Willing and Able?

Is the industry doing enough for disabled gamers?

It's a familiar dilemma. That moment of decision as you weigh up the empty game case in your hand before taking it to the till. You've waited for this game. You're excited about this game. But will it be any good? Are you about to waste your money on something that will be gathering dust before the week is out?

We've all been there, but consider another complication. What if, rather than just worrying about whether you'll enjoy the game, you had to take into account the idea that you might not be able to play it at all?

That's the situation that faces many disabled gamers. It's an issue the games industry is slowly taking notice of.

Subtitles and audio description can allow deaf and blind people to enjoy film and television, ramps and lifts can make cinemas accessible to wheelchair users, but gaming is not a passive entertainment. The interactive aspect throws up dozens of problems for many different types and levels of disability.

Modern game controllers can baffle most non-gamers, with their triggers, bumpers and buttons. Add limited mobility or motor function and they become complex hurdles to be negotiated. Even simple fixes, such as full subtitling that conveys more than just cut-scene dialogue, is relatively rare.

And that's without considering the games that are rendered unplayable for colour blind gamers through poorly considered use of red and green. Rather than one easily identified barrier there are dozens, each varying in importance depending on the player.

That doesn't mean that there aren't some fairly simple decisions that could be made early in the development process to cast the accessibility net a little wider.

1

Dragon Age Origins earned praise for its one-handed gameplay. Not like that.

"The biggest obstacle when speaking to developers is getting them to realise that there are millions of disabled gamers who are kept out of many titles due to accessibility issues that could be easily fixed," says Steve Spohn. He's the associate editor of AbleGamers, a US-based website that reviews games both in terms of their critical value and their accessibility for people with all kinds of disabilities.

It's not even as if studios are consistent within their own product portfolios. The PC version of Bioware's Dragon Age scored highly on the AbleGamers scale for its generous configuration options, comprehensive subtitles and simple mouse-based control.

Mass Effect 2, however, scored low for its small fonts, restrictive control schemes and colour-based mini-games. "The difference between the two games is night and day," says Spohn.

A gamer since the age of six, Steve has Spinal Muscular Atrophy. It's a rare version of Muscular Dystrophy that progressively weakens the muscles governing movement. 

Despite what would seem to be insurmountable obstacles to enjoying today's fast, complex, detail-oriented games, Steve believes that for the vast majority of disabled gamers, a series of small changes to the development process could make a huge difference.

"Developers fail to consider the amount of people they could be selling games to by adding some very simple options in early development such as subtitles, key mapping, and changeable fonts," he explains.

"Accessibility options such as subtitles, reconfigurable controllers and keys, changeable fonts and colours, and colour blind options can all be added for a very little additional development cost or time."

2

FIFA 11's two-button control is designed for casual gamers, but makes the game more accessible to disabled gamers as well.

According to Spohn, such changes would not necessarily impact the experience for non-disabled players. "Gamers with disabilities would have much more access to mainstream titles if developers would add options that could be turned on as needed.

"Options such as those listed would not otherwise affect the game unless used by the gamer. All games can become accessible to everyone with the right combination of help from developers and accessible technology."

As is the case for most advocate groups, Steve hopes for a day when organisations like AbleGamers are no longer needed. "I really want to believe that developers will start adding accessibility willingly in the early development cycle of games," he says.

"But until we convince developers and gamers of all types alike that these types of accessibility can be added without hindering the games, accessibility options will continue to be left out over cost concerns or general misunderstandings."

One organisation working with developers to try to ensure this happens is Special Effect. Counting Eurogamer's very own dandy media highwayman Johnny Minkley among its directors, this UK charity aims to focus ideas and understanding in research and development, to help all gamers enjoy their pastime.

"We need to accept that not all games can be made accessible to all people," says Special Effect's Mick Donegan. "It's more a case of looking at those games which can potentially be adapted, at the outset if possible, and making them accessible to as many people as possible.

"That's why we're here – not only to provide information and modify games after the event, but also to team up and advise the industry either when a new version of a game is being developed or even when a new game is just a twinkle in the Developers eye."

Not all the necessary changes require much advocacy - the shift to include casual players has had beneficial side effects for the disabled audience as well.

"Recently, we have seen that with gaming becoming increasingly popular, some releases are including features aimed at allowing a wider audience to be able to play them," says Donegan.

