As has been pointed out before though, all the ideas in the world won't help 
of you can't find some way to convince a developer of the cost-effectiveness 
of making their games accessible. We don't even know in all reality how much 
extra it would cost them to do what we're asking. In theory it wouldn't cost 
much but we don't know for certain. And even if we did, it again comes down 
to convincing them. Michelle Hinn and others in this field could tell you 
how much luck we've had with that so far. Not a whole lot, or more games 
would be accessible. True Soundvoyager is certainly a step in the right 
direction but only a step.
Time is an illusion, lunchtime doubly so.
----- Original Message ----- 
From: "John Bannick" <[EMAIL PROTECTED]>
To: <gamers@audyssey.org>
Sent: Monday, October 01, 2007 2:54 AM
Subject: [Audyssey] Electronic Arts games


> Bryan and Josh,
>
> You are right.
> "Tweaking" games to turn text-to-speech on and off is a way EA and the
> other big companies could make games more accessible.
> I coded that feature into our foundation code base.
> So in every one of our games you just press the Equals key to toggle the
> self-voicing on and off.
> And, again, you are right.
> We chose that method at least in part so that sighted and non-sighted 
> could
> play together.
>
> John Bannick
> 7-128 Software
>
>
>
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