straight to the >point. It's a start. Wonder if there are any ADA standard abbreviations >and they use that could be more recognizable across the universal plane of >acceptance? If symbols are already used. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of John Bannick >Sent: Thursday, December 20, 2007 4:57 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Legislating for Game Accessibility > >Tess, > >Interesting you should suggest Accessibility Ratings. > >Our small company makes computer games for the casual games market. >All of these games have a 7-128 Software Accessibility Rating and Age >Appropriate Rating. >We post the ratings at the electronic point of purchase and in all our >literature. >The Accessibility Ratings aren't perfect by any means, but they're a start. >(In fact, I'm working on a set of specific accessibilty criteria to back >the ratings.) > >Check out: http://www.7128.com/supportratings.html > >John Bannick >CTO >7-128 Software > >At 07:33 PM 12/19/2007, you wrote: > >On Dec 19, 2007 11:06 AM, Barrie Ellis >wrote: > > > So if an expectancy of "reasonable adjustments" in commercial software >was > > > introduced (which I truly belive will eventually happen) how badly > > would the > > > artistic side of things be affected? What is reasonable is the tricky > > > point... But I didn't see too many shop keepers crying about giving >greater > > > access to shoppers with different abilities. > > > >You're comparing apples and oranges. You can't just bolt a ramp onto > >a game, and call it accessible. > > > >There are some types of entertainment experiences that are simply > >incompatible with certain disabilities. This is not due to > >insensitivity on the part of the artists, but the very nature of the > >experience. Someone who is vision impaired, but not blind, might > >really enjoy the extra-large picture provided by IMAX movies, while > >someone who is completely blind will get no benefit from the giant > >screen. > > > >A lot of audio-only games for blind players are made by small, > >independent developers. Many of them are labors of love. Would you > >force these folks to invest extra time and money to develop a version > >of their game that could be played by deaf players? Would you rob > >them of the time and money that they might have put towards making > >more games for the blind? Legislation can hurt the very people we are > >trying to help. > > > >I continue to believe that the push for accessibility labeling > >standards is the right approach. This does not mandate accessibility, > >but it does create market pressure, and get companies thinking about > >how they can tick off more checkboxes. I guarantee you, you'd see > >much more widespread coverage for at least the low-hanging fruit (e.g. > >captioning, visual cues for auditory alerts, configurable controls, > >etc.) than you do right now. As it is, it's hard to get companies to > >even remember that some people are left-handed! > > > >Tess > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > > > > > >-- > >No virus found in this incoming message. > >Checked by AVG Free Edition. > >Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: > >12/19/2007 7:37 PM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.516 / Virus Database: 269.17.5/1191 - Release Date: >12/20/2007 2:14 PM From hinn at uiuc.edu Thu Dec 20 19:22:07 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 20 Dec 2007 18:22:07 -0600 Subject: [games_access] Happy Seasons Greetings/New Years/Etc! In-Reply-To: <007101c8434f$300069f0$6402a8c0@Delletje> References: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com> <007101c8434f$300069f0$6402a8c0@Delletje> Message-ID: Hi all, I'm about to head out (tomorrow morning) for about 10 days of travel from Champaign, IL to Detroit, MI then to Tampa, Florida (the colder norther part, not the 365 days/year warm parts), back to Detroit, and then back to exciting Champaign-Urbana before the new year hits. I won't google up a "how this translates to European travel given differences in vehicle speeds, etc" because, well, even I'm not that nutty. :) Unfortunately I got hit by some death flu (and I even got the flu shot!) for the past 48 hours or so and am just now getting it shaken off a little bit!) -- so I have a lot to catch up on as the brain fog clears. First, I wanted to wish everyone on the list a happy new year (at least according to most Western calendars)! It's been a rough road at times for us this year but we made it through, important lessons were learned, and we've experienced lots of growth. I know for a few of us it's been a tough year in our personal lives as well and I can appreciate that we are a volunteer group and that life gets tough to balance. We do what we can with the time we have to try and make change. And I think if you add up everything that's happened in the last year, we've gotten a lot done. We've learned important lessons on approaches not to take, approaches we haven't yet taken, and so forth. We have an exciting 2008 ahead of us, no doubt. Second, I want to thank everyone for their participation this year! There's always more to do but we have to recognize that we are a small group (for now!) and feel good about what we've been able to do in the world of game accessibility. We're starting to tackle some of the harder issues now -- social justice, legalities, advantages/disadvantages of a symbol system for rating accessibility (long talked about in the SIG but has it's trickiness in how the check/balance system will work like the ESRP with their full time employees), the complexities of guidelines, the academic puzzle of how to frame what we do and say in a larger design paradigm, and much, much more. Third, I want to take the time to encourage everyone to get refreshed and ready for a new and exciting year with the SIG -- "the book" will happen this year (a general announcement will follow as soon as legal stuff is worked out), we have conferences to look forward to, work with the Electronic Consumers Association (the ECA that has been formed to help fight the legal shutting down of games -- one that we can use to help show a potential positive side that the industry could/should be contributing to as much as they can because it HELPS put the industry in a positive light), a grant to work through, fund raising, a new website...so much more! This is exciting! So I will be reachable while I'm gone but obviously things will slow down from my end for the next week or so, as I imagine will be the case for others as well. Relax and enjoy time with family. And, as I have said before, hope for peace in the new year. The world, more than ever, needs some healing. Michelle Chairperson, IGDA Game Accessibility SIG From hinn at uiuc.edu Thu Dec 20 19:35:19 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 20 Dec 2007 18:35:19 -0600 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: <005801c84331$a0e99420$6601a8c0@Inspiron> References: <003701c834d4$043173c0$0202a8c0@oneswitch><005401c8351b$59e1f9b0$6501a8c0@ Inspiron><001501c8351f$2a45b990$0202a8c0@oneswitch><008201c83544$ea1a75b0$ 6501a8c0@Inspiron><008a01c8354c$3c4c0220$6501a8c0@Inspiron><003e01 c84261$80416750$0202a8c0@oneswitch> AAAAADBf8GSYa4xDlD4sBa5lcIxk6SwA <005801c84331$a0e99420$6601a8c0@Inspiron> Message-ID: Ratings have been something we've talked about for a long while now and I'm for them if we can come up with a way that can prevent them from being misleading or misused. For example, the ESRB has paid employees that help make sure that a game meets the ratings and are forced to meet again about games when "hidden" content that breaks the rating comes about (Grand Theft Auto...). We don't have that at this point. However I'm working with the ESA and the ECA in trying to see how we could set up something like this for accessibility (pros/cons/etc). For instance, we wouldn't like a developer to advertise closed captioning when all they provide is some subtitles with no thought to ambient sounds, cut scenes, etc. We'd need to work on a system where it's clear cut when we can be comfortable saying "yes, the use of this symbol means that the IGDA Game Accessibility SIG (or an ESA sponsored Accessibility Ratings Board if we can get that kind of commitment/buy in from them) agrees that this game meets a certain standard of closed captioning and we agree that they can use the symbol." After all, the last thing we would want is for a game company to advertise a feature that really isn't in the game to the level that it makes the game accessible to a certain audience -- it would undermine the ratings system and open things up to legal battles that might turn the industry against us (ie, the industry might say "hey...we were just trying to help but we got it wrong and no one was there to correct us -- had we not bothered at all, we wouldn't be in this lawsuit for false advertisement!). So a lot of thinking needs to go into this -- I believe it's something we should move toward but we'll need the assistance of folks from the ESA and such to help us get this right. Yeah...I know...good intentions too often spring to ugly results. But the more we can think through those ahead of time, the better! In the meantime, we can keep at this and keep pointing out when a company does something that is exemplary (even if they don't realize they did it!). :) Michelle >You are right John those abbreviations are really simple and straight to the >point. It's a start. Wonder if there are any ADA standard abbreviations >and they use that could be more recognizable across the universal plane of >acceptance? If symbols are already used. