[games_access] GDC 2008: VERY Bad News

John Bannick jbannick at 7128.com
Sat Dec 1 13:31:34 EST 2007


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

> >

> >

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