IGDA Game Accessibility Special Interest Group

Game Accessibility Information Symbol



Game Accessibility Information Symbol

The symbol above is a public domain method of marking any computer product (game, controller, utility, console and so on), as having easy to reach accessibility information.

This can support potential end-users of a gaming product decide if it might suit their own personal abilities. It will hopefully also support developers to better promote the accessibility of their own gaming ware.

A simple example of this would be for an indie game developer to  include the symbol on their game's home-page, alongside a short hyper-link pointing to a game review that includes a break down of game accessibility.

See the "Game Accessibility Information Symbol" web-page to learn more, and to down-load the image pack.

Labels: ,

Remapping Controls





Remappable/reconfigurable controls has been one of the more successful calls for game accessibility in recent times, helped by the likes of Chuck Bittner and other advocates (examples: 1, 2, 3). There's such a broad range of people using idiosyncratic ways of playing, often with non-standard controllers, that you'd think the vast majority of game designers would keep this in mind.

So does that mean that most games now have the facility to set-up controls to suit your own playing style? No. Not yet, not even for simple left-hand play modes. In general, things are good on PCs, and bad on consoles. Meanwhile, there's a few things that can help:

There are a very small number of off the shelf Joypads that allow you to remap buttons, such as the Thrustmaster 3 in 1.

Some gaming devices allow you to move interchangable control pod clusters such as MadCatz MLG Pro Circuit controllers, eDimensional's Access Controller and the hard to find Radica Phoenix Revolution controller.

Switch interfaces allow for controls to placed within easier reach, in a highly versatile but often quite expensive way.

Some controller adapters, such as the Max Shooter allow a keyboard to be used to control game functions, and to be configured as needed.

Re-mapping modules from the likes of Chinese boffins, XCM, enable PS3 or Xbox 360 reconfiguration (to a degree). See a short review and video over at SpecialEffect's GameBase of XCM's Xbox Remapper and PS3 Cross Battle Adapter.

So does all of this weaken the call for reconfigurable controls in games? No, not at all. Being able to auto-load and auto-save favourite profiles within games adds comfort and convenience for all. For many, it's the difference between a playable and unplayable game. Seems like a small thing to ask to me.

Labels:

Game Accessibility Symbols



Three different symbols, in three different styles representing game accessibility. The first is of the Universal Symbol of Accessibility (the wheelchair user) with a joystick playing a variant of Space Invaders. The second is of Pac-Man in a wheelchair munching some dots. The third is of a hybrid large basic joypad merging into a wheelchair user.

In their on-going work to form a solid game accessibility ratings system, SpecialEffect are looking for a symbol to represent Game Accessibility. They're asking for people's thoughts on the above. Which grabs you?

Labels:

Article 31: The Right To Play



Photo from AbleGames of a young lad playing a one-switch game amongst friends and family.

"The right to play is enshrined in Article 31 of the UN Convention on the Rights of the Child, ratified by the UK government in 1991, and most around the world (not the USA though). The government has a duty under this convention to protect and promote play opportunities for all children and young people."


See also: International Play Association; Children's Right To Play; Play England.

Labels:

Game Accessibility Campaigner: Gareth Garratt



Gareth and Mum, Jacqueline Garratt, in front of his game controller, a Toshiba Mouse on raised box to bring it to a comfortable chin level.


Gareth Garratt has achieved something fantastic. He's one of a growing number of disabled gamers who have petitioned for greater access in a game, and then been promised it by the developer.

Facing the familiar problem of being unable to reconfigure the game controls on his latest purchase, EA's Dead Space 2, he posted his frustrations on the  OverClockers Forums.

This in turn led to people spreading his message further, a huge boost to Chuck Bittner's Custom Remapping Petition, and eventually straight to the developers of Dead Space 2 themselves. They ended up posting the following:

"Hi Gareth, I'm a developer from Visceral Games Australia, the studio responsible for the PC port of Dead Space 2. Sorry to hear about your issue - I've spoken with a few key people here and we'll do our best to include a fix for it in the next patch. In the mean time, please PM me. Cheers! Michael."

Then, in a message to Joystiq, Dead Space 2 executive producer Steve Papoutsis went one further.

"The Dead Space 2 team is aware of the issue that disabled players are having with Dead Space 2 PC. In fact a number of folks on our team are so passionate about getting this fix done that they are currently working hard to allow players to re-map key bindings to the mouse which should help disabled players enjoy the game.

"I'd like to say I'm very proud of the people on the Dead Space 2 team for coming in today and jumping on the fix first thing. Working with such a talented and compassionate group of people is incredible and makes me proud to be a part of the Dead Space 2 team, Visceral Games, and Electronic Arts.

"In addition to the key binding fix the patch will include other fixes for PC players. Thank you for taking up the cause for our disabled players and letting us know about this problem. Once the patch is fully tested we will announce a release date."

Let's hope EA will be encouraging all their teams to add reconfigurable control options in the future.