"For instance, F1 2010 and Forza 3 both have an auto braking option, which allows many more people, including those in the mainstream audience, to join in. FIFA 11 has included the two-button mode first seen in EA's World Cup South Africa release, which again simplifies the controls to allow many more people to play it."

This has obvious implications in the increasingly popular realm of motion control, a development that has the potential to both include – and exclude – disabled players.

"Motion controllers have added a new dimension to gaming," Steve Spohn admits. "Unfortunately, it's a move away from accessibility for many disabled gamers. Those with motion impairments such as using wheelchairs or limited body movement will be left out a lot of games. 

3

Xbox Indie game Shoot1UP allows players to slow the action down and was patched with a single-button control scheme.

"However, for other gamers that have the ability to move around easily but not dexterity for fine movements, motion games can be a good thing."

The Special Effect team agrees. "If developers could make a game that is playable using a motion controller such as the PlayStation Move and a more standard controller then it will open up their games to a more inclusive and broader audience," says Donegan.

"We have a Specialist Occupational Therapist on the team who has the expertise to advise developers on the kinds of movements that people with different disabilities can make most easily so that as many of them as possible can join in too."

Of course, it's doubtful we'll ever see the day when a quadriplegic can fire up the latest first-person shooter and start fragging their fellow gamers with the same vigour as a non-disabled player, but it's surprising just what can be done where there's a will.

It doesn't come as much of a surprise that you're more likely to find bold accessibility decisions in the world of indie development. Peggle features a colour blind option. Xbox Indie game Shoot1UP was patched after release to offer a one-button control system and adjustable game speed.

And then there are games like In The Pit. One of the first games released on the Xbox Live Indie Games channel, it attracted some attention for its audio-only gameplay. Something of a novelty to a console audience unfamiliar with such things, it was actually just one of a number of titles suitable for blind and sight-impaired gamers that have found their way to market over the years.

4

Peggle caters for colour blind gamers with an optional graphical makeover.

Usually sold via mail order or direct over the internet (or just given away as freeware), it's the sort of niche which proves that where the mainstream fails to act, passionate enthusiasts will fill the gap. Indeed, at the time of writing this very feature, Walketh, another audio game, was being promoted on the front page of the Indie Channel.

For indie developer R. Hunter Gough, the creator of In The Pit, the inspiration was more of a technical challenge than anything purely altruistic. Put simply, designing an audio-only game forces you to be a smarter developer.

"I didn't set out with the goal of, 'Let's make a game for the blind!'" he confesses. "But I was aware from the get-go that this would be a game that blind people could play just as well as sighted people, if not better, since they're more accustomed to navigating by sound."

It's unlikely we'll ever see an audio-only blockbuster troubling the charts. But there could easily come a time when the inclusion of an accessibility menu option - allowing gamers to dictate game speed, font size and control layout - is standard industry practice, just like subtitles on a DVD.

The only mystery is why it doesn't happen more already. After all, disabled people spend the same money as everyone else, and games publishers still like money, right?

Comments (62) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Sunyavadin #1 2 years ago

    Great article, a topic that doesn't get enough attention.

    I like to think this is somewhere the console gaming industry can learn from the PC gaming industry, for one thing I'm always disappointed when a game lacks fully customisable control layouts, but if I had physical restrictions on what setups I could use, this would doubly affect me.

    And it underlines every complaint about full body control - not only have controls evolved towards requiring less and less movement, but no small number of gamers have no choice in that matter.

    If we want to remain participants in an all-inclusive pastime, it had better not start excluding people for the sake of gimmicks or cutting design corners.
  • Moribundman #2 2 years ago

    "Kinect needs you to stand further back. Feet not visible".
  • Shikasama #3 2 years ago

    Woop! Proper journalism!

    Included in this is the severe lack of representation of disbaled gamers in games. It's all well and good playing super heroes in games like Spiderman, Medal of Honour et all, but I can only think of a couple of examples of the top of my head of disabled characters in games at all. Even then they are normally confiend to the role of science/computer geek.

    I'd be more than happy as a gamer for games to be made with disabilities in mind. What do I care if the developer uses colour blind firendly colour schemes? The more people playing games the better. On game slike Mass Effect and Fifa 10 even I had trouble reading the text on a non HD screen, if I had sight problems they'd have been unplayable.
  • Skorms-Boss #4 2 years ago

    hurrah!

    someone mentioning the un-mentionable. With the launch of move and kinect and everyone getting giddy over3D it's good to know that someone thought "hey what about those that can't use this?"

