[games_access] GDC 2008: VERY Bad News

AudioGames.net richard at audiogames.net
Sat Dec 1 13:17:03 EST 2007


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... :)



----- Original Message -----
From: "John Bannick" <jbannick at 7128.com>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
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?




>>>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


>>>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



>>>>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.




>>>>games_access mailing list

>>>>games_access at igda.org





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