Links to: PC GamerEuroGamer and others - via Gavin Philips, Mick Donegan and Lynsey Graeme on the IGDA GASIG mailing list.

Labels:

Angry Birds: Suggestions for Accessibility Standards



Image of Angry Birds, iOS game, where you sling shot a bird back to crash into pigs protected by flimsy structures.

Kwasi Mensa posted an interesting breakdown of some of the accessibility features of Angry Birds and a wish for standards to read up from. He also explained how difficult it has been to track down a clean set of accessibility standards for games. Perhaps the best we have so far can be found linked from this post on design tips. More will follow...

Labels:

Xbox 360 Kinect Accessibility Round Table: Some Questions and Answers



Image of Microsoft's slim-black Xbox 360 with Kinect, flanked by symbols for a game controller and the universal symbol of accessibility.
On the 2nd of September Microsoft drew together some of the biggest advocates of accessible gaming to a round table event on Kinect, the Xbox 360 and accessibility. These included members of the IGDA's GASIG (us!!).

Amongst those who couldn't make it were SpecialEffect and OneSwitch.org.uk. Instead, they put their heads together to pose some thoughts and questions to Microsoft for the day in their place. These are now shared over at the Accessible GameBase, alongside Microsoft's answers. Things could be looking bright for the near future.

Labels: ,

Accessible Gaming at EuroGamer Expo 2010



High up photo of the EuroGamer Expo hall in 2009, full of people and games machines. The text reads 'EuroGamer Expo 2010, partnered with HMV. Links with the attendance of the Accessible GameBase.

Accessible Gaming will be making a showing at the public EuroGamer Expo 2010 in London's Earls Court thanks to the fantastic Accessible GameBase.

If you'd like a sneak preview of the accessible gear that will be on show between Friday the 1st and Sunday the 3rd of October, just click the large picture above.

Labels: ,

PlayGamer Magazine featuring Accessible GameBase



Image of PlayGamer issue 15 for PS3. Featuring an article on gaming charities including SpecialEffect's Accessible GameBase.
Image of Bill Donegan looking around from an accessible gaming set-up that includes a One Hand Controller, head-tracker, eye-tracker and large yellow domed switch. Fantastic to see Bill Donegan, the guy behind the bulk of content on the Accessible GameBase, recognised in the gaming press. PlayGamer magazine have published a four page spread on gaming charities in issue 15 which is still in UK shops now.

Column inches are shared between the SpecialEffect Accessible GameBase, GamesAid and CODE. Of course, accessible gaming is not purely something for charities to tackle alone. In my view, it's simply the right thing for developers to be taking into account from day one. But until that day...

Labels:

Reconfigurable Controls



Image of Gran Turismo 5 Prologue's initial controller reconfiguration screen. Offering control over Vibration and both player 1 and player 2 joypad set-ups. Nice!
Image of Gran Turismo 5 Prologue's main controller reconfiguration screen. Everything looks like it can be remapped pretty much where ever you want it. Very nice!
So few games offer reconfigurable controls, which is bonkers when you consider: 1. How many alternative controllers can be attached to modern games consoles. 2. How many different people there are in the world who may like to use a different set-up (small hands, left-handed, limited use of hands, those using one-handed controllers, etc.).

Really good to see on the Accessible GameBase that Gran Turismo 5 Prologue has a pretty versatile set-up system. Even better would be a latching accelerator and auto-braking, but even so, great work Polyphony! More please everyone else!!

Labels: , ,

Nathan Fouts says...



Image of American actor, Wilford Brimley, a gruff looking man in his late 50's stating 'Offer Game Accessibility Options. It's the right thing to do.' whilst pointing.Nathan Fouts, author of Shoot 1UP, has blogged a list of excellent Accessibility Option Ideas. As the author of the game with the most accessibility features ever seen in a games console game, he's worth taking seriously. Really looking forward to his next game now, Grapple Buggy.

Labels: ,

"Are Wii Being Ignored?"



Image of a man in a wheelchair, gesticulating to a woman as to an inaccessible stair-case in a mock-up video game.BBC Ouch! technology correspondant, Adrian Higgin-botham, has written a harsh but fair appraisal of the state of accessible gaming. In short, AAA 21st century video games don't have much in the way of accessibility features. And those rare games that are highly accessible, tend not to have the budget, depth or production values of AAA titles. Come on the mainstream, you are slacking!

Image via: David G on the Ouch! Forums

Labels: ,

TIG Duels



Image of a fencing duel between a Panda and a Guinea Pig from the one-switch Fencing game, TIG Duels. "Your Mother, taught you well!" vs. "You were never much of any thing!", the goading is a huge part of the fun in Tig Duels: For Extraordinary Gentlemen and Such Etc.

It's a really well balanced, thought-out, barmy fencing game for two one-switch players. Choose your control, choose your head, then duel. If that wasn't all good enough, you can also challenge people on-line by slapping their faces with a glove.

Can you think of any reason why all modern day fighting games could not have a one-button / one-switch game mode now?

Reviewed over at the Accessible GameBase with short video.