    Thank you for highlighting an issue that is greatly overlooked.
  • darkmorgado #5 2 years ago

    Great article, a topic that doesn't get enough attention.

    Very true. It's not helped by the pretty disgusting attitude that a lot of gamers seem to have, either.

    More games should offer alternative control layouts, closed captioning, and even emotional signposting (not everyone picks up emotion/ body language). Back in the day, Half-Life was, if I recall correctly, singled out for praise by deaf people because all of it's audio cues were replicated by visual effects.
  • darkmorgado #6 2 years ago

    it's good to know that someone thought "hey what about those that can't use this?"


    I mentioned it in a thread a couple of months ago. I got negged to high heaven, being told "who gives a shit about the disabled? They shouldn't be playing games anyway".
  • jjolley #7 2 years ago

    Firstly, superb article and well done for including it here. As a blind person myself, i've fallen in to the trap of buying games that on paper seem fine, but are totally inaccessible. The reverse is also true though, i've been buying maddens since 2006 and never looked back at all.

    With regards to menus and such, I don't know of any game with spoken menus. This would be ideal for team selections, customising the game length, that kind of thing. It's one thing having fantastic presentation within the product, but if you can't even set up the game yourself, you're in trouble.

    I'm fortunate in that I live with my Sighted partner, and she reads the menus and I have to remember the 23 clicks right, 2 down and 4 left stuff that is completely unnecessary.

    What does interest me though is games that are quite doable. Smackdown, yes I know you guys seem to hate on it, has given me a lot of fun, because it talks a lot, you can follow along quite well when others play etc.

    Anyway, enough rambling from me, just wanted to thank the guys for the article.
  • supermaniacs #8 2 years ago

    I wouldn't class colour blind as a major ilness, but i cannot stand it when developers release puzzles that involves choosing a certain colour over another.

    I gave up playing Bioshock 2 due to the annoying hacking game as the colours all looked the same!!!
  • Sagan #9 2 years ago

    I'm going to take this opportunity to pimp a piece of software I wrote a while ago:
    [link url=http://sourceforge.net/projects/colourblindhack/
    ]http://sourceforge.net/projects/colourbl...[/link]
    It allows you to change a colour in any DirectX 9 games. It was originally written to make the hacking minigame in BioShock 2 playable to colour blind people. That part I got working, but then I kind of abandoned the project.
  • JahB #10 2 years ago

    "Accessibility options such as subtitles, reconfigurable controllers and keys, changeable fonts and colors, and colour blind options can all be added for a very little additional development cost or time."

    I'm afraid that's very wrong. Changeable fonts and colors would require extensive UI design, custom button mapping on console games is a nightmare to do, and both of these are expensive and time-intensive. As for the subtitles, I haven't seen a game without them in ages.

    I don't know how many disabled gamers there are, but it's questionable if there are enough to financially justify the extra expenses. So at this stage it becomes a discussion if studios should have to add this regardless, which is a thin line. There is already a host of rules and stipulations for either platform, personally I don't think any more need to be added.
  • Embra #11 2 years ago

    My wife is deaf and plays games of all sorts. I remember the blank looks (and occasional derisive chuckles) I got from one dev team I was working with when I pushed for better subtitles in a game I was working on. In the end, the game went out with patchy subtitles, including no option at all for them on a couple of audio-based moments.

    Until dev teams learn/are 'forced' to give a crap, not much is going to change.
  • darkmorgado #12 2 years ago

    I don't know how many disabled gamers there are, but it's questionable if there are enough to financially justify the extra expenses.

    It should be done in the interests of equality more than anything else.
  • woodnotes #13 2 years ago

    It's up to the console manufacturers to mandate accessibility options in their licensing requirements IMO.
  • darkmorgado #14 2 years ago

    Very true woodnotes. Perhaps we should put them under more pressure.
  • Fake_Blood #15 2 years ago

    Article made me think of Cyberclaw!
    You still around dude?
  • butler` #16 2 years ago

    I agree with JahB. Accessibility in video games wouldn't come cheap.

    And one of the other suggestions, adding bindable buttons, can completely wreck the game (particularly if it's online/competitive).
  • abigsmurf #17 2 years ago

    Things are going to get even worse.