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of John Bannick >Sent: Thursday, December 20, 2007 4:57 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Legislating for Game Accessibility > >Tess, > >Interesting you should suggest Accessibility Ratings. > >Our small company makes computer games for the casual games market. >All of these games have a 7-128 Software Accessibility Rating and Age >Appropriate Rating. >We post the ratings at the electronic point of purchase and in all our >literature. >The Accessibility Ratings aren't perfect by any means, but they're a start. >(In fact, I'm working on a set of specific accessibilty criteria to back >the ratings.) > >Check out: http://www.7128.com/supportratings.html > >John Bannick >CTO >7-128 Software > >At 07:33 PM 12/19/2007, you wrote: >>On Dec 19, 2007 11:06 AM, Barrie Ellis >wrote: >> > So if an expectancy of "reasonable adjustments" in commercial software >was >> > introduced (which I truly belive will eventually happen) how badly >> would the >> > artistic side of things be affected? What is reasonable is the tricky >> > point... But I didn't see too many shop keepers crying about giving >greater >> > access to shoppers with different abilities. >> >>You're comparing apples and oranges. You can't just bolt a ramp onto >>a game, and call it accessible. >> >>There are some types of entertainment experiences that are simply >>incompatible with certain disabilities. This is not due to > >insensitivity on the part of the artists, but the very nature of the >>experience. Someone who is vision impaired, but not blind, might >>really enjoy the extra-large picture provided by IMAX movies, while >>someone who is completely blind will get no benefit from the giant >>screen. >> >>A lot of audio-only games for blind players are made by small, >>independent developers. Many of them are labors of love. Would you >>force these folks to invest extra time and money to develop a version >>of their game that could be played by deaf players? Would you rob >>them of the time and money that they might have put towards making >>more games for the blind? Legislation can hurt the very people we are >>trying to help. >> >>I continue to believe that the push for accessibility labeling >>standards is the right approach. This does not mandate accessibility, >>but it does create market pressure, and get companies thinking about >>how they can tick off more checkboxes. I guarantee you, you'd see >>much more widespread coverage for at least the low-hanging fruit (e.g. >>captioning, visual cues for auditory alerts, configurable controls, >>etc.) than you do right now. As it is, it's hard to get companies to >>even remember that some people are left-handed! >> >>Tess >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: >>12/19/2007 7:37 PM > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Fri Dec 21 04:56:01 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 21 Dec 2007 10:56:01 +0100 Subject: [games_access] Happy Seasons Greetings/New Years/Etc! In-Reply-To: References: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com><007101c8434f$300069f0$6402a8c0@Delletje> Message-ID: <0E42272C-C708-410C-A4FD-637A0A96E82E@pininteractive.com> Thanks Michelle, and Happy to you all from me too! Got some flu myself but not too bad, still up and running I'll be offline for a week or two now, will rest by doing some physical work, renovating our bathroom so I'll be busy but it'll be fun /thomas On 21 dec 2007, at 01.22, d. michelle hinn wrote: > Hi all, > > I'm about to head out (tomorrow morning) for about 10 days of travel > from Champaign, IL to Detroit, MI then to Tampa, Florida (the colder > norther part, not the 365 days/year warm parts), back to Detroit, > and then back to exciting Champaign-Urbana before the new year hits. > I won't google up a "how this translates to European travel given > differences in vehicle speeds, etc" because, well, even I'm not that > nutty. :) Unfortunately I got hit by some death flu (and I even got > the flu shot!) for the past 48 hours or so and am just now getting > it shaken off a little bit!) -- so I have a lot to catch up on as > the brain fog clears. > > First, I wanted to wish everyone on the list a happy new year (at > least according to most Western calendars)! It's been a rough road > at times for us this year but we made it through, important lessons > were learned, and we've experienced lots of growth. I know for a few > of us it's been a tough year in our personal lives as well and I can > appreciate that we are a volunteer group and that life gets tough to > balance. We do what we can with the time we have to try and make > change. And I think if you add up everything that's happened in the > last year, we've gotten a lot done. We've learned important lessons > on approaches not to take, approaches we haven't yet taken, and so > forth. We have an exciting 2008 ahead of us, no doubt. > > Second, I want to thank everyone for their participation this year! > There's always more to do but we have to recognize that we are a > small group (for now!) and feel good about what we've been able to > do in the world of game accessibility. We're starting to tackle some > of the harder issues now -- social justice, legalities, advantages/ > disadvantages of a symbol system for rating accessibility (long > talked about in the SIG but has it's trickiness in how the check/ > balance system will work like the ESRP with their full time > employees), the complexities of guidelines, the academic puzzle of > how to frame what we do and say in a larger design paradigm, and > much, much more. > > Third, I want to take the time to encourage everyone to get > refreshed and ready for a new and exciting year with the SIG -- "the > book" will happen this year (a general announcement will follow as > soon as legal stuff is worked out), we have conferences to look > forward to, work with the Electronic Consumers Association (the ECA > that has been formed to help fight the legal shutting down of games > -- one that we can use to help show a potential positive side that > the industry could/should be contributing to as much as they can > because it HELPS put the industry in a positive light), a grant to > work through, fund raising, a new website...so much more! This is > exciting! > > So I will be reachable while I'm gone but obviously things will slow > down from my end for the next week or so, as I imagine will be the > case for others as well. Relax and enjoy time with family. And, as I > have said before, hope for peace in the new year. The world, more > than ever, needs some healing. > > Michelle > Chairperson, IGDA Game Accessibility SIG > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Fri Dec 21 05:24:04 2007 From: jbannick at 7128.com (John Bannick) Date: Fri, 21 Dec 2007 05:24:04 -0500 Subject: [games_access] Legislating for Game Accessibility In-Reply-To: References: <003701c834d4$043173c0$0202a8c0@oneswitch> <005401c8351b$59e1f9b0$6501a8c0@ Inspiron> <001501c8351f$2a45b990$0202a8c0@oneswitch> <008201c83544$ea1a75b0$ 6501a8c0@Inspiron> <008a01c8354c$3c4c0220$6501a8c0@Inspiron> <003e01 c84261$80416750$0202a8c0@oneswitch> <005801c84331$a0e99420$6601a8c0@Inspiron> Message-ID: <6.1.0.6.2.20071221052015.01ded8f0@enigami.com> Michelle, All excellent points. Fortunately, the 7-128 Software Accessibility Ratings apply only to our own stuff. (Though we do have some heated discussions between Development [mostly me] and Marketing [them]) Happy Holidays and Good Trip, John At 07:35 PM 12/20/2007, you wrote: >Ratings have been something we've talked about for a long while now and >I'm for them if we can come up with a way that can prevent them from being >misleading or misused. For example, the ESRB has paid employees that help >make sure that a game meets the ratings and are forced to meet again about >games when "hidden" content that breaks the rating comes about (Grand >Theft Auto...). We don't have that at this point. However I'm working with >the ESA and the ECA in trying to see how we could set up something like >this for accessibility (pros/cons/etc). For instance, we wouldn't like a >developer to advertise closed captioning when all they provide is some >subtitles with no thought to ambient sounds, cut scenes, etc. We'd need to >work on a system where it's clear cut when we can be comfortable saying >"yes, the use of this symbol means that the IGDA Game Accessibility SIG >(or an ESA sponsored Accessibility Ratings Board if we can get that kind >of commitment/buy in from them) agrees that this game meets a certain >standard of closed captioning and we agree that they can use the symbol." >After all, the last thing we would want is for a game company to advertise >a feature that really isn't in the game to the level that it makes the >game accessible to a certain audience -- it would undermine the ratings >system and open things up to legal battles that might turn the industry >against us (ie, the industry might say "hey...we were just trying to help >but we got it wrong and no one was there to correct us -- had we not >bothered at all, we wouldn't be in this lawsuit for false advertisement!). >So a lot of thinking needs to go into this -- I believe it's something we >should move toward but we'll need the assistance of folks from the ESA and >such to help us get this right. > >Yeah...I know...good intentions too often spring to ugly results. But the >more we can think through those ahead of time, the better! In the >meantime, we can keep at this and keep pointing out when a company does >something that is exemplary (even if they don't realize they did it!). :) > >Michelle > >>You are right John those abbreviations are really simple and straight to the >>point. It's a start. Wonder if there are any ADA standard abbreviations >>and they use that could be more recognizable across the universal plane of >>acceptance? If symbols are already used. >> >>Robert >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of John Bannick >>Sent: Thursday, December 20, 2007 4:57 AM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Legislating for Game Accessibility >> >>Tess, >> >>Interesting you should suggest Accessibility Ratings. >> >>Our small company makes computer games for the casual games market. >>All of these games have a 7-128 Software Accessibility Rating and Age >>Appropriate Rating. >>We post the ratings at the electronic point of purchase and in all our >>literature. >>The Accessibility Ratings aren't perfect by any means, but they're a start. >>(In fact, I'm working on a set of specific accessibilty criteria to back >>the ratings.) >> >>Check out: http://www.7128.com/supportratings.html >> >>John Bannick >>CTO >>7-128 Software >> >>At 07:33 PM 12/19/2007, you wrote: >>>On Dec 19, 2007 11:06 AM, Barrie Ellis >>wrote: >>> > So if an expectancy of "reasonable adjustments" in commercial software >>was >>> > introduced (which I truly belive will eventually happen) how badly >>> would the >>> > artistic side of things be affected? What is reasonable is the tricky >>> > point... But I didn't see too many shop keepers crying about giving >>greater >>> > access to shoppers with different abilities. >>> >>>You're comparing apples and oranges. You can't just bolt a ramp onto >>>a game, and call it accessible. >>> >>>There are some types of entertainment experiences that are simply >>>incompatible with certain disabilities. This is not due to >> >insensitivity on the part of the artists, but the very nature of the >>>experience. Someone who is vision impaired, but not blind, might >>>really enjoy the extra-large picture provided by IMAX movies, while >>>someone who is completely blind will get no benefit from the giant >>>screen. >>> >>>A lot of audio-only games for blind players are made by small, >>>independent developers. Many of them are labors of love. Would you >>>force these folks to invest extra time and money to develop a version >>>of their game that could be played by deaf players? Would you rob >>>them of the time and money that they might have put towards making >>>more games for the blind? Legislation can hurt the very people we are >>>trying to help. >>> >>>I continue to believe that the push for accessibility labeling >>>standards is the right approach. This does not mandate accessibility, >>>but it does create market pressure, and get companies thinking about >>>how they can tick off more checkboxes. I guarantee you, you'd see >>>much more widespread coverage for at least the low-hanging fruit (e.g. >>>captioning, visual cues for auditory alerts, configurable controls, >>>etc.) than you do right now. As it is, it's hard to get companies to >>>even remember that some people are left-handed! >>> >>>Tess >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. >>>Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: >>>12/19/2007 7:37 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: >269.17.5/1191 - Release Date: 12/20/2007 2:14 PM From barrie.ellis at oneswitch.org.uk Fri Dec 21 12:22:26 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 21 Dec 2007 17:22:26 -0000 Subject: [games_access] Happy Holidays! Message-ID: <004401c843f6$0eab43e0$0202a8c0@oneswitch> Happy Christmas/Holidays and all the best for 2008 to everyone too! I think 2008 is going to be a great year! Barrie www.OneSwitch.org.uk From arthit73 at cablespeed.com Fri Dec 21 13:36:20 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Fri, 21 Dec 2007 13:36:20 -0500 Subject: [games_access] Happy Seasons Greetings/New Years/Etc! