[games_access] Blog: Top 3 Top 3 and IGDA GASIG AwardsCeremony2008
Thomas Westin
thomas at pininteractive.com
Sun Dec 2 09:03:54 EST 2007
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
>
>
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