    The 3DS is going to make a lot of games incredibly hard to play for left handed people. In the original DS you could simply map the dpad to the face buttons if you had to use the pad and the stylus at the same time, which the vast majority did (some didn't, FFXII RV, I'm looking at you!).

    With the analogue pad, this isn't possible as buttons can't replicate analogue movement. Holding a stylus in your off hand is incredibly difficult to do accurately as it requires far more control of more muscles than a d-pad or analogue stick (both of which only use your thumb which are equally dexterous on both hands).

    Think it's not a problem and that lefties just need to adapt? Try writing your name with your offhand, he how much longer it takes and how much messier it is compared to your preferred hand. The vast majority of lefies won't be able to use a stylus in their right hand with any sort of precision

    10% of the population is a pretty massive audience to exclude. Kid Icarus has already been confirmed as a game which requires use of the analogue nub and stylus at the same time.
  • hollowroom #18 2 years ago

    Wow. As a disabled gamer (double hand disability) this is a topic close to my heart. I stayed away from console gaming for a long time due to the inability of a lot of console games to allow customisation of the controls.

    It particularly irks me when the game forces the use of the left stick, as that leaves me unable to use the left trigger (lots of driving games do this).

    The PC has been a haven for me because even if the game does not allow customisation through the GUI or front end, you can always edit the .ini files. (I'm looking at you GRID)

    I don't really want special treatment, just the OPTION to change it.

    I'm concerned that GT5 will have the left stick issue: the real problem is, you don't know until you buy the game whether it's customisable or not.
  • Cronan #19 2 years ago

    I predict that someone will get themselves banned from what they say on this comments page.

    I also predict that a few people will get added to my ignore list.
    Edited by Cronan at 13/10/10 @ 09:34
  • jjolley #20 2 years ago

    It is interesting that someone discussed the DS. That console from a blind users perspective is totally out as regards accessibility. I bought one once, took it back the next day because many of the games use the stylus and this is often required. Also, because of the lack of power within that system, the audio isn't good enough in my view.
  • darkmorgado #21 2 years ago

    While my disability doesn't have much of an impact on my gaming at the moment, it has the potential to in the future as animation and acting improve and developers rely more on body language and tone fo voice to communicate story.
    This was touched on in an early preview of Dragon Age on this very site. EG jokingly mentioned that Bioware's determination to make communication more subtle would exclude people with Asperger's and they should consider "emotional subtitles" to make it easier for other people to get the cues. Bioware laughed it off, but once you get past the initial jokiness, the comment was actually quite a valid one in its own right - gaming is one of the most popular pasttimes for kids and adults on the Autistic spectrum, and the push towards more realistic animation and more subtle communication could come at a price for them all.
  • GamesConnoisseur #22 2 years ago

    I m a lifelong gamer with serious commitment/addiction that meant a goody proportion of my money been invested into the industry over the years!

    I m also profoundly Deaf, communicate through British Sign Language, and relies on visual cues), whether closed captions, or HUD indications to let me know whether I should react or such. Vibrations signals from thecontrollers also heaven sent.

    Now this article is very crucial and the industry need greater awareness of disability and importantly, how try can improve access.

    Going back to the fact I had spent a lot, a proportion of that money had been 'devalued' or simply getting an inferior experience, compared to my peers, as in Halo Reach.

    That game has subtitles for the key cut scenes, but not for during the game. So I missed out on some key dialogues or immersions.

    Half Life 2 is a pity, a very rare example of having optional sliding scale for the level of subtitles, to include all audio warnings etc.

    Generally the level of subtitling had improved but nowhere near the total level playing field, and as article refers to, there are more types of disability and access that should be considered.

    Our basic humanity requires us to be receptive to how we can best achieve this, I get the arguments that it's can be expensive or perhaps not always practical. Too often that been the easy way out and cheap excuses.

    ACHIEVEMENT UNLOCKED: Equality for all the Gamers

  • KayJay #23 2 years ago

    Really excellent article and not something I have ever thought about, perhaps it is something we need to draw more attention to.

    @jjolley - Are you partially blind or totally blind. I have had no experience of this disability and it would be really interesting to know how if fact you read this site let alone play videogames.

