[games_access] Personas, etc. but what is really needed...
d. michelle hinn
hinn at uiuc.edu
Fri May 25 13:25:50 EDT 2007
Thanks for your great advise, Ben, as usual!
Just a quick reply to say that there are a few of us working on these
developer tools but it's too early to say too much now because
funding details are still being worked out. I agree -- at the end of
the day, having proof of concept and tools that can be used are key.
That much I've found out from this month posting on Terra Nova -- no
one wants to take our ideas and integrate them in -- they want us to
do it for them. Unfortunately..."us" is a very small overworked group.
Now...what is really needed is more programmers here...we need the
"pre-interns" here to help work on their resumes...because we have a
LOT of projects they could work on. :)
Michelle
>The personas idea sounds pretty cool and I agree it would help.
>
>One of the things that I think would get developers moving a bit
>more and really possibly improve progress and pressure on developers
>is if there was a universal SDK and set of standard libraries that
>could be linked in to any game where the result of XX programmer
>weeks would result in a game that has far more accessibility.
>Perhaps everything can't be solved this way but until there is a
>standardized SDK to some extent you won't get as far.
>
>Once there is an open source standard SDK that is updated and worked
>on (hopefully with aide by professional developers and perhaps with
>funding too) and perhaps aided by university research in an
>organized fashion then it becomes a matter of brow beating
>publishers to do the work to integrate it just like every other SDK
>past/present/future works. It becomes a semi-singular response -
>this games supports the SDK this game does not.
>
>Also it would seem if you could create standard icons for
>accessibility like we see from GameSpy, ESRB, PC-CDROM, EAX, XBOX
>LIVE!, etc. that showcases in a second such compatibility that would
>help as well. Perhaps a standard logo that would provide some
>quick response to users about its compatibility with the SDK or
>various specific standardize accessibility issues. What you might
>not know e.g. is that the EMA (entertainment merchants association)
>controls the standard PC-CDROM logo and that they license its use to
>the publishers in return I think for nominal fees or at the least I
>think it was 3 copies each of all games (which they then donate).
>
>If you followed this idea in the long-term what you could do is A)
>develop/galavenize the development of the SDK(s)/Librarie(s) and
>then a standard logo of compliance with the SDK. No publisher could
>use the logo without making a per-sku (not title) payment to the
>non-profit that controlled the trademark (you could even write it
>into the EULA of the open-source license probably) and the cost
>would be low like $50-$100 per sku. EA put out probably 500-1000
>worldwide skus last year across all formats.
>
>If you want to make progress in games you need to do it in software.
>It's like getting press - the easier you make the other persons job
>the more attention you will get. You need to create an ecosystem of
>code not just an ecosystem of pressure because at the end of the day
>linking in an API is a process most publishers and development
>studios can deal with but writing new code from scratch doesn't
>work. Going to several different sites to cobble together existing
>code doesn't work. Etc.
>
>If you had a one-stop code repository and GOOD docs then what
>happens if the accompanying pressure/customer service comes into
>play is you will probably see 3-4 things happen:
>
>1. You will be able to boil down average strong compliance to an
>average cost per title to link in the SDK as opposed to an amorphous
>cost it would be fairly standard and trackable. When you have that
>you can create awareness that EA and others are ignoring a trivial
>cost and QA process.
>
>2. You will be able to argue that the console companies could
>integrate the SDK into their own libraries and middleware and (cross
>fingers) their QA process.
>
>3. You will see studios/publishers assign junior / intern
>programmers to the SDK as a project. With an API, docs, standard
>process it's a great "here kid do this!" project. There is little
>supervision and worry about virgin code. As a manager you have to
>hope a new programmer is at least good enough to integrate in a
>standard API or they're worthless.
>
>4. You will see programmers inside companies who are trying to win
>the right to integrate these features do so more frequently because
>it will be a standardized process. The industry is beginning to
>standardize development practices more and with an SDK you can get
>into that pipeline better.
>
>5. You will see more industry support for the SDK itself and in
>general I think far better compliance.
>
>I'm not the expert - perhaps such code exists but I googled for it
>and didn't see anything right away. It would seem you could
>standardize some libraries for color blindness, one switch
>controller, head mounted mice, closed captioning, etc. If you at
>least outlined what an spec for it would be then a place like
>Carnegie Melon, USC, and other universities could be asked to assign
>students to develop the initial codebase.
>
>If you want a campaign to work write code. That is the single
>biggest impediment. With it then the excuses or non-attention by
>developers will be much harder for them to pull. If you're going to
>apply a hammer you need the anvil.
>
>- Ben
>
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