[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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