  • Shikasama #24 2 years ago

    JahB - I'm not trying to say your wrong (you probably know far more about it than I do) but could you explain a little more? Fromn my point of view I don't see why having the option to swap between two different fonts would require a redesign of the UI. Couln't you just make sure the text occupied the same 'space' on the screen when you built it?
  • gjgjg #25 2 years ago

    Interesting indeed. I had an idea for a game for the blind and or deaf... I wonder should I pursue it.

    Good article, fair dues and more please! :)
  • kangarootoo #26 2 years ago

    @JahB

    "I'm afraid that's very wrong. Changeable fonts and colors would require extensive UI design, custom button mapping on console games is a nightmare to do, and both of these are expensive and time-intensive."

    I'm afraid I don't agree with this (mostly, I shall explain).

    Changing fonts and colours only requires a UI design if a graphic designer is feeling precious about the continuity of the interface. The technical side of changing the font is not unsurmountable (loading a whole new font has memory implications, but its trivial if planned in advance).

    Equally, custom button mapping is trivial if planned in advance. Imo such a thing should always be planned in advance, even if you don't end up giving the player access to it. Its just the proper way to write code imo.

    In both these cases, I think what it really comes down to is proper planning. If you build your game with one font loaded on boot, it will be hard to plumb in font switching via a patch. Equally, if you hard code all your controls from the off, patching in player customisation is a massive headache. If these things are designed in from the start, its not a significant amount of extra effort.


    Edit: an afterthought. Supporting a larger font can create problems, as larger text means more space requirements. This can still be accomodated however by the use of scrolling text areas and other scaling techniques. This would be more work, but its certainly possible.
    Edited by kangarootoo at 13/10/10 @ 10:11
  • kangarootoo #27 2 years ago

    @Sagan

    Good project. I added a recommendation thumbs up to your page.
  • beckyh #28 2 years ago

    Very interesting article, thankyou.

    I have a couple of problems with my arms and hands at the moment including painful carpal tunnel syndrome. Sometimes when playing after very short periods (sometimes only even a few minutes) my right hand locks up and I cannot move my fingers well. One thing that makes the problem worse is QTE moments. I don't mind QTE but some games implement it so that it is too fast for my fingers to get a grip of and it makes it impossible to finish the sequence. This is one of the reasons why I don't play music games like guitar hero, etc.

    A game like Heavy Rain did it well for me. Whilst the game is mostly QTE, in most of the game it was not too fast but when it was fast the sequence was kept quite short so I was able to them although there was one moment where I got it wrong and it resulted in a line of story I did not want. But otherwise it was okay.
  • metalangel #29 2 years ago

    I agree with all of this. More needs to be done so that everyone, not just disabled or able-bodied people, can use games without having to fight the interface. Stuff like:
    -fully configurable control schemes in every game (Midnight Club LA is the only console game I can pick off the top of my head)
    -decent sized, well-defined text and subtitles
    -sensible use of colours
    -simplified/arcade modes with fewer controls. If I were to play FIFA I'd play it like that, I just don't get along with the new control methods involving both sticks, same for NHL.
  • jjolley #30 2 years ago

    At kj66246:
    I am totally blind. As regards computer use, I use macintosh computers. I'm now waiting for "macs suck balls" or whatever it is people go in for these days. Macs come with a built-in solution called VoiceOver. It allows the blind to navigate the visual UI via the keyboard and read portions of the screen. I use the internet with it and it's fine, though flash content doesn't work at all.

    If anyone's interested in VoiceOver for mac, why not look at
    [link url=http://www.apple.com/accessibility/voiceover/
    ]http://www.apple.com/accessibility/voice...[/link]

    The obvious advantage is that it's free gratis so you're not paying over the odds for it like much of this stuff for the blind.

    Now, back on to games. It's good to see how well the move controller's doing. I've been using this and playing games with my partner since I bought it on release. I enjoy it, the table tennis is absolutely brilliant, though it's necessary to use surround sound for it to work well.

    I'm guessing that because of the accuracy of the controller, it's a little bit more aware. I had issues with the Wii controllers because I often move around a lot and the sensor would lose the controller. It didn't seem like I was playing a game on the Wii, it felt more like I was shaking this big thing and stuff happened when it felt like happening if that makes any sense.
  • RexRunti #31 2 years ago

    I can understand why Harmonix may not consider the wheelchair bound player much when making Dance Central (though that would not prevent them throwing shapes with their hands) or Bizzare Creations not considering the blind when making Geometry Wars but there are far too many common problems in games.

