Right. I know with my own game development one of the major time
factors is accessibility features. Instead of just printing a score to
the screen I have to record a number of *.wav files to speak a message
like "Your score is," plus the numbers, and create a function to parce
the data and speak it smoothly using the *.wav files. It takes quite a
long time to get that basic accessibility in place.
For example, I'm working on a simple arcade game in C++, and I've
recorded about 100 message files for the game. Even though this game
is simple compared to Mysteries of the Ancients by far it still took
me six hours to get the recording done and edited. I haven't even
started adding the code to actually take a number and speak it or
anything like that yet. Now, if I just wanted to print the score to
the screen that would take less than 5 minutes to do. When it comes to
time accessibility features do take up time and energy because there
is so much more to do. That's why it is so important to convince
companies it is both worth their time and money, because they aren't
going to do it if it isn't in their financial best interests.
Another point here is I recently began working on cross-platform
games. As you can imagine my work load has increased quite a lot. I
found out that SFML, the API I've been using on Linux, has issues on
Windows computers. That requires a different game engine using DirectX
and other Windos APIs. This increases both my time, and has setback my
schedule for Mysteries of the Ancients. At this point we have to
evaluate if both versions are financially worth the time spent on it,
and/or find a better way to create cross-platform games in the future
as we can't continue to support multiple APIs like this and get
anything cunstructive done. From a financial point of view supporting
Mac and Linux aren't really viable options for us.It is my own use of
those operating systems why I have bothered with it at all.
On 11/29/10, Eleanor <elea...@7128.com> wrote:
> Neo said that :
> *"Accessibility is something that has to be considered right at the
> beginning of a game's development in order for it to be fully implemented.
> And, yes, you're right sometimes it comes down to money."*
> I have to agree with that statement completely. It costs 7-128 Software
> about 20% more time and effort to put in the accessibility features we
> use in our games. You have to want to do this - not just react to a few
> people asking for it - because it costs us more to produce our games
> than it would without accessibility features included.
> What we need to do is to help game companies realize that it can be
> profitable to add accessibility features to their games.
> This means to:
> 1. Prove that the number of possible consumers is enough to make
> it profitable.
> 2. Show that many of the accessibility features improve game-play
> for all gamers.
> 3. Show that *folks will buy their games* if they put in the
> accessibility features to make it playable.
> So far, we have not been successful in doing this. The IGDA
> accessibility SIG has tried to demonstrate this as have other
> organizations - but it is going to take a lot of effort (not merely
> complaining) to help game companies to realize this. And people have to
> buy the games.
> Eleanor Robinson
> 7-128 Software
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.