[games_access] GDC 2008: VERY Bad News

d. michelle hinn hinn at uiuc.edu
Sat Dec 1 13:29:04 EST 2007


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
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>>>>
>>>>
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>>>
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