[games_access] Thinking about GDC 08's competition

Barrie Ellis barrie.ellis at oneswitch.org.uk
Fri Jun 8 04:48:22 EDT 2007


Like the Dogma idea... Restrictions do tend to encourage creativity, I 
belive that too. Why not make the game limits analogue stick/mouse only? 
Would work for head-tracker/white-board/touch screen/etc.etc. users too 
then.

Barrie





----- Original Message ----- 
From: "Eelke Folmer" <eelke.folmer at gmail.com>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Sent: Wednesday, June 06, 2007 12:10 AM
Subject: Re: [games_access] Thinking about GDC 08's competition


> Hi,
>
> I think we as the IGDA/GA SIG should consider organizing a small
> accessibility contest in the fall on gamedev or some other sites or
> our own and report the results in the experimental game play workshop
> of jonathan blow. (There were like 800 people attending that one this
> year). 20 minutes in workshop showing some accessible games that the
> contestants came up with can give us more exposure than organizing our
> own contest. Besides most of the "big" game designers like
> falstein/adams where already there this year and I don't see them
> wanting to do it again... unless you can book will wright I don't
> think people are eager to come see us.
>
> Especially from an effort/result point of view I see this as a much
> better and feasable option (There's plenty of indie game developers
> that want 2 minute exposure of their cool blind/deaf/physical disabled
> games) and we just report upon those in the workshop (basically
> showing 2 minute shots of each game).
>
> What do you think? they have the numbers, and accessibility is kind of
> a "experimental" gameplay. E.g. I'd like to compare it to the dogma
> movement in film (which basically puts severe restrictions on what you
> can show & how you make your movie (e.g. no special effects),
> essentially forcing game developers to be creative. Same with
> accessibility. Design a game that only uses 2 buttons and one analog
> stick (so robert can play it with his quad control) game developers
> really have to be creative to make up for the lack of having 20
> buttons less.
>
> Lets get in touch with jonathan blow and see if he's interested?
>
> Cheers Eelke
>
>
>
>
> On 5/31/07, d. michelle hinn <hinn at uiuc.edu> wrote:
>> Hey guys,
>>
>> So I'm working on next year's design challenge for GDC and I'm taking
>> the advise of the competitors from 07 into consideration:
>>
>> * Keep it to one hour
>> * No judges at all -- if judges have questions about why they felt
>> that way...I'll email you off-list
>> * Include accessibility "extra info" between the contestants or do it
>> all up front
>> * NO VIDEOS unless they are realllllllllly good and reallllllllllly
>> short (we left people in the dark with our video as fun as it was to
>> make it wasn't nearly as hilarious in real life) :)
>> * Keep things more serious without being boring
>> * Ax the "reality show" idea
>> * Cut down the number of contestants to 3
>>
>> So right now I'm talking to people who might be involved -- Raph
>> Koster (wrote "theory of fun") is interested in either being a
>> contestant or being "mini" presenter on the challenges of
>> accessibility and fun (those of you at GDC 07 probably remember that
>> we were up against him so maybe if we get everyone famous somehow
>> involved...hehe) and then Will Wright, Dave Perry and Keita Takahashi
>> who said they were interested for 08 -- I'm imagining all will not
>> say "yes." Raph is really interested in being involved in some
>> manner. I'd like for them to be involved during even the early stages
>> so that we can present a coherent show. So I'd to have the spirit of
>> being a publisher with many competing design studios and only one
>> will get the "go" in a "go/no go" audience vote (this was Noah's
>> suggestion). So the contestants would have "checking in" meetings
>> with us as they go (to prevent "non-game presentations...we had a
>> few") and such. And I'm imagining that all contestants would have
>> "accessibility mentors" assigned to them from the SIG to make things
>> even more challenging and fun for all of us and get us all involved.
>>
>> So this isn't THE proposal...I'm just still riffing on some ideas. So
>> YOUR opinion counts so please do give it! None of last year's
>> contestants said that we should drop the whole idea -- but instead
>> change it and do it in a way that seems much more put together.
>>
>> So let's go! Let's think about our cool street cred session that
>> might get people in the door for an hour and then get them to come to
>> the expo for more! Let's think about how we can have the coolest, yet
>> non-hospital inducing sessions to raise the roof!!!!
>>
>> Michelle
>> _______________________________________________
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>> games_access at igda.org
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>>
>
>
> -- 
> ----------------------------------------------------------------------------
> Eelke Folmer                           Assistant Professor
> Department of CS&E/171
> University of Nevada              Reno, Nevada 89557
> Game interaction design        www.helpyouplay.com
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