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxE7ywA References: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com><007101c8434f$300069f0$6402a8c0@Delletje> AAAAADBf8GSYa4xDlD4sBa5lcIxE7ywA Message-ID: <00bc01c84400$62bd96e0$6601a8c0@Inspiron> That's great Michelle thank you so much. It's been an honor and a pleasure working with all of you and continue to work with all of you throughout the days and years of our lives. Have a great holiday and hopefully appreciate a wonderful things you have. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Thursday, December 20, 2007 7:22 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Happy Seasons Greetings/New Years/Etc! Hi all, I'm about to head out (tomorrow morning) for about 10 days of travel from Champaign, IL to Detroit, MI then to Tampa, Florida (the colder norther part, not the 365 days/year warm parts), back to Detroit, and then back to exciting Champaign-Urbana before the new year hits. I won't google up a "how this translates to European travel given differences in vehicle speeds, etc" because, well, even I'm not that nutty. :) Unfortunately I got hit by some death flu (and I even got the flu shot!) for the past 48 hours or so and am just now getting it shaken off a little bit!) -- so I have a lot to catch up on as the brain fog clears. First, I wanted to wish everyone on the list a happy new year (at least according to most Western calendars)! It's been a rough road at times for us this year but we made it through, important lessons were learned, and we've experienced lots of growth. I know for a few of us it's been a tough year in our personal lives as well and I can appreciate that we are a volunteer group and that life gets tough to balance. We do what we can with the time we have to try and make change. And I think if you add up everything that's happened in the last year, we've gotten a lot done. We've learned important lessons on approaches not to take, approaches we haven't yet taken, and so forth. We have an exciting 2008 ahead of us, no doubt. Second, I want to thank everyone for their participation this year! There's always more to do but we have to recognize that we are a small group (for now!) and feel good about what we've been able to do in the world of game accessibility. We're starting to tackle some of the harder issues now -- social justice, legalities, advantages/disadvantages of a symbol system for rating accessibility (long talked about in the SIG but has it's trickiness in how the check/balance system will work like the ESRP with their full time employees), the complexities of guidelines, the academic puzzle of how to frame what we do and say in a larger design paradigm, and much, much more. Third, I want to take the time to encourage everyone to get refreshed and ready for a new and exciting year with the SIG -- "the book" will happen this year (a general announcement will follow as soon as legal stuff is worked out), we have conferences to look forward to, work with the Electronic Consumers Association (the ECA that has been formed to help fight the legal shutting down of games -- one that we can use to help show a potential positive side that the industry could/should be contributing to as much as they can because it HELPS put the industry in a positive light), a grant to work through, fund raising, a new website...so much more! This is exciting! So I will be reachable while I'm gone but obviously things will slow down from my end for the next week or so, as I imagine will be the case for others as well. Relax and enjoy time with family. And, as I have said before, hope for peace in the new year. The world, more than ever, needs some healing. Michelle Chairperson, IGDA Game Accessibility SIG _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From glinert at mit.edu Fri Dec 21 13:48:27 2007 From: glinert at mit.edu (Eitan Glinert) Date: Fri, 21 Dec 2007 13:48:27 -0500 Subject: [games_access] Happy Seasons Greetings/New Years/Etc! In-Reply-To: <0E42272C-C708-410C-A4FD-637A0A96E82E@pininteractive.com> References: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com> <007101c8434f$300069f0$6402a8c0@Delletje> <0E42272C-C708-410C-A4FD-637A0A96E82E@pininteractive.com> Message-ID: <3dd2060e0712211048p4684fd58k62c1124e5e17027f@mail.gmail.com> Merry Festivus, everyone! Eitan On Dec 21, 2007 4:56 AM, Thomas Westin wrote: > Thanks Michelle, > > and Happy to you all from me too! > > Got some flu myself but not too bad, still up and running > > I'll be offline for a week or two now, will rest by doing some > physical work, renovating our bathroom so I'll be busy but it'll be fun > > /thomas > > On 21 dec 2007, at 01.22, d. michelle hinn wrote: > > > Hi all, > > > > I'm about to head out (tomorrow morning) for about 10 days of travel > > from Champaign, IL to Detroit, MI then to Tampa, Florida (the colder > > norther part, not the 365 days/year warm parts), back to Detroit, > > and then back to exciting Champaign-Urbana before the new year hits. > > I won't google up a "how this translates to European travel given > > differences in vehicle speeds, etc" because, well, even I'm not that > > nutty. :) Unfortunately I got hit by some death flu (and I even got > > the flu shot!) for the past 48 hours or so and am just now getting > > it shaken off a little bit!) -- so I have a lot to catch up on as > > the brain fog clears. > > > > First, I wanted to wish everyone on the list a happy new year (at > > least according to most Western calendars)! It's been a rough road > > at times for us this year but we made it through, important lessons > > were learned, and we've experienced lots of growth. I know for a few > > of us it's been a tough year in our personal lives as well and I can > > appreciate that we are a volunteer group and that life gets tough to > > balance. We do what we can with the time we have to try and make > > change. And I think if you add up everything that's happened in the > > last year, we've gotten a lot done. We've learned important lessons > > on approaches not to take, approaches we haven't yet taken, and so > > forth. We have an exciting 2008 ahead of us, no doubt. > > > > Second, I want to thank everyone for their participation this year! > > There's always more to do but we have to recognize that we are a > > small group (for now!) and feel good about what we've been able to > > do in the world of game accessibility. We're starting to tackle some > > of the harder issues now -- social justice, legalities, advantages/ > > disadvantages of a symbol system for rating accessibility (long > > talked about in the SIG but has it's trickiness in how the check/ > > balance system will work like the ESRP with their full time > > employees), the complexities of guidelines, the academic puzzle of > > how to frame what we do and say in a larger design paradigm, and > > much, much more. > > > > Third, I want to take the time to encourage everyone to get > > refreshed and ready for a new and exciting year with the SIG -- "the > > book" will happen this year (a general announcement will follow as > > soon as legal stuff is worked out), we have conferences to look > > forward to, work with the Electronic Consumers Association (the ECA > > that has been formed to help fight the legal shutting down of games > > -- one that we can use to help show a potential positive side that > > the industry could/should be contributing to as much as they can > > because it HELPS put the industry in a positive light), a grant to > > work through, fund raising, a new website...so much more! This is > > exciting! > > > > So I will be reachable while I'm gone but obviously things will slow > > down from my end for the next week or so, as I imagine will be the > > case for others as well. Relax and enjoy time with family. And, as I > > have said before, hope for peace in the new year. The world, more > > than ever, needs some healing. > > > > Michelle > > Chairperson, IGDA Game Accessibility SIG > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Fri Dec 21 21:05:16 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 21 Dec 2007 18:05:16 -0800 Subject: [games_access] Happy Seasons Greetings/New Years/Etc! In-Reply-To: <3dd2060e0712211048p4684fd58k62c1124e5e17027f@mail.gmail.com> References: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com> <007101c8434f$300069f0$6402a8c0@Delletje> <0E42272C-C708-410C-A4FD-637A0A96E82E@pininteractive.com> <3dd2060e0712211048p4684fd58k62c1124e5e17027f@mail.gmail.com> Message-ID: <836db6300712211805h4b7e61a8s12910a6ae60f854c@mail.gmail.com> Happy Holidays! eitan> I hope you didn't do the "Feats of Strength" with your dad for festivus! ;-) Too bad our IGF submissions (gordon's trigger finger & your game) didn't make it to the final round. ;-( hopefully more luck next year. Cheers Eelke On 21/12/2007, Eitan Glinert wrote: > Merry Festivus, everyone! > Eitan > > > On Dec 21, 2007 4:56 AM, Thomas Westin wrote: > > Thanks Michelle, > > > > and Happy to you all from me too! > > > > Got some flu myself but not too bad, still up and running > > > > I'll be offline for a week or two now, will rest by doing some > > physical work, renovating our bathroom so I'll be busy but it'll be fun > > > > /thomas > > > > > > > > > > On 21 dec 2007, at 01.22, d. michelle hinn wrote: > > > > > Hi all, > > > > > > I'm about to head out (tomorrow morning) for about 10 days of travel > > > from Champaign, IL to Detroit, MI then to Tampa, Florida (the colder > > > norther part, not the 365 days/year warm parts), back to Detroit, > > > and then back to exciting Champaign-Urbana before the new year hits. > > > I won't google up a "how this translates to European travel given > > > differences in vehicle speeds, etc" because, well, even I'm not that > > > nutty. :) Unfortunately I got hit by some death flu (and I even got > > > the flu shot!) for the past 48 hours or so and am just now getting > > > it shaken off a little bit!) -- so I have a lot to catch up on as > > > the brain fog clears. > > > > > > First, I wanted to wish everyone on the list a happy new year (at > > > least according to most Western calendars)! It's been a rough road > > > at times for us this year but we made it through, important lessons > > > were learned, and we've experienced