    Something like 10% of males are red green colour blind, that's common enough for there to be at least one colour blind person at most developers yet there are still loads of games that require you to be able to tell the difference.

    So many people have eyesight problems that glasses are a fashion accessory but games still come out with fonts that don't even work on an SD TV.

    The deaf have been playing games since the begining but a lot of games don't subtitle in game conversations (though cut scenes are normally catered for these days).

    There are millions of people who have difficulty using the standard controller but modifying or creating a new one is impossible because the console manufacturer only allows official devices.

    So many of these problems could be easily fixed. It's not hard to get a colour blind play tester or even to simulate colour blindness by modifying the display. It's even easier to hit the mute button. A 12" display and a looking at your third party controller policy is hardly going to break the bank either.
  • JahB #32 2 years ago

    @Kang

    can you show me one graphic designer that isn't? =)

    UI's are very much designed to look cool these days, and given how much trouble is caused already by overlong localisation strings, if you wanted to increase the font, you'd basically have to make second/scaled UI. lots of work. Of course it's technically doable, even easily if done right and in advance, but my point still is: does the extra work required generate enough additional return to justify it?

    same for button customization; yeah, it's real easy for keyboard/mouse PC games, but try a PS3/360 title where you give the player full custom access for the pad. you need another additional menu (2 if you want scaled fonts) to do it, you can no longer use the analogue functions (since the player gets to assign the buttons, you can't force this) which is sure to piss off your designers, the coding work needed to actually get this to work is significant and it opens a whole can of new issues nobody's really interested in fixing. which is why there isn't a single game out there that has this feature.

    @darkmorgado
    It should be done in the interests of equality more than anything else

    fair point, but here's the reality that comes with this: if studios are required to do this, would you be willing to pay extra, as it definitely causes extra costs?
  • darkmorgado #33 2 years ago

    fair point, but here's the reality that comes with this: if studios are required to do this, would you be willing to pay extra, as it definitely causes extra costs?

    Well most of the stuff I think wouldn't really cost that much more. Personally, I don't see any additional cost in just adding (sarcastic) (happy) brackets in subtitles for example, and while it might seem a small thing to some people, for me that would really help in story-heavy games and with developers using more and more body language and professional acting, as I'm effectively "blind" to emotion and body language.
    But overall, yes I would be happy paying a *little* bit extra - but stuff like this really should be included as standard in the first place.
  • mrhand #34 2 years ago

    @Supermaniacs Yeah, not enough is done to support colour blind people. One of my friends is colour blind (red/green) and has trouble playing quite a few games.
    Most recently, we were playing Sports Champions - Disc Golf on the PlayStation Move. He asked where the target was, I replied "it's the big red tower of light" which obviously he couldn't see!
    Edited by mrhand at 13/10/10 @ 13:18
  • captainrentboy #35 2 years ago

    I had someone get ratty with me the other day because the 3DS is of little use to people with one eye.(Like I personally designed and manufactured the 3DS from the ground up, just to get jolly kicks from saddened one eyed gamers) He himself had two prefectly good eyes BTW, I just think he wanted to complain about something, anything :/
    He then told me it's because if you've got one eye, you can only see everthing in 2D, no matter what.
    I'm not sure that's strictly true. Depth perecption is buggered, yes. But everything doesn't all of a sudden look like you're playing Super Mario World if you have one eye. But I just nodded and agreed.
    Edit- Oh and BTW I'm not against more being done for disabled gamers. It just amuses me when people (loudly) jump on the PC bandwagon, but don't really know what they're on about.
    Edited by captainrentboy at 13/10/10 @ 11:50
  • bivith #36 2 years ago

    At last someone recognises that colour blindness is a disability. I'm screwed in most games which use colour as a gameplay element.
  • M_of_the_sys #37 2 years ago

    @captainrentboy

    I do think it's stupid to dismiss 3D technology (as trebell did) just because it bothers a select number of people. If there's no way to cater for one eyed people (using your example), I don't think they should stop two eyes from having it.

    However, I'm all for options where possible. Like darkmorgado said, it should be implemented in the interests of equality - where it can be.
  • Riggers #38 2 years ago

    Great article - obviously no game can cater to everyone, but there's no harm in trying to make more titles accessible where possible, and no harm in more variety.
  • makeamazing #39 2 years ago

    Good article. Its a difficult subject and i think people do understand that its impossible to make games accessible for all disabilities...Its just not going to be possible to fix all issues with games for all people...but...I think a good start is to work on those issues that can be easily fixed, such as small text and captioning...at least that is a good start.i
  • kangarootoo #40 2 years ago

    @JahB

    "but my point still is: does the extra work required generate enough additional return to justify it?"