Labels: , ,

Gaming on a Collision Course



Image of an old Atari VCS with an old TV, with the inset picture taken from Aphex Twin's Come To Daddy, of an old lady bracing herself from the onslaught of a shouting alien. 7-128.com and AbleGamers.org have jointly published a paper entitled "Gaming on a Collision Course". It's all about the financial importance of game designers taking into account an ageing gaming population. It even includes a forward from the pioneer of home video games, Ralph H. Baer (aged 88). All good stuff, and more weight to the cause.

Labels:

Call for Reconfigurable Controls for All



Image of a Phoenix Revolution controller by Radica. Out of production controller that allowed you to swap game pods such as the thumb-sticks, D-pads and face buttons.Chuck Bittner, a quadriplegic gamer, has started an on-line petition calling for reconfigurable controls for all games. In an ideal world, such a thing would be built into the fundamental design of all game consoles. Until then, game designers are wittingly or unwittingly disabling many players for want of such a simple feature.

Reconfigurable controls are something that the Accessible Gaming community at large has been calling for over many years (see this other IGDA GASIG Blog post). It's great to see this finally getting some very broad support. When you think about the huge range of ways that people may need to play, it seems crazy that this isn't a standard in mainstream games.

Link via: Hack a Day and Kotaku

Labels:

Show and Yell



Image of a rat holding a radar listening device in front of a red spiral. Intended to represent previously anti-accessibility game developers starting to prick up their ears. No offence re. the rat - just liked the Banksy picture.I had a really enjoyable evening on Friday at the "Show and Yell" event run by Pixel-Lab. In a packed room, various indie game developers spoke of their passions in gaming and talked about their latest work.

Absolute highlight of the evening for me was when Rob Fearon took to the mic'. He spoke with a soft voice and powerful words. He asked those who gave thought to accessibility in their games to raise their hands. About five hands were proudly raised including my own.

To inspire the majority with their hands down into future action, Rob explained how each of the accessibility features in his game Squid Harder took about ten minutes to add. These include subtitles, consideration for colour-blind players and a one-switch facility.

Robert concluded by pressing home that adding accessibility options does not break a game, nor ruin the experience. As a player, if you don't want to use the features, no one is forcing you to, but don't deny them from those who need them. Simple really? Thank you, Rob for having the courage to stand up for what is right in our world of video gaming. I feel like this message is slowly getting though. One day EA, Sony, Microsoft, Nintendo and the likes will hear it and act on it consistantly.

Labels:

Entitlement



Image of a small figure on a hill against a desolate landscape crying 'it's all about me!'. Robert Fearon of Mersey Remakes and mind behind the hardcore/opencore arena shoot-em-up "Squid Yes! Octopus Not So!" trilogy has Entitlement Issues. Us too. Please. Read on...

Labels:

The Importance of Customisable Controls



Image of a reconfiguration screen for changing game play controls on a Microsoft Sidewinder Joypad.
"While it’s always beneficial when games support the four standard thumbstick configurations (Default, Southpaw [left handed], Legacy* and Legacy-Southpaw, it’s also imperative to remember that full controller customization is a necessity for some.

In fact, the implementation of completely customizable controls as a standard for console games would be helpful for many. The benefits of this would not be limited to those who prefer using the alternate styles cited above - customizable controls would be valuable for all players, including those that use the Default layout, and especially for individuals who suffer from disabilities and physical impairments. "

Taken from Alt-Controls.com. Read the rest here. From the IGDA GASIG perspective, reconfigurable controls come very high on our wish list for almost all game types.

*A Legacy control scheme relates to the "old way" of controlling first and thirdperson shooters, as it's the closest layout to what was offered in GoldenEye007 for the N64. Legacy controls are as follows: Left Stick: Move forward/backwards, turn/look left or right Right Stick: Strafe/side-step left or right, look up or down. Many thanks to Mike of Alt-Controls.com for clearing that up for me.

Labels:

Reconfiguring Controls without Barriers



Image of The Near Future Lab's Playstation ControllerThis looks promising. The Near Future Laboratory created a way to control a Playstation via Ardunio circuitry. Does this mean that a PC could be used to control a Playstation? I've long hoped for something like Sensory Software's "The Grid 2" running on a PC/Mac having the ability to support disabled people to play games console games.

I like the idea of being able to connect and mix up what ever methods of control you need, then having software assist you with controls you struggle with, to play games on any modern games console. And why stop there? Why not anything you can interface with in a wireless manner.

Game developers in the main seem to remain ignorant as to the importance of offering a way for gamers to reconfigure their controls. Annoying. This sort of thing could offer a real solution for many.

Labels:

"Our Survey Says..."



"Many people profess that they wish to could have a say in the making and designing of video games. Yet rarely is the game industry interested in hearing from folks with disabilities. Instead, games are created by people who are not disabled and have no idea what the true needs of disabled gamers are. How would you like to be one of the people who actually have a say in how games are developed?"

See AbleGamers for the full run down or jump straight into the related disabled gamers survey.

Labels:




XML