lots of growth. I know for a few > > > of us it's been a tough year in our personal lives as well and I can > > > appreciate that we are a volunteer group and that life gets tough to > > > balance. We do what we can with the time we have to try and make > > > change. And I think if you add up everything that's happened in the > > > last year, we've gotten a lot done. We've learned important lessons > > > on approaches not to take, approaches we haven't yet taken, and so > > > forth. We have an exciting 2008 ahead of us, no doubt. > > > > > > Second, I want to thank everyone for their participation this year! > > > There's always more to do but we have to recognize that we are a > > > small group (for now!) and feel good about what we've been able to > > > do in the world of game accessibility. We're starting to tackle some > > > of the harder issues now -- social justice, legalities, advantages/ > > > disadvantages of a symbol system for rating accessibility (long > > > talked about in the SIG but has it's trickiness in how the check/ > > > balance system will work like the ESRP with their full time > > > employees), the complexities of guidelines, the academic puzzle of > > > how to frame what we do and say in a larger design paradigm, and > > > much, much more. > > > > > > Third, I want to take the time to encourage everyone to get > > > refreshed and ready for a new and exciting year with the SIG -- "the > > > book" will happen this year (a general announcement will follow as > > > soon as legal stuff is worked out), we have conferences to look > > > forward to, work with the Electronic Consumers Association (the ECA > > > that has been formed to help fight the legal shutting down of games > > > -- one that we can use to help show a potential positive side that > > > the industry could/should be contributing to as much as they can > > > because it HELPS put the industry in a positive light), a grant to > > > work through, fund raising, a new website...so much more! This is > > > exciting! > > > > > > So I will be reachable while I'm gone but obviously things will slow > > > down from my end for the next week or so, as I imagine will be the > > > case for others as well. Relax and enjoy time with family. And, as I > > > have said before, hope for peace in the new year. The world, more > > > than ever, needs some healing. > > > > > > Michelle > > > Chairperson, IGDA Game Accessibility SIG > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Fri Dec 21 21:09:59 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 21 Dec 2007 18:09:59 -0800 Subject: [games_access] Happy Seasons Greetings/New Years/Etc! In-Reply-To: <836db6300712211805h4b7e61a8s12910a6ae60f854c@mail.gmail.com> References: <836db6300712201315i3f11339v6b4a6c18cfb5911c@mail.gmail.com> <007101c8434f$300069f0$6402a8c0@Delletje> <0E42272C-C708-410C-A4FD-637A0A96E82E@pininteractive.com> <3dd2060e0712211048p4684fd58k62c1124e5e17027f@mail.gmail.com> <836db6300712211805h4b7e61a8s12910a6ae60f854c@mail.gmail.com> Message-ID: <836db6300712211809lc3ca593pb08a93d07e523745@mail.gmail.com> Jeezzz.... and a game like crayon physics (which is a great game by the way) is nominated for the main competition as well as the student competition. What about that?? On 21/12/2007, Eelke Folmer wrote: > Happy Holidays! > > eitan> I hope you didn't do the "Feats of Strength" with your dad for > festivus! ;-) > > Too bad our IGF submissions (gordon's trigger finger & your game) > didn't make it to the final round. ;-( hopefully more luck next year. > > Cheers Eelke > > > > > > On 21/12/2007, Eitan Glinert wrote: > > Merry Festivus, everyone! > > Eitan > > > > > > On Dec 21, 2007 4:56 AM, Thomas Westin wrote: > > > Thanks Michelle, > > > > > > and Happy to you all from me too! > > > > > > Got some flu myself but not too bad, still up and running > > > > > > I'll be offline for a week or two now, will rest by doing some > > > physical work, renovating our bathroom so I'll be busy but it'll be fun > > > > > > /thomas > > > > > > > > > > > > > > > On 21 dec 2007, at 01.22, d. michelle hinn wrote: > > > > > > > Hi all, > > > > > > > > I'm about to head out (tomorrow morning) for about 10 days of travel > > > > from Champaign, IL to Detroit, MI then to Tampa, Florida (the colder > > > > norther part, not the 365 days/year warm parts), back to Detroit, > > > > and then back to exciting Champaign-Urbana before the new year hits. > > > > I won't google up a "how this translates to European travel given > > > > differences in vehicle speeds, etc" because, well, even I'm not that > > > > nutty. :) Unfortunately I got hit by some death flu (and I even got > > > > the flu shot!) for the past 48 hours or so and am just now getting > > > > it shaken off a little bit!) -- so I have a lot to catch up on as > > > > the brain fog clears. > > > > > > > > First, I wanted to wish everyone on the list a happy new year (at > > > > least according to most Western calendars)! It's been a rough road > > > > at times for us this year but we made it through, important lessons > > > > were learned, and we've experienced lots of growth. I know for a few > > > > of us it's been a tough year in our personal lives as well and I can > > > > appreciate that we are a volunteer group and that life gets tough to > > > > balance. We do what we can with the time we have to try and make > > > > change. And I think if you add up everything that's happened in the > > > > last year, we've gotten a lot done. We've learned important lessons > > > > on approaches not to take, approaches we haven't yet taken, and so > > > > forth. We have an exciting 2008 ahead of us, no doubt. > > > > > > > > Second, I want to thank everyone for their participation this year! > > > > There's always more to do but we have to recognize that we are a > > > > small group (for now!) and feel good about what we've been able to > > > > do in the world of game accessibility. We're starting to tackle some > > > > of the harder issues now -- social justice, legalities, advantages/ > > > > disadvantages of a symbol system for rating accessibility (long > > > > talked about in the SIG but has it's trickiness in how the check/ > > > > balance system will work like the ESRP with their full time > > > > employees), the complexities of guidelines, the academic puzzle of > > > > how to frame what we do and say in a larger design paradigm, and > > > > much, much more. > > > > > > > > Third, I want to take the time to encourage everyone to get > > > > refreshed and ready for a new and exciting year with the SIG -- "the > > > > book" will happen this year (a general announcement will follow as > > > > soon as legal stuff is worked out), we have conferences to look > > > > forward to, work with the Electronic Consumers Association (the ECA > > > > that has been formed to help fight the legal shutting down of games > > > > -- one that we can use to help show a potential positive side that > > > > the industry could/should be contributing to as much as they can > > > > because it HELPS put the industry in a positive light), a grant to > > > > work through, fund raising, a new website...so much more! This is > > > > exciting! > > > > > > > > So I will be reachable while I'm gone but obviously things will slow > > > > down from my end for the next week or so, as I imagine will be the > > > > case for others as well. Relax and enjoy time with family. And, as I > > > > have said before, hope for peace in the new year. The world, more > > > > than ever, needs some healing. > > > > > > > > Michelle > > > > Chairperson, IGDA Game Accessibility SIG > > > > _______________________________________________ > > > > games_access mailing list > > > > games_access at igda.org > > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From ioo at ablegamers.com Fri Dec 21 22:24:08 2007 From: ioo at ablegamers.com (Ioo) Date: Fri, 21 Dec 2007 22:24:08 -0500 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <6.1.0.6.2.20071212164849.01debc58@enigami.com> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> Message-ID: <476C8358.9050807@ablegamers.com> Hey All, Wanted to share with the group that I just posted an interview with Russell Williams, CEO and Co-founder of Flying Labs and maker of the upcoming MMORPG Pirates of the Burning Seas. It is a good interview and I wanted to share it with you all. http://ablegamers.com/content/view/182/640/ He is very about accessibility issues and so on. Please feel free to read it and share it with others. I want to wish you all a merry everything... blessed be! Happy Yule! Mark "Ioo" Barlet AbleGamers.com From reid at rbkdesign.com Sat Dec 22 01:15:38 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 21 Dec 2007 22:15:38 -0800 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <476C8358.9050807@ablegamers.com> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> <476C8358.9050807@ablegamers.com> Message-ID: Another excellent interview and nice honest answers from Russell. Barrie or Mark, are you sending him info on alternative controllers? It's great they are providing assistance for those with low vision. I see more games catering to those with vision issues than hearing and people I talk with seem to understand that better than hearing. -Reid On Dec 21, 2007 7:24 PM, Ioo wrote: > Hey All, > > Wanted to share with the group that I just posted an interview with > Russell Williams, CEO and Co-founder of Flying Labs and maker of the > upcoming MMORPG Pirates of the Burning Seas. It is a good interview and > I wanted to share it with you all. > > http://ablegamers.com/content/view/182/640/ > > He is very about accessibility issues and so on. Please feel free to > read it and share it with others. > > I want to wish you all a merry everything... blessed be! Happy Yule! > > Mark "Ioo" Barlet > AbleGamers.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From arthit73 at cablespeed.com Sat Dec 22 12:35:29 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 22 Dec 2007 12:35:29 -0500 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzE9SwA References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> AAAAADBf8GSYa4xDlD4sBa5lcIzE9SwA Message-ID: <010401c844c1$11b80a70$6601a8c0@Inspiron> That was such an interesting insight into the game world and what developers are thinking toward game accessibility. My favorite question and answer is below that the person said. "AG: If I took yours keyboard and mouse away, besides tavern trash-talk, how would you play this game? Could you? Russell Williams, Pirates of the burning Sea said, " RW: Actually, I was just on a demo trip where I wasn't able to use Zoom (mouse wheel) for the first demo, and I fell apart on that. It turns out I have an unhealthy love of zooming in on the game! But I'm assuming you're talking about replacing the keyboard and mouse with other input devices, as they're the only two inputs on my PC. And to answer that, I don't know, because I don't have a breadth of knowledge about the various alternatives available." He says he doesn't "have a breadth of knowledge about the various alternatives available" and then later on in the interview at the end Russell Williams says " In that, accessibility issues don't get as much attention as we like. But as we move beyond the basic process of launching the game, we have less and less "on fire!" issues, and more discretionary ones to address. That's when we have the overhead to really get traction on accessibility issues." So to me this is still an indicator that we have a lot of work to do because I think it's safe to say across-the-board the industry does not consider accessibility at all as one of those "on fire!" Issues. Of course he's probably talking about the programming code, getting the characters animated, all of the other stuff. I know it's disappointing to hear it's not one of the fire issues, so let's encourage each other this next year coming up hopefully to do something like get our own web site out there where we can have interviews and like Russell Williams said at the end "he really pays attention to the paying customers" if they are saying things for example that more people want it to be accessible than we've got to show them. The article http://ablegamers.com/index.php/Pirates-of-the-Burning-Sea/Pirates-of-the-Bu rning-Sea-Comes-to-AbleGamer-s-Shore.html Thanks Reid for that article. Work for the next year. