Hello Chris, thanks for a well thought out and interesting post.  I agree
that the mail on this list was very discouraging today.

I see this problem from both sides, I buy accessible games myself and I also
work with one of the game developers doing tech support and sound
engineering and whatnot, although I am no programmer.  I don't know what
kind of programming you do or have done but it seems that you have a pretty
good idea as to what it takes to produce even these smaller games.  To get
the ones done that I have worked with it took us well over six months, I
don't remember exactly how long at the moment.  There are many problems in
producing a game like those that our sighted friends and family members
play, and sure I would like to see some of them be accessible.  I am
prepared to concede that as you say it is probably possible but the job is
simply too great for the type of companies we have working in this industry
now.  For starters you cannot use the standard game engines and development
tools that the sighted game developers use.  So you have to either write
your own or buy a license to use one and then hope it will do what you want
for the game you wish to produce.  Then you have to have the programmer or
programmers who are familiar with working with the engine and/or other
development tools to actually code the game levels.  You doubtless know more
about that part than I do.  You also need a content writer to develop the
story line of the game and make it all go together and make sense.  There
are many other things besides these, and I am probably rehashing some things
for you here but I mainly wish for others on the list to have some idea of
what goes on in these mainstream titles and at least some of what an
accessible game developer would have to do to accomplish the same or similar
things.  As you said it is obviously not realistic to expect the small
companies we have now to attempt this sort of thing, they simply do not have
the resources to buy the software we would have to buy and pay the people we
would have to pay and if we did then the community would wind up with a game
that cost say 300 bucks a copy.  It is important to remember that these
mainstream companies have staffs of people numbering in the dozens or maybe
even the hundreds that all they do is design and write games, that is why
they can produce games of the complexity that they do, but they sell copies
numbering in the millions so they can afford to pay these folks good money
to do this work.

So what is the solution.  Well I have to say I have no idea.  Some folks
have talked about contacting the mainstream developers about making their
games accessible and I agree this could be done very easily from a technical
standpoint and on the surface it sounds like a good idea.  While I have no
direct knowledge of it myself I have heard from several folks who have tried
to contact some of these companies, e.g. Sony, Nintendo, etc. and they have
absolutely no interest whatsoever in doing this.  They see no benefit to
them to make the effort.  I can't say as I blame them, knowing as I do the
relatively small number of accessible games that are sold.

Now to your other point.  My "real" job is as an access technology
instructor.  In this capacity I work with the kind of people you are talking
about, many of whom lose their sight later in life.  While many of these are
senior citizens in their 70's or 80's and most have no interest in computer
games of any sort, I still emphasize to my students that they can still play
computer games if they wish to.  There is indeed some interest both in the
older people I have mentioned and in the younger ones who have perhaps
played video or computer games before losing their vision, and I agree this
is an untapped market although I am not sure how big it would actually be.

I'll conclude by simply stating that as a consumer I agree that we need to
hold the developers to a high but realistic standard, that is we expect them
to be honest and professional with us, I would expect no less from any
company I deal with and give money to but by the same token as someone who
works in the game development industry, I feel that we as a community need
to realize that what they are doing they are doing for precious little
financial return, and just because we've paid them their 35 or 40 bucks or
whatever for a game it doesn't mean we own them for the rest of our
existence.

Best regards,

Tom


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-----Original Message-----
From: [email protected] [mailto:[EMAIL PROTECTED] On
Behalf Of Christopher Bartlett
Sent: Monday, February 20, 2006 2:06 PM
To: Blind Gamers Group
Subject: audyssey: Special standards for accessible game developers?


Ok, here are the ground rules of this discussion.  I do not want to inspire 
anyone to flame anyone, or bring up old disputes.  My mail reading this 
morning was deeply discouraging in this group.  Bravo to our mods for their 
patience.

I do want to pose a question and write a few thoughts about it that have 
been occasioned by conversations over the years I've been a member of this 
list.

There seems to be a split among list members and blind gamers in general 
about what standards to hold game developers to in terms both of 
professionalism and quality of product.  The extreme ends of the spectrum 
are those who believe that anyone who develops accessible games ought to be 
praised for the act of doing so and not held to very high standards, and 
those who believe that they are professionals who should be held to the 
same standards that a sighted gamer holds a mainstream developer to.  Since 
I'm posing the question, I'll ramble on a bit; it's only fair.

I think there are some deep social implications to how a blind person feels 
about the developers of blind games.  (They are probably extensible to the 
realm of developers of access technologies in general, but for the sake of 
being on topic, I'll stick to games.)  Let's face it, whether you are a 
cheer leader or a whiner (or that vast collection of people in between,) 
being blind is a pain in the butt sometimes, and there is a natural 
tendency to be grateful to anyone who makes that life easier, more fun or 
in any way, devotes time and effort to improving our quality of life.

