[games_access] appealing to developers

Barrie Ellis barrie.ellis at oneswitch.org.uk
Wed Sep 12 16:39:44 EDT 2007

So pleased that you discovered the Quasimoto controller, Jason. It's great
when people find a way to play that really suits them. I do find it amazing
though how few modern games allow you to redefine game controls. It's so
pig-headed of developers...


----- Original Message -----
From: "Jason Price" <no1cwbyfan at cox.net>
To: "'IGDA Games Accessibility SIG Mailing List'" <games_access at igda.org>
Sent: Saturday, June 03, 2006 9:26 PM
Subject: RE: [games_access] appealing to developers

> Hello,


> Let me first introduced myself. My name is Jason Price, 32-year-old

> lifelong gamer and lifelong person with a disability.


> I have severe cerebral palsy (spastic triplegia to be specific). This

> keeps

> me from walking and also having normal dexterity in my left hand. I'm a

> console gamer through and through, dating back to Atari. My left hand is

> not able to hold a standard controller but I have always been able to get

> by

> using laptop arcade/fighting sticks. This all changed in early 2001 when

> all games began to utilize dual analog sticks as the preferred method for

> character manipulation.


> I was immediately excluded from gaming because there are essentially no

> arcade sticks available featuring two analog sticks and the buttons that

> are

> accessed by pressing the analog sticks. Enough of my rant, there has got

> to

> be an answer. It is very likely that we will find the answer by appealing

> to both the moral fibers as well as the bottom line for game developers.


> They must realize that there is a huge untapped market out there. Gamers

> like myself play games not only to escape life with a disability, but also

> to engage our competitive nature. For example I'm never going to play in

> the NFL or NBA but through gaming I have in the past been able to

> experience

> sports on some level. Anyway, I hope I'm able positively contribute to

> this

> group and I thank you for your time.


> Jason Price


> -----Original Message-----

> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]

> On Behalf Of Reid Kimball

> Sent: Saturday, June 03, 2006 1:24 PM

> To: IGDA Games Accessibility SIG Mailing List

> Subject: Re: [games_access] Complaint regarding Florian Eckhardt


> Thanks Kelly for your reply. I too felt motivated after I read

> comments from people who didn't think games should be closed

> captioned. People telling me I can't do something tends to be a

> motivator for me.


> I also agree that at this time our best option is to appeal to the

> emotional side of developers if we are going to win their support for

> accessible gaming. Most developers love gaming and want to share their

> passion with the rest of the world. Why leave out those that are

> disabled?


> A company could also generate a lot of customer loyalty if they make

> it known they support accessible gaming. A customer who isn't disabled

> may be supportive of the idea and therefore support the company's

> efforts by being a loyal customer.


> -Reid


> On 6/3/06, K <k at kellyrued.net> wrote:

>> >yikes. You know...why shouldn't we include some

>> >of these remarks in our talks?


>> >From a dev perspective, I think those remarks are motivational- to help

>> developers view the issue as one of corporate citizenship and morality.

> That

>> is why I am interested in accessible gaming- because it's the right thing

> to

>> do, not because I really think it is an ENORMOUS market for my PARTICULAR

>> product. Our sales won't quadruple from designing accessibility features,

>> and while the more popular games (like a Doom title) would likely see a

>> measurable rise in sales (just because so many disabled gamers would want

> a

>> hit game, just by definition of what makes a hit game popular to gamers

>> without gameplay-impacting disabilities). But for most games, the

> commercial

>> benefits are a little more dubious/slippery to try to calculate.


>> By appealing to developer morality in addition to the bottom line

> benefits,

>> you will be sending a message that I think will help motivate people who

> are

>> otherwise skeptical about the financial benefits of accessibility

> features.

>> If you tell me I can invest in feature x and sell to another 100 players,

>> I'd have to consider, overall, how that really does or doesn't impact us

> and

>> if it's worth it business-wise. But as I mentioned, I didn't have to stop

>> and consider ANYTHING when I first became aware of the accessibility

> issues

>> with games because helping people appeals to my basic morals. It's a very

>> easy way to pitch it in that sense. Who wouldn't read those comments and

>> want to put in accessibility features just to counter that unfortunate

>> element in society?


>> -Kelly


>> PS


>> I am the indie dev who posted previously about how we can make our games

>> more accessible. We will have a free trial of the education game this

> coming

>> week for anyone who might want to play and give me feedback about what

>> was

>> not accessibility friendly enough (it is a point-and-click interface

>> throughout, with very minimal keyboard entry for registration and

>> entering

>> optional player names (you can accept the defaults) so it would require

> any

>> player to have a mouse or pointing device). I also have free review

>> copies

>> now (full non-trial versions) for anyone who is interested and able to

>> provide accessibility feedback or a game review on their site linked to

> our

>> site. The product is an educational game for parents to play with teens,

>> called The Sex Ed Game. More info at www.isergames.com


>> _______________________________________________

>> games_access mailing list

>> games_access at igda.org

>> http://seven.pairlist.net/mailman/listinfo/games_access


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