[games_access] Looking for feedback

Chad Philip Johnson chad at anacronist.com
Wed Apr 15 23:36:54 EDT 2015

Regarding the "disability angle", yes... that will always be there and
will continue to be effective.  I'm just thinking that we would be able
to get some developers on board sooner and bring greater visibility to
game accessibility if the case can be made that the core audience will
also benefit from these additional design considerations.  After all,
this works to increase the game's sales potential.

Including disabled gamers also boosts sales potential, but I'm inclined
to believe that in most cases it would be looked at as being higher risk
and with lower potential for rewards.

Chad Philip Johnson
Anacronist Software

> Date: 11 Apr 2015 17:13:08 -0700 From: Ian Hamilton <i_h at hotmail.com>
> To: IGDA Games Accessibility SIG Mailing List  <games_access at igda.org>
> Subject: Re: [games_access] Looking for feedback Message-ID:
> <BAY403-EAS1138ACCC5E3BF608848A00A91F80 at phx.gbl> Content-Type:
> text/plain; charset="utf-8"
> It's a mix, there's still loads of retrofitting that goes on, but as
> awareness increases situations like the attached tweet are becoming
> more common. I often see developers discussing or asking for advice on
> accessibility pretty early on, over colourblindess and remapping in
> particular.
> Another really powerful driver is when accessibility is introduced in
> development funding applications (e.g. Film Victoria), meaning
> applicants are required to at least think about it before they have
> properly started production.
> The disability angle generally seems to be a bigger driver than the
> improving experience angle, with developers who are interested just
> wanting to do the right thing and avoid unnecessarily excluding people.
> That it's also good game design seems more of a nice surprise rather
> than the reason for doing it.
> So for me at least it seems primarily about explaining the disability
> angle, then secondly supporting the disability angle by mentioning that
> it is good general design practice. As a reassurance against the 'it'll
> dilute my mechanic' misconception, and as a way of explaining that it
> isn't anything scary, through showing how much good stuff they're
> already inadvertently doing in their day to day work.
> Ian

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