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ioo Sent: Friday, December 21, 2007 10:24 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Russell Williams,CEO and Co-founder of Flying Labs Sits with AbleGamers.com Hey All, Wanted to share with the group that I just posted an interview with Russell Williams, CEO and Co-founder of Flying Labs and maker of the upcoming MMORPG Pirates of the Burning Seas. It is a good interview and I wanted to share it with you all. http://ablegamers.com/content/view/182/640/ He is very about accessibility issues and so on. Please feel free to read it and share it with others. I want to wish you all a merry everything... blessed be! Happy Yule! Mark "Ioo" Barlet AbleGamers.com _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From ioo at ablegamers.com Sat Dec 22 14:11:02 2007 From: ioo at ablegamers.com (Ioo) Date: Sat, 22 Dec 2007 14:11:02 -0500 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <010401c844c1$11b80a70$6601a8c0@Inspiron> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> AAAAADBf8GSYa4xDlD4sBa5lcIzE9SwA <010401c844c1$11b80a70$6601a8c0@Inspiron> Message-ID: <476D6146.7030806@ablegamers.com> Hey why does Reid get thanked for the story? :( No seriously, I think you are right on Robert that accessibility is not an "On Fire" issue. I can not say I blame him for saying that, the fact is they are tiring to get a game out the door and make money... I can fault no one for that. What this does show me (and I hope you as well) is that we need to have some guidlines out there so that the developers can write accessibility into games from the start. I am only one man, and I get interviews for the site because I have end users who want to play these games, by the time I get to them the project is far off the ground, and if it was not built in from the start then it will always become an afterthought. To be fully accessible means that you have to know what that means going into the project.. not a year later... Anyway, I am glad you enjoyed the interview. I have one from a hardware CEO coming up, so look for that. Mark - AbleGamers.com Here is the link (I am messing with them right now) http://ablegamers.com/index.php/Disabled-Gamers-News/pobs-second.html Robert Florio wrote: > That was such an interesting insight into the game world and what developers > are thinking toward game accessibility. My favorite question and answer is > below that the person said. > > "AG: If I took yours keyboard and mouse away, besides tavern trash-talk, how > would you play this game? Could you? > > Russell Williams, Pirates of the burning Sea said, " RW: Actually, I was > just on a demo trip where I wasn't able to use Zoom (mouse wheel) for the > first demo, and I fell apart on that. It turns out I have an unhealthy love > of zooming in on the game! But I'm assuming you're talking about replacing > the keyboard and mouse with other input devices, as they're the only two > inputs on my PC. And to answer that, I don't know, because I don't have a > breadth of knowledge about the various alternatives available." > > He says he doesn't "have a breadth of knowledge about the various > alternatives available" and then later on in the interview at the end > Russell Williams says " In that, accessibility issues don't get as much > attention as we like. But as we move beyond the basic process of launching > the game, we have less and less "on fire!" issues, and more discretionary > ones to address. That's when we have the overhead to really get traction on > accessibility issues." > > So to me this is still an indicator that we have a lot of work to do because > I think it's safe to say across-the-board the industry does not consider > accessibility at all as one of those "on fire!" Issues. Of course he's > probably talking about the programming code, getting the characters > animated, all of the other stuff. I know it's disappointing to hear it's > not one of the fire issues, so let's encourage each other this next year > coming up hopefully to do something like get our own web site out there > where we can have interviews and like Russell Williams said at the end "he > really pays attention to the paying customers" if they are saying things for > example that more people want it to be accessible than we've got to show > them. > > The article > http://ablegamers.com/index.php/Pirates-of-the-Burning-Sea/Pirates-of-the-Bu > rning-Sea-Comes-to-AbleGamer-s-Shore.html > > Thanks Reid for that article. > > Work for the next year. > > Robert > www.RobertFlorio.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Ioo > Sent: Friday, December 21, 2007 10:24 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Russell Williams,CEO and Co-founder of Flying Labs > Sits with AbleGamers.com > > Hey All, > > Wanted to share with the group that I just posted an interview with > Russell Williams, CEO and Co-founder of Flying Labs and maker of the > upcoming MMORPG Pirates of the Burning Seas. It is a good interview and > I wanted to share it with you all. > > http://ablegamers.com/content/view/182/640/ > > He is very about accessibility issues and so on. Please feel free to > read it and share it with others. > > I want to wish you all a merry everything... blessed be! Happy Yule! > > Mark "Ioo" Barlet > AbleGamers.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From reid at rbkdesign.com Sat Dec 22 15:04:28 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 22 Dec 2007 12:04:28 -0800 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <476D6146.7030806@ablegamers.com> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> <010401c844c1$11b80a70$6601a8c0@Inspiron> <476D6146.7030806@ablegamers.com> Message-ID: I agree with Robert and Mark. My goal for 2008 is to contact developers earlier in their development process to make them aware of issues early. It won't be easy, because when I've done this before, developers tend to think they can put it off into the polish phase (final months) and this unfortunately is not the right mind set. It was clear to me when working on Doom3[CC] that the UI design wasn't going to work as it was. To add closed captioning, we had to modify the UI. If closed captioning was thought of from the beginning, the UI could have been designed to incorporate it. Adding CC at the end is not easy or cost effective to do in the final months of development. -Reid PS: Yes Mark is the one that did the interview, not me! On Dec 22, 2007 11:11 AM, Ioo wrote: > Hey why does Reid get thanked for the story? :( > > No seriously, I think you are right on Robert that accessibility is not > an "On Fire" issue. I can not say I blame him for saying that, the fact > is they are tiring to get a game out the door and make money... I can > fault no one for that. What this does show me (and I hope you as well) > is that we need to have some guidlines out there so that the developers > can write accessibility into games from the start. I am only one man, > and I get interviews for the site because I have end users who want to > play these games, by the time I get to them the project is far off the > ground, and if it was not built in from the start then it will always > become an afterthought. > > To be fully accessible means that you have to know what that means going > into the project.. not a year later... > > Anyway, I am glad you enjoyed the interview. I have one from a hardware > CEO coming up, so look for that. > > Mark - AbleGamers.com > > Here is the link (I am messing with them right now) > http://ablegamers.com/index.php/Disabled-Gamers-News/pobs-second.html > > > > Robert Florio wrote: > > That was such an interesting insight into the game world and what developers > > are thinking toward game accessibility. My favorite question and answer is > > below that the person said. > > > > "AG: If I took yours keyboard and mouse away, besides tavern trash-talk, how > > would you play this game? Could you? > > > > Russell Williams, Pirates of the burning Sea said, " RW: Actually, I was > > just on a demo trip where I wasn't able to use Zoom (mouse wheel) for the > > first demo, and I fell apart on that. It turns out I have an unhealthy love > > of zooming in on the game! But I'm assuming you're talking about replacing > > the keyboard and mouse with other input devices, as they're the only two > > inputs on my PC. And to answer that, I don't know, because I don't have a > > breadth of knowledge about the various alternatives available." > > > > He says he doesn't "have a breadth of knowledge about the various > > alternatives available" and then later on in the interview at the end > > Russell Williams says " In that, accessibility issues don't get as much > > attention as we like. But as we move beyond the basic process of launching > > the game, we have less and less "on fire!" issues, and more discretionary > > ones to address. That's when we have the overhead to really get traction on > > accessibility issues." > > > > So to me this is still an indicator that we have a lot of work to do because > > I think it's safe to say across-the-board the industry does not consider > > accessibility at all as one of those "on fire!" Issues. Of course he's > > probably talking about the programming code, getting the characters > > animated, all of the other stuff. I know it's disappointing to hear it's > > not one of the fire issues, so let's encourage each other this next year > > coming up hopefully to do something like get our own web site out there > > where we can have interviews and like Russell Williams said at the end "he > > really pays attention to the paying customers" if they are saying things for > > example that more people want it to be accessible than we've got to show > > them. > > > > The article > > http://ablegamers.com/index.php/Pirates-of-the-Burning-Sea/Pirates-of-the-Bu > > rning-Sea-Comes-to-AbleGamer-s-Shore.html > > > > Thanks Reid for that article. > > > > Work