On the one hand, this is right and proper.  Developing access technology 
isn't ever going to make anyone wealthy, and developing accessible games is 
even less likely to lead to early retirement.  I've worked as a programmer, 
and for those who haven't, even if you enjoy problem-solving as I do, the 
niggling details are a major pain.  For every hour of creative fun, there 
are hours and hours of detail work that would try the patience of a 
saint.  So, those who do this work must have a reason beyond the desire for 
filthy lucre to do it, and we should acknowledge that desire for what it is.

On the other hand, there is a danger in dwelling too much on gratitude as a 
response to the sometimes lackluster results of these laudable goals.  How 
many of us have run into the attitude that we only exist on the charity 
and/or sufferance of kind souls who look after us.  Now, I don't know about 
the rest of you, but I work my tail off to support a family of five, with 
my wife in school and a ten-month-old baby, and don't need anyone's pity, 
charity or anything else, though a helping hand offered in the spirit of 
empowerment is surely appreciated.

I wonder sometimes if we don't play into the charity trap by our unthinking 
gratitude for any efforts tossed our way, no matter how ill-thought-out 
they may be.  (I'm pausing to remind people I'm not thinking of anyone in 
particular here only because I know this lists' unfortunate propensity to 
read things in where they aren't intended.)  I think there is something to 
be gained in requiring those who would engage in developing access 
technology, and in particular accessible games to do so in that spirit of 
empowerment, and with a degree of professionalism that we perhaps have not 
done before.  This can be done with great respect, and requires very 
proactive feedback between developers and their consumers.  It requires 
consumers to expect more from their developers then another rehash of a 
1970's video game.  It requires developers to invest time in marketing 
their products to the large number of blind people who don't participate on 
this or the the GMA list.

As a side note, the number of blind people is increasing quite a bit in 
this country, and probably world wide as medical advances allow more people 
to live long enough for their eyes to go all wonky on them.  And many of 
these people aren't the people mired in the blindness system that have 
formed the base for the gaming industry thus far, but professionals who 
have lost their sight later in life, have financial security, but are 
unaware of the opportunity to continue pastimes they may have had during 
the visually-enabled part of their lives.  Where is the marketing effort to 
these consumers who could fund the development of bigger, better games?

I think the era of the one-developer shop has had its day.  Let me pause to 
acknowledge the importance of what these pioneers have achieved.  They 
proved that games, even fairly sophisticated games, such as those produced 
by GMA and others were possible.  They made it clear that there is a 
constituency for their products.

But it's time to acknowledge the reality that the one-developer shop can't 
possibly produce a product in a timely fashion that can rival in complexity 
the hundreds of titles available to the sighted gamer.  It's not that the 
technology doesn't exist, or that research into the methods of translating 
complex visual feedback into a form we can use doesn't exist.  It's just a 
cold hard fact that you can't make a living writing a game of that 
complexity for a market that numbers in the hundreds of buyers.  (To the 
developers, is that an accurate estimate?)  The prospect of taking on such 
a huge project is understandably daunting for any one individual, witness 
the numerous brave announcements of startups we've seen that have been 
followed up by an announcement that something is being scaled back or 
scrapped due to lack of resources.  (And I mean no disrespect to anyone by 
pointing that out; of course it's difficult, and if you have people to 
support and can only do this in your spare time, then my God, you have my 
respect for even attempting it.)

My point, and yes, I'm getting to it, is that the business model just 
doesn't work.  I will buy anything GMA produces because I have brand 
loyalty to them, and my personal dealings with David Greenwood have always 
been courteous, professional and honorable.  But I'm not going to fool 
myself into believing that GMA is ever going to produce a title comparable 
in complexity to the games I could buy from Game Stop were I a sighted 
player.  He's done remarkably well with the limited tools and time at his 
disposal, as have other developers.  (I single GMA out because it's the 
company I've had the most dealings with.)

It's time to take the next step.  Some visionary, pardon the pun, is going 
to have to figure out how to do business in an entirely new way, or at 
least adapt the successful model of the EA Games, Lucas Arts type of 
company.  Someone is going to have to figure out how to market our games to 
that much broader segment of the blind population who has never heard of 
Lone Wolf or Monkey Business.  Someone is going to actually have to recruit 
a professional staff, find capital, find a marketing channel and produce a 
professional-quality (and I mean professional by the larger industry 
standard) game, to show that it can be done, that it can be sold and at a 
price that is competitive with mainstream game titles.

My challenge to this community is to brainstorm on how that might be done, 
to inspire those who have the talent and the will to make such a thing 
happen.  It begins with us who care.  It begins by abandoning negativity, 
by learning from past phenomena but not being mired in them.  It begins by 
someone determining that the thing shall be done.

So, I would be interested in hearing what others, developers and consumers 
alike have to say about this admittedly long and potentially controversial 
posting.  (Ron, if you think this is suitable, you can publish it in the 
next Audyssey.)

        Chris Bartlett




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