Hi,

Well, it make sense that accessible games be aimed at a specific
target market. As I have said before reaching universal accessibility
is really difficult to do unless it uses very simple user interfaces
such as text which is good for blind, deaf, sighted, etc but is still
not right for everyone. There are disorders like Dyslexia  that effect
a person's ability to read and write and therefore there would have to
be speech combined with a menu to help overcome that person's
disability. The standard parser system used by Tads, Inform, Adrift,
and other such games wouldn't work for a person with Dyslexia.

Another case I can think of is people with motor impairments. Some can
be satisfied with simple one switch games, but I have known people who
could not even do that. I knew a girl in college who was paralyzed
from the waste down. She ran her computer by voice and a head tracking
unit. She was also partially blind so used Jaws too. The point being
in order to make a game that would be totally accessible to her
special needs a developer like myself would have to add speech
recognition support, probably Sapi output, and the game would probably
have to be turn based not real time so she could play it. Right there
that excludes a huge number of types of games just by the nature of
her disability. I don't see someone in that condition playing Raceway
or Rail Racer, because she doesn't have the fine motor skills to use a
racing wheel, mouse, or joystick let alone a keyboard, nor can she
dictate fast turns etc verbally to the game. About all she will ever
be able to play are card and board games, or games with a similar turn
based style of play.

Cheers!


On 11/6/13, shaun everiss <sm.ever...@gmail.com> wrote:
> I can see where you are coming from.
> Accessable games seem to be routed at one dissability or another.
> Now ofcause I am blind so I concentrate on that but it does get me
> thinking what others are out there.
> I do aggree with the universal access thing myself.

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