for the next year. > > > > Robert > > www.RobertFlorio.com > > > > > > -----Original Message----- > > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > > On Behalf Of Ioo > > Sent: Friday, December 21, 2007 10:24 PM > > To: IGDA Games Accessibility SIG Mailing List > > Subject: [games_access] Russell Williams,CEO and Co-founder of Flying Labs > > Sits with AbleGamers.com > > > > Hey All, > > > > Wanted to share with the group that I just posted an interview with > > Russell Williams, CEO and Co-founder of Flying Labs and maker of the > > upcoming MMORPG Pirates of the Burning Seas. It is a good interview and > > I wanted to share it with you all. > > > > http://ablegamers.com/content/view/182/640/ > > > > He is very about accessibility issues and so on. Please feel free to > > read it and share it with others. > > > > I want to wish you all a merry everything... blessed be! Happy Yule! > > > > Mark "Ioo" Barlet > > AbleGamers.com > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From arthit73 at cablespeed.com Sat Dec 22 16:08:13 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 22 Dec 2007 16:08:13 -0500 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzE+SwA References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> AAAAADBf8GSYa4xDlD4sBa5lcIzE9SwA<010401c844c1$11b80a70$6601a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzE+SwA Message-ID: <014c01c844de$c3e1c200$6601a8c0@Inspiron> lol. Thanks Mark. I didn't know that you were in this list that's really cool. Great job interview. You're definitely right there needs to be guidelines I really think this book we can write coming-out hopefully if we get to work on it correctly from our group will give people what they need. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ioo Sent: Saturday, December 22, 2007 2:11 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com Hey why does Reid get thanked for the story? :( No seriously, I think you are right on Robert that accessibility is not an "On Fire" issue. I can not say I blame him for saying that, the fact is they are tiring to get a game out the door and make money... I can fault no one for that. What this does show me (and I hope you as well) is that we need to have some guidlines out there so that the developers can write accessibility into games from the start. I am only one man, and I get interviews for the site because I have end users who want to play these games, by the time I get to them the project is far off the ground, and if it was not built in from the start then it will always become an afterthought. To be fully accessible means that you have to know what that means going into the project.. not a year later... Anyway, I am glad you enjoyed the interview. I have one from a hardware CEO coming up, so look for that. Mark - AbleGamers.com Here is the link (I am messing with them right now) http://ablegamers.com/index.php/Disabled-Gamers-News/pobs-second.html Robert Florio wrote: > That was such an interesting insight into the game world and what developers > are thinking toward game accessibility. My favorite question and answer is > below that the person said. > > "AG: If I took yours keyboard and mouse away, besides tavern trash-talk, how > would you play this game? Could you? > > Russell Williams, Pirates of the burning Sea said, " RW: Actually, I was > just on a demo trip where I wasn't able to use Zoom (mouse wheel) for the > first demo, and I fell apart on that. It turns out I have an unhealthy love > of zooming in on the game! But I'm assuming you're talking about replacing > the keyboard and mouse with other input devices, as they're the only two > inputs on my PC. And to answer that, I don't know, because I don't have a > breadth of knowledge about the various alternatives available." > > He says he doesn't "have a breadth of knowledge about the various > alternatives available" and then later on in the interview at the end > Russell Williams says " In that, accessibility issues don't get as much > attention as we like. But as we move beyond the basic process of launching > the game, we have less and less "on fire!" issues, and more discretionary > ones to address. That's when we have the overhead to really get traction on > accessibility issues." > > So to me this is still an indicator that we have a lot of work to do because > I think it's safe to say across-the-board the industry does not consider > accessibility at all as one of those "on fire!" Issues. Of course he's > probably talking about the programming code, getting the characters > animated, all of the other stuff. I know it's disappointing to hear it's > not one of the fire issues, so let's encourage each other this next year > coming up hopefully to do something like get our own web site out there > where we can have interviews and like Russell Williams said at the end "he > really pays attention to the paying customers" if they are saying things for > example that more people want it to be accessible than we've got to show > them. > > The article > http://ablegamers.com/index.php/Pirates-of-the-Burning-Sea/Pirates-of-the-Bu > rning-Sea-Comes-to-AbleGamer-s-Shore.html > > Thanks Reid for that article. > > Work for the next year. > > Robert > www.RobertFlorio.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Ioo > Sent: Friday, December 21, 2007 10:24 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Russell Williams,CEO and Co-founder of Flying Labs > Sits with AbleGamers.com > > Hey All, > > Wanted to share with the group that I just posted an interview with > Russell Williams, CEO and Co-founder of Flying Labs and maker of the > upcoming MMORPG Pirates of the Burning Seas. It is a good interview and > I wanted to share it with you all. > > http://ablegamers.com/content/view/182/640/ > > He is very about accessibility issues and so on. Please feel free to > read it and share it with others. > > I want to wish you all a merry everything... blessed be! Happy Yule! > > Mark "Ioo" Barlet > AbleGamers.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Dec 22 16:09:33 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 22 Dec 2007 16:09:33 -0500 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzk+SwA References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com><6.1.0.6.2.20071212164849.01debc58@enigami.com><010401c844c1$11b80a70$6601a8c0@Inspiron><476D6146.7030806@ablegamers.com> AAAAADBf8GSYa4xDlD4sBa5lcIzk+SwA Message-ID: <014d01c844df$08177550$6601a8c0@Inspiron> I know, I was just thinking you for posting Reid so I can read it. It is a good one thanks for that mark. Yes definitely the early stages. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Saturday, December 22, 2007 3:04 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Russell Williams,CEO and Co-founder of Flying Labs Sits with AbleGamers.com I agree with Robert and Mark. My goal for 2008 is to contact developers earlier in their development process to make them aware of issues early. It won't be easy, because when I've done this before, developers tend to think they can put it off into the polish phase (final months) and this unfortunately is not the right mind set. It was clear to me when working on Doom3[CC] that the UI design wasn't going to work as it was. To add closed captioning, we had to modify the UI. If closed captioning was thought of from the beginning, the UI could have been designed to incorporate it. Adding CC at the end is not easy or cost effective to do in the final months of development. -Reid PS: Yes Mark is the one that did the interview, not me! On Dec 22, 2007 11:11 AM, Ioo wrote: > Hey why does Reid get thanked for the story? :( > > No seriously, I think you are right on Robert that accessibility is not > an "On Fire" issue. I can not say I blame him for saying that, the fact > is they are tiring to get a game out the door and make money... I can > fault no one for that. What this does show me (and I hope you as well) > is that we need to have some guidlines out there so that the developers > can write accessibility into games from the start. I am only one man, > and I get interviews for the site because I have end users who want to > play these games, by the time I get to them the project is far off the > ground, and if it was not built in from the start then it will always > become an afterthought. > > To be fully accessible means that you have to know what that means going > into the project.. not a year later... > > Anyway, I am glad you enjoyed the interview. I have one from a hardware > CEO coming up, so look for that. > > Mark - AbleGamers.com > > Here is the link (I am messing with them right now) > http://ablegamers.com/index.php/Disabled-Gamers-News/pobs-second.html > > > > Robert Florio wrote: > > That was such an interesting insight into the game world and what developers > > are thinking toward game accessibility. My favorite question and answer is > > below that the person said. > > > > "AG: If I took yours keyboard and mouse away, besides tavern trash-talk, how > > would you play this game? Could you? > > > > Russell Williams, Pirates of the burning Sea said, " RW: Actually, I was > > just on a demo trip where I wasn't able to use Zoom (mouse wheel) for the > > first demo, and I fell apart on that. It turns out I have an unhealthy love > > of zooming in on the game! But I'm assuming you're talking about replacing > > the keyboard and mouse with other input devices, as they're the only two > > inputs on my PC. And to answer that, I don't know, because I don't have a > > breadth of knowledge about the various alternatives available." > > > > He says he doesn't "have a breadth of knowledge about the various > > alternatives available" and then later on in the interview at the end > > Russell Williams says " In that, accessibility issues don't get as much > > attention as we like. But as we move beyond the basic process of launching > > the game, we have less and less "on fire!" issues, and more discretionary > > ones to address. That's when we have the overhead to really get traction on > > accessibility issues." > > > > So to me this is still an indicator that we have a lot of work to do because > > I think it's safe to say across-the-board the industry does not consider > > accessibility at all as one of those "on fire!" Issues. Of course he's > > probably talking about the programming code, getting the characters > > animated, all of the other stuff. I know it's disappointing to hear it's > > not one of the fire issues, so let's encourage each other this next year > > coming up hopefully to do something like get our own web site out there > > where we can have interviews and like Russell Williams said at the end "he > > really pays attention to the paying customers" if they are saying things for > > example that more people want it to be accessible than we've got to show > > them. > > > > The article > > http://ablegamers.com/index.php/Pirates-of-the-Burning-Sea/Pirates-of-the-Bu > > rning-Sea-Comes-to-AbleGamer-s-Shore.html > > > > Thanks Reid for that article. > > > > Work for the next year. > > > > Robert > > www.RobertFlorio.com > > > > > > -----Original Message----- > > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > > On Behalf Of Ioo > > Sent: Friday, December 21, 2007 10:24 PM > > To: IGDA Games Accessibility SIG Mailing List > > Subject: [games_access] Russell Williams,CEO and Co-founder of Flying Labs > > Sits with AbleGamers.com > > > > Hey All, > > > > Wanted to share with the group that I just posted an interview with > > Russell Williams, CEO and Co-founder of Flying Labs and maker of the > > upcoming MMORPG Pirates of the Burning Seas. It is a good interview and > > I wanted to share it with you all. > > > > http://ablegamers.com/content/view/182/640/ > > > > He is very about accessibility issues and so on. Please feel free to > > read it and share it with others. > > > > I want to wish you all a merry everything... blessed be! Happy Yule! > > > > Mark "Ioo" Barlet > > AbleGamers.com > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From j.chetwynd at btinternet.com Sun Dec 23 08:11:19 2007 From: j.chetwynd at btinternet.com (=?UTF-8?B?In46Jycg44GC44KK44GM44Go44GG44GU44GW44GE44G+44GX44Gf?