Hi,

*quote*
What I'd really like, is a clearer
definition of 'accessibility,' which I know is being done. I mean, must
the game then be accessible to other disabilities, like deaf players, or
players with other dissabilities?
*quote end*

Yes, 'accessibility' includes other disabilities as well.

*quote*
 ... what I wonder is whether their would actually be a blind person who'd
actually sue just because he/she can't play a game.
*quote end*

Yes, sueing is not easy, at least not in Holland (where I live). Although it
is not very likely just one person will start a lawsuit, I can imagine it is
much easier when a person together with the backing of an organisation such
as the RNIB or a group of blind gamers will start a lawsuit.

*quote*
 I think some sighted people might get the feeling that, because a game has
to be made accessible for the blind, they'd somehow think that their
standard of game play would be lowered, i.e, blind people can't play
difficult or challenging games, or that some of the challenge of the game
has been taken away because it had to be modified for blind people.
*quote end*

There are several approaches to design "a game for the blind", for instance
designing original audio games, making an accessible version of a mainstream
game or designing a mainstream game with accessibility features that can be
turned on and off (also see:
http://www.game-accessibility.com/index.php?pagefile=visual). Of course,
there are other possibilities as well.

The 'equality in accessible games' is actually a problem the field of game
accessibility has long been facing. This also has to do with what one
considers to be the definition of the term "game accessibility". Does it
mean that everyone should be able to control every part of the game (even
though the experience might be very different then), or that the experience
is equal among players with different abilities (even though the players
aren't really playing the exact same game anymore), or both, or... ?
For a long time I was of the opinion that, when taking *every* disability
into account, it was probably better to make specific games for specific
gamers with disabilities. Because the spectrum of disabilities is incredibly
huge and varied, I was of the opinion it was impossible to make a single
game for this whole group. Think for instance of a game like chess. UA Chess
(http://www.ics.forth.gr/hci/ua-games/ua-chess/) was designed so that it is
accessible for people with a motoric, hearing and visual disability. But
still, this game cannot be played by people with severe learning
disabilities, simply because the game mechanics are too difficult for
someone who has the mental abilities of a 3 year old.

However, the more I got into the subject and after talking with other people
about their ideas (including the developers of UA Chess), I too have become
more convinced that it might be possible to make games that are accessible
for everyone. Although chess cannot be played by someone with a severe
learning disability, it is equally unlikely that a person with a severe
learning disability will ever want to play chess. I'm currently doing a
project for blind people who also have severe learning disabilities so I
ground this on my own experiences. Likewise, a person interested in playing
chess, probably has the mental capabilities to play chess. Maybe on a very
low level, maybe just with 8 pawns and a queen and no other pieces, maybe ?,
but still.

UA Chess and UA Invaders have been developed with the thought of Universal
Accessibility in mind, meaning "access for all" in short. The game is made
accessible using parameter, which basically define what type of game is
played. So UA Invaders is not only accessible for people with a visual
disability using the "blind parameter"- settings, but also for a person with
a physical disability using the "one switch parameter"-settings.  What is
very interesting about this approach, is that it is possible to customize a
game for each person individually. So if a person is blind and also can only
move one arm, he can still play the game, using both the "blind parameter
and one switch parameter"-settings. This way every player has his or her own
"game universe". The engine, narrative, character design, etc. of the game
remains the same for all players, whereas the actual interface and behaviour
of the game is individually tuned. An concept built upon this idea is the
concept of "parallel game universes" - meaning that when two players with
different abilities play together, the game universes merge together.
Although two people can experience each others universe at the same time
they experience theirs, they can only perform in their own universe.

So: does this mean people play the exact same game? No. Is the experience
the same? No.

But: do people play equally based upon their abilities? Maybe - if the
complete game and its parameters are designed well? And do the players have
an equal experience? Maybe... do mainstream gamers all have an equal
experience? So is this the ultimate solution? I don't know because this idea
was only presented several weeks ago and I'd like to see some test results.
However, I do think this idea has great potential, and it is also in line
with the field of game accessibility and how most of us at the GA-SIG /
GA.com approach the subject: no so much focusing on making every game
accessible for everyone, but on making every game *more* accessible for
*more* - using features such as closed captions, auto-target options, slow
options, etc.

*quote*
I'm walking with a friend, and this student comes up and starts asking my 
friend, 'What's he
studying?' or even worse, 'How is he today? (...) and
accessible games might come right round again to the question about how do
sighted people view us?
*quote end*

On the sighted vs. the blind issue: I am not visually impaired myself but at
the foundation where I work we do get a lot of children who can't go to
regular schools because of bullies or have to much trouble with the general
prejudice-issues that exist in the world, not just vs. "the blind" but more
against "the out-of-the-ordinary". The examples you mentioned are
unfortunately spot-on.

I wouldn't want to turn the subject of game accessibility into an issue of
blind vs. sighted. Of course we're dealing with a visually orientated video
game industry, but in the same way that you will always meet people who do
not (yet) know how behave themselves with a person with a disability, you
will also meet many people who do. In that, the game industry is no
different.

I'd like to quote Reid Kimball, who works for LucasArts as a designer and
developed a MOD for Doom 3 with closed captions:

*quote*
You should have seen the disgusting remarks people made when the idea of
close captioning Doom3 was posted on a forum:

1) "I don't know why we dont just shoot these people... put them out of
their misery because they are obviously miserable. If it's not that hard,
you do it ya twit!"
2) "Because it's not cost efficient? Would you like some cheese with that
whine?"
3) "This is one of the stupidest posts ever. FPS games are not made for
hearing impaired people. Why? Because subtitles like: "imp is hissing behind
you", "fireball sound comming from 3:00 O'Clock", "bullet sound wizzes by
your left ear". That would just be dumb. Here's the bottom line. FPS's ARE
NOT FOR DEAF PEOPLE. case closed. How can any deaf person effectively play
any FPS?? Grow up and stop being a stupid ass baby. "

It goes on and on with more of this crap, all from 13 yr olds probably. but
hey, Games[CC] sure showed them right?
*quote end*

Bottom line: everyone has to deal with these kinds of remarks, disability or
not. It's certainly not stopping me...

Greets,

Richard

http://www.audiogames.net


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