    Well I think one of the suggestions in the article is that there is would be if we just recognised the numbers. We are pretty good in the games industry at not changing what we are doing because we don't believe the "new" audience exists and it won't therefore by financially wise. And then someone else comes along (Sims is the eternal example, but there are plenty more) and makes a fortune embracing the new audience because they are the only ones doing so.

    It seems clear there are plenty of people out there with varying disabilities that still love gaming, but find the range of options reduced. if we want to be mercenary and businesslike about it, we could say these people represent are a smaller group but a considerably less exploited (I mean that in the dictionary definition version of the word, not the evil version) group as well. Selling your game to half of a million people is better than selling it to 10% of 4 million people (/checks sums..... YES, thats what I said).

    Now over time, if everyone caters for a wider audience with their games, the advantages of being a trail blazer will reduce. but by that point, it will have got cheaper all round as catering for the less able (sorry if thats not a good term) becomes part of normal production.
  • darkmorgado #41 2 years ago

  • kangarootoo #42 2 years ago

    @captainrentboy

    There are actually about 15 (I think) different things that contribute to our perception of depth. Binocular vision only accounts for a couple of them. Others are things such as perspective, detail reducing over distance, colour depth reducing and changing over distance, knowing that obscured items must be further away than the object/s obscuring them.

    Here we go. Binocular references total 2, monocular references total 11.
    [link url=http://en.wikipedia.org/wiki/Depth_perception
    ]http://en.wikipedia.org/wiki/Depth_perce...[/link]

    Tell your acquaintence to quit crying and have a glass of milk :)
  • monkeywithnoeyes #43 2 years ago

    surely this is where kinect could shine
  • geeza2020 #44 2 years ago

    I personally don't have any disabilities but I would just like to say thanks to all the people in this comments thread for keeping the conversations on topic and (shock!) unoffensive. EG is a shining light in the quagmire of the internet in regards to its community and their ability to have mature and sensible discussions.

    Great article, and it was very interesting reading about people with varying levels of disability and their experiences with various software and hardware.

    More stuff like this please EG!
  • StolenGlory #45 2 years ago

    Ok, these guys are the ones who need support.

    I saw these guys at the EG Expo and what they're doing is nothing short of fucking incredible.

    [link url=http://www.specialeffect.org.uk/
    ]http://www.specialeffect.org.uk/
    [/link]
  • darkmorgado #46 2 years ago

    @StolenGlory

    Brilliant :-) Cheers for the link - I'll make a donation this evening.

    We actually use computer games at work (I work in a mental hospital that treats people with mental illness, learning disabilities and autism) in Therapeutic activities. We had a diversity event recently and there was a series of projectors hooked up to a ps3 (Fifa), new xbox (F1) and a wii (wii party). It was easily the most popular part of the event, and it was great seeing the patients, some of whom have anti-social personality disorders, learning how to play together, socialise and be competetive in a structured environment. Unfortunately not all of the patients could take part because they had motor function problems, even though you could see they clearly wanted to participate. Some of them got really upset about it, particularly the adolescents :-(
  • Darren #47 2 years ago

    As a hearing impaired gamer I find the lack of subtitles in games to be an annoyance. Singularity lacked them so I had great difficultly following the story and dialogue (seemed like a mediocre game anyway) and despite Halo: Reach having a Subtitle option, almost all of the dialogue so far seems to lack subtitles! I play single player games for the stories so subtitles are a must for me if I want to catch all of the narrative.
  • welshben23 #48 2 years ago

    What a fantastic article. I'm a disabled gamer, myself. I have Spina Bifida and spend most of my time in my wheelchair. I can use the 360/PS3 controllers easily as my arms/hands are fine apart from slow reactions which sometimes make QTE's a little difficult. Kinect is a great idea and will help many disabled gamers. but Kinect is a no-go area for me as I can't stand without using crutches and am very unsteady when I do stand and walk.