= =?UTF-8?B?44CCIg==?=) Date: Sun, 23 Dec 2007 13:11:19 +0000 Subject: [games_access] input device: isight internal camera Message-ID: input device: isight internal camera wondering if anyone can help? struggling to find evidence of the mac internal camera as navigation device. this seems such an obvious accessibility plus... filed a bug with apple but. cheers Jonathan Chetwynd Accessibility Consultant on Media Literacy and the Internet From thomas at pininteractive.com Tue Dec 25 16:42:48 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 25 Dec 2007 22:42:48 +0100 Subject: [games_access] GA-SIG CD 2008 Message-ID: <8D1E5CAE-E9A9-47F6-8662-44624B0E0ADE@pininteractive.com> Hello I'm setting up a FTP account on our blade server with 80 GB storage space available Those of you who want to contribute content to this year's GA-SIG DVD at Game Developers Conference 2008, please drop me an e-mail off list with "GA-SIG CD" as subject so I easily spot it. If you know people off list that would like to contribute too, please forward this e-mail. It can be games, videos, papers, code, tools or something else relevant for game accessibility. Please note the time frame; the GDC 08 takes place Feb 18, and before that I need to arrange the production of DVDs. I've not decided a deadline yet but somewhere by the end of January / early February is a realistic guess. Thanks, /Thomas Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds +46 (0)706 400 402 Time zone: GMT+1 , PST+9 From jbannick at 7128.com Tue Dec 25 20:28:21 2007 From: jbannick at 7128.com (John Bannick) Date: Tue, 25 Dec 2007 20:28:21 -0500 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <476C8358.9050807@ablegamers.com> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> <476C8358.9050807@ablegamers.com> Message-ID: <6.1.0.6.2.20071225202656.08ff4800@enigami.com> He says they were "applying different filters to simulate color blindness. " Does anyone know where we can get such filters? Or information sufficient I could build such filters? I'd like to add that to our development process. John Bannick 7-128 Software At 10:24 PM 12/21/2007, you wrote: >Hey All, > >Wanted to share with the group that I just posted an interview with >Russell Williams, CEO and Co-founder of Flying Labs and maker of the >upcoming MMORPG Pirates of the Burning Seas. It is a good interview and I >wanted to share it with you all. > >http://ablegamers.com/content/view/182/640/ > >He is very about accessibility issues and so on. Please feel free to read >it and share it with others. > >I want to wish you all a merry everything... blessed be! Happy Yule! > >Mark "Ioo" Barlet >AbleGamers.com >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: >269.17.6/1192 - Release Date: 12/21/2007 1:17 PM From richard at audiogames.net Thu Dec 27 04:28:12 2007 From: richard at audiogames.net (AudioGames.net) Date: Thu, 27 Dec 2007 10:28:12 +0100 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com><6.1.0.6.2.20071212164849.01debc58@enigami.com><476C8358.9050807@ablegamers.com> <6.1.0.6.2.20071225202656.08ff4800@enigami.com> Message-ID: <009401c8486a$cd072570$6402a8c0@Delletje> Hi John, (Happy Holidays btw peeps) Check out http://www.vischeck.com/ . Maybe the people of that website can help you further. Greets, Richard ----- Original Message ----- From: "John Bannick" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, December 26, 2007 2:28 AM Subject: Re: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com > > He says they were "applying different filters to simulate color blindness. > " > Does anyone know where we can get such filters? > Or information sufficient I could build such filters? > I'd like to add that to our development process. > > John Bannick > 7-128 Software > > At 10:24 PM 12/21/2007, you wrote: >>Hey All, >> >>Wanted to share with the group that I just posted an interview with >>Russell Williams, CEO and Co-founder of Flying Labs and maker of the >>upcoming MMORPG Pirates of the Burning Seas. It is a good interview and I >>wanted to share it with you all. >> >>http://ablegamers.com/content/view/182/640/ >> >>He is very about accessibility issues and so on. Please feel free to read >>it and share it with others. >> >>I want to wish you all a merry everything... blessed be! Happy Yule! >> >>Mark "Ioo" Barlet >>AbleGamers.com >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>-- >>No virus found in this incoming message. >>Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: >>269.17.6/1192 - Release Date: 12/21/2007 1:17 PM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Thu Dec 27 04:55:41 2007 From: jbannick at 7128.com (John Bannick) Date: Thu, 27 Dec 2007 04:55:41 -0500 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <009401c8486a$cd072570$6402a8c0@Delletje> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> <476C8358.9050807@ablegamers.com> <6.1.0.6.2.20071225202656.08ff4800@enigami.com> <009401c8486a$cd072570$6402a8c0@Delletje> Message-ID: <6.1.0.6.2.20071227045521.01e49ca0@enigami.com> Richard, This looks great! Thanks, John At 04:28 AM 12/27/2007, you wrote: >Hi John, > >(Happy Holidays btw peeps) > >Check out http://www.vischeck.com/ . Maybe the people of that website can >help you further. > >Greets, > >Richard > > >----- Original Message ----- From: "John Bannick" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Wednesday, December 26, 2007 2:28 AM >Subject: Re: [games_access] Russell Williams, CEO and Co-founder of Flying >Labs Sits with AbleGamers.com > > >> >>He says they were "applying different filters to simulate color blindness. " >>Does anyone know where we can get such filters? >>Or information sufficient I could build such filters? >>I'd like to add that to our development process. >> >>John Bannick >>7-128 Software >> >>At 10:24 PM 12/21/2007, you wrote: >>>Hey All, >>> >>>Wanted to share with the group that I just posted an interview with >>>Russell Williams, CEO and Co-founder of Flying Labs and maker of the >>>upcoming MMORPG Pirates of the Burning Seas. It is a good interview and >>>I wanted to share it with you all. >>> >>>http://ablegamers.com/content/view/182/640/ >>> >>>He is very about accessibility issues and so on. Please feel free to >>>read it and share it with others. >>> >>>I want to wish you all a merry everything... blessed be! Happy Yule! >>> >>>Mark "Ioo" Barlet >>>AbleGamers.com >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>-- >>>No virus found in this incoming message. >>>Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: >>>269.17.6/1192 - Release Date: 12/21/2007 1:17 PM >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: >269.17.9/1198 - Release Date: 12/26/2007 5:26 PM From eelke.folmer at gmail.com Thu Dec 27 13:50:59 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Thu, 27 Dec 2007 10:50:59 -0800 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <6.1.0.6.2.20071225202656.08ff4800@enigami.com> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> <476C8358.9050807@ablegamers.com> <6.1.0.6.2.20071225202656.08ff4800@enigami.com> Message-ID: <836db6300712271050n3534cdcamd474782f711cb075@mail.gmail.com> Hi John, One of my students developed a small tool for Bally technologies that can detect colorblind problems in games. Shoot me an email offline if you want more information. Cheers Eelke On 25/12/2007, John Bannick wrote: > > He says they were "applying different filters to simulate color blindness. " > Does anyone know where we can get such filters? > Or information sufficient I could build such filters? > I'd like to add that to our development process. > > John Bannick > 7-128 Software > > At 10:24 PM 12/21/2007, you wrote: > >Hey All, > > > >Wanted to share with the group that I just posted an interview with > >Russell Williams, CEO and Co-founder of Flying Labs and maker of the > >upcoming MMORPG Pirates of the Burning Seas. It is a good interview and I > >wanted to share it with you all. > > > >http://ablegamers.com/content/view/182/640/ > > > >He is very about accessibility issues and so on. Please feel free to read > >it and share it with others. > > > >I want to wish you all a merry everything... blessed be! Happy Yule! > > > >Mark "Ioo" Barlet > >AbleGamers.com > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > > > > > >-- > >No virus found in this incoming message. > >Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: > >269.17.6/1192 - Release Date: 12/21/2007 1:17 PM > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From devellison at gmail.com Fri Dec 28 10:18:03 2007 From: devellison at gmail.com (Michael Ellison) Date: Fri, 28 Dec 2007 09:18:03 -0600 Subject: [games_access] Russell Williams, CEO and Co-founder of Flying Labs Sits with AbleGamers.com In-Reply-To: <6.1.0.6.2.20071225202656.08ff4800@enigami.com> References: <836db6300712111653m12921df4j39ee9f0c9cf4d97@mail.gmail.com> <6.1.0.6.2.20071212164849.01debc58@enigami.com> <476C8358.9050807@ablegamers.com> <6.1.0.6.2.20071225202656.08ff4800@enigami.com> Message-ID: Greetings John, On Dec 25, 2007 7:28 PM, John Bannick wrote: > He says they were "applying different filters to simulate color blindness. " > Does anyone know where we can get such filters? > Or information sufficient I could build such filters? > I'd like to add that to our development process. I wrote a little toy I use to check my interfaces for such a while back. It's at http://www.codevis.com/CodeBlind_Setup.exe, with some documentation available at http://www.codevis.com/codeblind. Apologies in advance for the interface - I wrote it as part of an early test of a skinning library and haven't gone back to make it particularly usable or aesthetically pleasing. I've been planning on integrating the core algorithms into a DirectX pixel shader and a DirectShow filter, but it's been a backburner project for lack of demand for a while. If you have any interest in either, or would have a use for the source code I'm using for the image processing (it's in C++), shoot me an email and I'll clean it up for use. Cheers, Mike From barrie.ellis at oneswitch.org.uk Sat Dec 29 13:35:21 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 29 Dec 2007 18:35:21 -0000 Subject: [games_access] Electronic Gaming Monthly Brazil - Accessible Gaming Article Message-ID: <155001c84a49$9355c940$0202a8c0@oneswitch> Nice four page spread on accessible gaming in issue 66 of Electronic Gaming Monthly Brazil, Quite lengthy so grab a cup of tea first... http://www.flickr.com/photos/22249878 at N04/sets/72157603568960083/ http://gameaccessibility.blogspot.com/2007/12/electronic-gaming-monthly-brazil.html Barrie www.OneSwitch.org.uk From richard at audiogames.net Sat Dec 29 15:17:34 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 29 Dec 2007 21:17:34 +0100 Subject: [games_access] Electronic Gaming Monthly Brazil - Accessible GamingArticle References: <155001c84a49$9355c940$0202a8c0@oneswitch> Message-ID: <000601c84a57$d9b224c0$6402a8c0@Delletje> ... and your Portuguese dictionary :) Anyone care to translate? Looking at the pictures, is this story mostly on the accessibility of controllers (or accessibility issues with controlling games)? ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 29, 2007 7:35 PM Subject: [games_access] Electronic Gaming Monthly Brazil - Accessible GamingArticle > Nice four page spread on accessible gaming in issue 66 of Electronic > Gaming Monthly Brazil, Quite lengthy so grab a cup of tea first... > > http://www.flickr.com/photos/22249878 at N04/sets/72157603568960083/ > > http://gameaccessibility.blogspot.com/2007/12/electronic-gaming-monthly-brazil.html > > Barrie > www.OneSwitch.org.uk > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Dec 29 15:19:53 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 29 Dec 2007 21:19:53 +0100 Subject: [games_access] Electronic Gaming Monthly Brazil - AccessibleGamingArticle References: <155001c84a49$9355c940$0202a8c0@oneswitch> <000601c84a57$d9b224c0$6402a8c0@Delletje> Message-ID: <000601c84a58$2c8bdc40$6402a8c0@Delletje> Ah... sorry... forget that... hadn't checked out the other link ;) ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, December 29, 2007 9:17 PM Subject: Re: [games_access] Electronic Gaming Monthly Brazil - AccessibleGamingArticle > ... and your Portuguese dictionary :) Anyone care to translate? Looking at > the pictures, is this story mostly on the accessibility of controllers (or > accessibility issues with controlling games)? > > > > > > ----- Original Message ----- > From: "Barrie Ellis" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, December 29, 2007 7:35 PM > Subject: [games_access] Electronic Gaming Monthly Brazil - Accessible > GamingArticle > > >> Nice four page spread on accessible gaming in issue 66 of Electronic >> Gaming Monthly Brazil, Quite lengthy so grab a cup of tea first... >> >> http://www.flickr.com/photos/22249878 at N04/sets/72157603568960083/ >> >> http://gameaccessibility.blogspot.com/2007/12/electronic-gaming-monthly-brazil.html >> >> Barrie >> www.OneSwitch.org.uk >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Sun Dec 30 17:05:59 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 30 Dec 2007 17:05:59 -0500 Subject: [games_access] Catching Up on Gaming Message-ID: <6.1.0.6.2.20071230165443.01cbec30@enigami.com> Hi Cara, We've been busy at 7-128 Software, too. We released our Top 25 Web Sites for Gamers who are Blind this October. Got a lot of help from folks here on that. The surprising thing is how much has changed just in 3 months. The Code Factory in Spain stopped shipping accessible games. Mark Barlet's AbleGamers.com site expanded into a real good source of current gaming information. Richard left the Game Accessibility Forum and that's kind of drifting now. Dark started moderating AudioGames.com. And a bunch of folks here have released, are releasing, or are pushing to release new games. (We got one new one out, Synonyms and Antonyms.) Oh, and the latest issue of Audyssey is dynamite! It's not dull. John Bannick 7-128 Software From jbannick at 7128.com Sun Dec 30 17:20:27 2007 From: jbannick at 7128.com (John Bannick) Date: Sun, 30 Dec 2007 17:20:27 -0500 Subject: [games_access] Moderator Appreciation Message-ID: <6.1.0.6.2.20071230171145.01e41e48@enigami.com> Che is absolutely right. My crew and I are out on a bunch of forums every day. That this forum is a clear "Manifestation of Excellence" is due to a lot of diplomacy, hard work, and good judgement on the part of the folks who run it. John Bannick CTO 7-128 Software From richard at audiogames.net Sun Dec 30 18:37:54 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 31 Dec 2007 00:37:54 +0100 Subject: [games_access] Catching Up on Gaming References: <6.1.0.6.2.20071230165443.01cbec30@enigami.com> Message-ID: <001801c84b3d$02a53990$6402a8c0@Delletje> Hi, *quote* Richard left the Game Accessibility Forum and that's kind of drifting now. *quote end* Well... more like: Richard AND Sander have left the Accessibility Foundation (and it's projects including Audio Game Maker, Game Accessibility and Interactive Audio Environment Doorn) in May of 2007, so well over half a year already ;) *quote* Dark started moderating AudioGames.com. *quote end* It's AudioGames.net ;) and it's not only Dark who is able to post news items to the website, several others as well. But it is only the posting of news items, moderation of the website is still with me and Sander. We do plan to update the website with community functionality, so that everyone can add/edit the database. Just not yet.... PhD time ;) Greets, Richard ----- Original Message ----- From: "John Bannick" To: Sent: Sunday, December 30, 2007 11:05 PM Subject: [games_access] Catching Up on Gaming > Hi Cara, > > We've been busy at 7-128 Software, too. > > We released our Top 25 Web Sites for Gamers who are Blind this October. > Got a lot of help from folks here on that. > > The surprising thing is how much has changed just in 3 months. > The Code Factory in Spain stopped shipping accessible games. > Mark Barlet's AbleGamers.com site expanded into a real good source of > current gaming information. > Richard left the Game Accessibility Forum and that's kind of drifting now. > Dark started moderating AudioGames.com. > > And a bunch of folks here have released, are releasing, or are pushing to > release new games. > (We got one new one out, Synonyms and Antonyms.) > > Oh, and the latest issue of Audyssey is dynamite! > > It's not dull. > > John Bannick > 7-128 Software > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Dec 30 19:15:54 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Dec 2007 18:15:54 -0600 Subject: [games_access] Catching Up on Gaming In-Reply-To: <001801c84b3d$02a53990$6402a8c0@Delletje> References: <6.1.0.6.2.20071230165443.01cbec30@enigami.com> <001801c84b3d$02a53990$6402a8c0@Delletje> Message-ID: Any update on getting GameAccessibility.com transferred to the SIG? Michelle >Hi, > >*quote* >Richard left the Game Accessibility Forum and that's kind of drifting now. >*quote end* > >Well... more like: Richard AND Sander have left the Accessibility >Foundation (and it's projects including Audio Game Maker, Game >Accessibility and Interactive Audio Environment Doorn) in May of >2007, so well over half a year already ;) > >*quote* >Dark started moderating AudioGames.com. >*quote end* > >It's AudioGames.net ;) and it's not only Dark who is able to post >news items to the website, several others as well. But it is only >the posting of news items, moderation of the website is still with >me and Sander. We do plan to update the website with community >functionality, so that everyone can add/edit the database. Just not >yet.... PhD time ;) > >Greets, > >Richard > > > > >----- Original Message ----- From: "John Bannick" >To: >Sent: Sunday, December 30, 2007 11:05 PM >Subject: [games_access] Catching Up on Gaming > >>Hi Cara, >> >>We've been busy at 7-128 Software, too. >> >>We released our Top 25 Web Sites for Gamers who are Blind this October. >>Got a lot of help from folks here on that. >> >>The surprising thing is how much has changed just in 3 months. >>The Code Factory in Spain stopped shipping accessible games. >>Mark Barlet's AbleGamers.com site expanded into a real good source >>of current gaming information. >>Richard left the Game Accessibility Forum and that's kind of drifting now. >>Dark started moderating AudioGames.com. >> >>And a bunch of folks here have released, are releasing, or are >>pushing to release new games. >>(We got one new one out, Synonyms and Antonyms.) >> >>Oh, and the latest issue of Audyssey is dynamite! >> >>It's not dull. >> >>John Bannick >>7-128 Software >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Dec 30 19:24:03 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Dec 2007 18:24:03 -0600 Subject: [games_access] Fwd: GA-SIG DVD Message-ID: Forwarded from Barrie -- bounced for some reason. Thomas -- I'll get back to the question of DVD production costs shortly. I'm back in (my) town now so I'll be catching up on the latest plus replying to the staggering amount of email in my in box. :) Michelle >Hi Thomas, > >Hope you had a great Christmas. Please feel free to include anything >and everything I've sent before. > >All the best and have a great 2008! > >Barrie >www.OneSwitch.org.uk > >----- Original Message ----- From: "Thomas Westin" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Tuesday, December 25, 2007 9:42 PM >Subject: [games_access] GA-SIG CD 2008 > >>Hello >> >>I'm setting up a FTP account on our blade server with 80 GB storage >>space available >> >>Those of you who want to contribute content to this year's GA-SIG >>DVD at Game Developers Conference 2008, please drop me an e-mail >>off list with "GA-SIG CD" as subject so I easily spot it. >> >>If you know people off list that would like to contribute too, >>please forward this e-mail. >> >>It can be games, videos, papers, code, tools or something else >>relevant for game accessibility. >> >>Please note the time frame; the GDC 08 takes place Feb 18, and >>before that I need to arrange the production of DVDs. I've not >>decided a deadline yet but somewhere by the end of January / early >>February is a realistic guess. >> >>Thanks, >> >>/Thomas >> >>Pin Interactive AB >>:: Digital Culture Analysis :: Tools :: Worlds >> >>+46 (0)706 400 402 >> >>Time zone: GMT+1 , PST+9 >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access From ioo at ablegamers.com Mon Dec 31 11:45:36 2007 From: ioo at ablegamers.com (Ioo) Date: Mon, 31 Dec 2007 11:45:36 -0500 Subject: [games_access] Just a heads up, Giving Away Sandio O2 Gaming Mouse In-Reply-To: References: Message-ID: <47791CB0.8070309@ablegamers.com> Hey guys, I wanted to let you know, and ask you to pass it along, that I am giving away and Sandio O2 Gaming Mouse (retail $79.99 US) on AbleGamers.com. Sandio sent it to AG for us to review and we have... *So if you want it, please go and enter to win.* I do not get a lot of entries so your chances are great. Here is the link to enter... http://ablegamers.com/index.php/Enter-to-Win.html Here is link to the review we did... http://ablegamers.com/index.php/Peripheral-Reviews/Sandio-3D-O2-Gaming-Mouse.html Thanks... Mark Barlet AbleGamers.com