John,
The part of Mass Effect that is playable is really a minigame, and
it's mass effect 2. Now, I'll be the first to admit that most of mass
effect is unplayable by us, but this one part, this one minigame, is
entirely playable. In fact, I'd love to see a game made that is
basically an expansion on this minigame. It could be done. The
minigame in question involves scanning a planet for resources. When
you come to a planet, you use probes to mine resources from the planet
automatically. What you do is move your scanner across its surface. It
wraps around, so I did overlap a little bit of my original starting
point, but I scanned planets, judged the type of resource, each
resource made a different sound, and amount present, the sound was at
a higher pitch the more resources were available, and cover the entire
planet, almost as well as any sighted person could have done. It's not
a huge part of the game, nor is it an important story element, but if
you look at a game that is meant for mainstream sighted players and
you realize that there is a part of the game where you have almost as
much info as they do, it's amazing. The only thing I couldn't get a
read on was how many probes I had left, and of course I couldn't go
buy more, but those are rather small elements when compared to the
fact that I was entirely able to play even that small of an aspect of
a major, big company, millions of dollars game.

Dark,
You and I are on the same court. We're playing the same ballgame, but
we're playing different positions, both important. I look at
audiogames as a genre. You do as well, but you look at it from a
different point of view. I try to move the accessible toward the
mainstream, you try to move the mainstream toward the accessible. I
think that we can both get a lot of things accomplished, if we have
the right tools and resources, but I'll be honest. I wish there were
more people playing ball like I do. I think that Jeremy is playing it
that way, making everyone use the mouse for Swamp, not allowing a
keyboard alternative. He's making the accessible stuff more
mainstream.
My goal is to show people what they've already done, how they can
improve, and how much we don't need to change. Your goal is to show
them what we do need to change, how those changes have been done, and
how they could be done. Both are useful.
Keep that in mind.

As for conferences, I really want to go to them. I want some official
support in this. I'd love to go to Bioware and tell them that this
little part of Mass Effect 2 was accessible. Hey. It changed my
playing experience of the game. I was able to take the controls for
myself and do something with complete confidence. And at the same
time, there's a certain poignancy to being so excited about a rather
small minigame. I know I'm not the only one who would love to sit and
play that game for a while, scanning planets, gathering resources. I
bet we'd all love to give it a go, and what does that say to them?

This community is so interested in gaming, so excited about it, that
they take one of our side quests and get really excited about it. How
much more excited would they be if we put in two or three accessible
side quests? Then, ... and then, they keep moving, slowly but surely
in that direction. One little thank you, one little baby step, one
little suggestion at a time. We're not working at cross purposes in
this one, just from a different angle.

That's what I want to do. That's why I want to get organized. If I
only knew how, I'd already have everything set up. I'd already have a
showcase of what we have done, what we can do. I just don't know how,
so I'm learning, so I'm trying to influence what's already there.

I don't want to ruin Audiogames.net. I don't want to stop giving
credit to developers who put time and effort into making their games
accessible to us, but accessibilitygames.net isn't what I'm trying to
get going. I'm trying to push for integration, not separation or
conciliation. I want people to see us in a different light. Not the
community that's just a bit weird, just a bit different, always
demanding change, always demanding ... whatever we demand. I want them
to see us as willing to work toward that change, to be grateful for
what has been done. We have a hard time with that, and it shows.

As I said, I think we can do a lot, both of us, with both of our
different perspectives. And I do think that there is room for both
perspectives.
However, I will ask a question. Which is easier to understand: rigid
classification of games such as videogames, audiogames, text games,
etc. or a lumpy genre including some of all of these? I'm not trying
to rub anything into anyone's face, just to ask a question of
practicality of a philosopher...and having a friend who just earned a
degree in the philosophy program, I know how hard that can be to do.
Is it better to have rigidly defined examples, get more done, give
people a quick and dirty showcase when they show up to the site, and
allow them to explore and learn more, or to overwhelm them with a free
and open list of games that, on the surface, don't appear to have much
to do with audiogaming as an interface setup or as a genre?

Signed:
Dakotah Rickard

On 4/20/13, dark <[email protected]> wrote:
> Hi Decota.
>
> I'm afraid I simply do not agree that your catagorizations of what is or is
>
> not an audio game are so easy as you suggest, indeed one thing that
> studdying philosophy has taught me is that rigid classifications are a sure
>
> fire way to desaster.
>
> Take the BG games for instance. They have a fully graphical interface, so by
>
> your deffinition they are vvideo games, yet they also contain audio for
> important game events and output to sapi. so what are they? I'm afraid your
>
> calling what I say "Bs" does not change the point at hand.
>
> Likewise, you talk about "accessible parts in an inaccessible game" well
> what is accessible? I have spent the last five years writing on that
> question and the ultimate answer I came with is that found in the database
> guidelines, namely, equal effort. As I said, you could! freely claime that
> original super mario brothers is accessible. There are sounds of jumps,
> walking, hitting monsters etc which nintendo inserted into the game, and it
>
> is undeniable that some blind people have learnt by timing to play through
> levels on original Super Mario brothers. This however is not! due to
> anything on the half of nintendo, rather it is simply because some people
> have what is super human patience, and I would not see mainstream companies
>
> get the credit for doing nothing when in effect the credit belongs to those
>
> individuals who do! exert massive amounts of effort to play games, despite
> missing %80 of the games' information.
>
> You also seem to have a slightly off idea of actually how! efforts to
> contact mainstream companies work. Since it is practically impossible to
> contact the developement section of Capcom, intendo etc (believe me, I've
> tried), the contact needs to be more formal, thus such conversations are
> not! done by E-mail, but by direct consultation at various conferences, or
> through press and the media such as the reporter who recently gained
> information on access to games.
>
> I have done some of this sort of work myself, and Richard and Sander
> webmasters of audiogames.net do far more, since ultimately big coorporations
>
> are not going to listen to any individual, but may! listen to formal groups
>
> such as the game accessibility special interest group.
>
> i do take the point that times have changed, however to me, this is even
> more! a chance to include and contact indi developers, since the Iphone and
>
> other systems are where such developements happen and it's by the indi
> developers that I personally believe we'll see changes in the future, and
> this is also why I'm adamant that all those indi devs who have! made changes
>
> to their games, whatever those changes be get the credit and recognition
> they deserve from the community.
>
> while I do take your point about game audio, to me that is not something
> which should be done by altering the community and the site attached to it,
>
> but by going out! into the mainstream indi game community and
> participating.
>
> Beware the grue!
>
> Dark.
>
>
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