[games_access] GDC 2008: VERY Bad News

Robert Florio arthit73 at cablespeed.com
Sat Dec 1 12:35:24 EST 2007


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 <arthit73 at cablespeed.com> 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:
<mailto:games_access-bounces at igda.org> 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 <thomas at pininteractive.com> 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:

<mailto:games_access-bounces at igda.org> 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 <reid at rbkdesign.com> 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

<https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6456>
&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 <mailto:games_access at igda.org>

> > http://seven.pairlist.net/mailman/listinfo/games_access

> >

> >

> _______________________________________________

> games_access mailing list

> games_access at igda.org

> http://seven.pairlist.net/mailman/listinfo/games_access

<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

<http://seven.pairlist.net/mailman/listinfo/games_access>

>

>

>

> _______________________________________________

> games_access mailing list

> games_access at igda.org <mailto:games_access at igda.org>

> http://seven.pairlist.net/mailman/listinfo/games_access

>

> _______________________________________________

> games_access mailing list

> games_access at igda.org

> http://seven.pairlist.net/mailman/listinfo/games_access

<http://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: <http://seven.pairlist.net/pipermail/games_access/attachments/20071201/263c9c2d/attachment-0001.htm>


More information about the games_access mailing list