[games_access] First experience of Kinect

Michelle Hinn hinn at uiuc.edu
Fri Aug 20 16:13:50 EDT 2010


She is talking about our "top ten" list of how to make games more accessible -- it's the "low hanging fruit" but it's a way to get started and if all game companies did all of them then they would be in a better space to go further!

Michelle

On Aug 20, 2010, at 2:44 PM, Brannon Zahand wrote:


> Sandra, can you let me know what the IGDA GA-SIG List is that you refer to?

>

> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Sandra Uhling

> Sent: Thursday, August 19, 2010 2:15 PM

> To: IGDA GA-SIG Emailliste

> Subject: [games_access] First experience of Kinect

>

> Hello,

>

> here are my first experience with Kinect. Note I did not test it very well.

> I played only a little bit some beta version on the gamescom.

>

> I am very interested in Reviews with Silver Gamer and Kinect. I have the feeling

> that the gameplay will be easier to understand than Wii games, but the gamespeed

> is still too high. And maybe sometimes the graphics are still too complex and disturbing.

> A changeable gamespeed and alternative simpler graphics would be great.

> For exergaming the games are usually very good. So my focus was Game Accessibility.

>

>

> The central point is, that we have now a technology where there are lots of possible inputs.

> e.g.:

> · Use/Need left/right arm (can be critical: see dance central)

> · Use/Need both arms

> · Sometimes you have to stand

> · Sometimes people have to jump

> · You have to use upper and or lower body

> · Someties you can use your voice

> · Gamepad can be used as alternative?

>

> What is supported and what is required depends on the game and the developer.

> So the big question is: How can customer find out, what kind of input is needed to be able

> to play the game? I personally think that this question is very important to some customers.

> It would be great to have symbols on the cover: What kind of input is required to play the game

> and are there sometimes alternatives? But who is going to establish them?

>

> I am wondering if they did ignore the IGDA GA-SIG List or if they never received it. E.g. an alternative

> for input and output was one point I added to the list. But it looks like that there are usually no Alternatives.

>

>

> Kinect Sport:

> It looks like that it is possible to use left or right hand

>

> Dance Central:

> It offers a slow motion solution in training mode, when the gamer does not get the moves right.

> But I have the feeling that there is still a second slow motion needed. Also separate trainings for

> upper and lower body would be very useful.

> The key here, is the menu. It is the most difficult menu of the games I played. You have to use your

> right arm and it is very difficult. Also a person with good mobility needs some training for it.

>

>

> Ubisoft Games:

> I love the menu. You can use left or right arm. And it is very easy and intuitive to use. The person said

> that maybe the menu of the sport game can also be used with a gamepad. Does anyone have contact to Ubisoft?

> It looks like the people are little bit open for these special needs.

>

> Sonic Free Riders:

> I loooove this one. There is a swimming part where you can use your arms, but you do not need your arms.

> When the player does not move the arms, the figure is automatically moved forward. (But I do not know

> about the menu!) One open question is the jump, what happens when the person does not jump?

>

> The key point usually is the menu. Also when the gameplay does not require much, the gamer still has to use

> the menu to be able to play the game.

>

> Maybe a dancepad could also be a very interesting Alternative for use of the menu? Imagine someone

> who have no arms, he could play some games and control the menu with the dancepad. Or maybe the

> voice recognition could be used?

>

> Summary:

> The menu is the most important part.

> Changeable gamespeed would be great.

> More alternative inputs would be great.

> Symbols on the cover would be great.

> Selection of the “menu-arm” would be great.

> Easier menu would be great.

> The support of a gamepad would be great (also it maybe not fit the gameplay very well. It is more important

> to be able to play with other together)

>

> I see a very high potential for “Games for Health” games.

>

> Best regards,

> Sandra

>

>

>

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> games_access at igda.org

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