    I could probably use the PS Move but I won't be buying it in the forseeable future. I had a Nintendo Wii for about a year and even though I could play that with no problems, I got sweaty and out of breath really quickly with the Sports games especially the Boxing. But that was probably down to the fact that I'm a fat bastard.
  • Ginger #49 2 years ago

    Good stuff. I do hope Cyberclaw is getting on with the one handed controller that the forum chipped in for. Haven't seen him around in a while.
  • krygerleeu #50 2 years ago

    Great article!
    My site is pretty poor and this certainly influences the games i buy. For example, i don't even try to play Football Manager anymore because of the eye strain. FM is a great example of a game that could be made accessible with a bit of will. If blind people can use spread sheets and complex statistical software packages with screen readers, , as they do, then surely something like FM can be made accessible to screen readers. And for something like FM there is no doubt a big market and people willing to give input during development.
    Another thing that would be a huge help for people with low vision is the option to make all text accessible to screen readers. In other words, when you are picking dialogue options in something like fallout the console or pc can read the options with a text-to-speech engine. It could be a pretty light weight text-to-speech engine like those found on mobile phones. All it will need is for the game to make the text available to the text-to-speech engine. Not impossible, but only needs a bit of will.
    For the sceptics... a few years back everyone thought touch screen phones would bring an end to the gains made in mobile phone accessibility for blind people. Today the iPhone is the most accessible phone on the market. Checkout the videos for inspiration. It is not a new product... just the same iPhone everyone else is using with some inovative screen reading code added on.
  • jjolley #51 2 years ago

    i'm not convinced that Kinect will be the saviour for some disabled gamers. I think for the blind it will be very difficult to really feel a part of the game. I can't seriously understand how I would line up my body with the image on the screen. At least with the move, you point at the camera, press a button, it makes a noise usually and you're ready to play. I'm not sure genuinely if Kinect will exclude more groups than we think for that reason. Also, having never seen things, how would I fake a motion with nothing to hold? For me, if I have a relationship, an object, I can relate space from that. My specific eye condition was oxygen damage ROP to be precise so that has given me a little brain damage in that sort of way. Mobility has always been a problem, but i'm fine if I learn to concentrate.
  • jjolley #52 2 years ago

    I agree about the iPhone, I have both a 3Gs and an iPod touch third generation. The accessibility is fine and it's my PDA, my barcode scanner:
    [link url=http://www.digit-eyes.com
    ]http://www.digit-eyes.com
    [/link]
    I use that app for reading the barcoes on my games. There's lots of ways that improvements within games could be made, and many improvements are being made by accident. Think commentary in sports games as an example.
  • Bulbatron #53 2 years ago

    Sorry if this post sounds a bit garbled. I've got a few things to say.

    For a start, that was a good article.

    As a visually impaired player I generally avoid titles that are constantly fast-moving such as sporting titles. I'm OK with shooters since I can usually take my time over them. My favourite genre for games are horror games, partly of course because I just like horror, but also because they are generally much slower placed. Or at least - they used to be. Also, I mostly have to play on the easiest setting to make up for my slower reactions. So, Normal setting for most people is like Hard setting for me.

    For somebody with my particular disability, I generally find that the lowest difficulty works OK for me. Since I'm almost blind out of one eye and just plain short sighted out of the other, I am a player for whom 3-D doesn't work. I don't mean 3-D effects, I mean 3-D where you have to ware the glasses. I see in 3-D perfectly well.

    For this reason, motion controls really don't work for me. They require the player to stand (or sit) away from their television / monitor. If I were to do that, I wouldn't be able to see the game! As it is I have to sit right in front of my television to be able to play.

    One thing I never do is play multiplayer with strangers. I wouldn't stand a chance in hell and it's completely wrong to expect other players to modify the way they play to suit me. So, I just don't do it.

    One setting I would like to see is the option of having the game HUD at the top or bottom of the screen.

    But games must be very difficult to add accessibility options into since they already contain so many variables. Much as I'd like to see these sorts of options added, I think I can understand why it seems so difficult. I must admit, I did quite enjoy In the Pit.

    Oh, and as a previous poster mentioned, Macs are pretty good for accessibility options. Not only with VoiceOver but also options relating to the look of the screen.

    EDIT: Oh yeah, I forgot to mention. While I won't be so arrogant as to speak for other visually impaired gamers, I will say that one thing that really fucks things up for me personally is QTEs! I bloody hate them and I wish to god that developers would just get over them!
    Edited by Bulbatron at 13/10/10 @ 18:56
  • SmallPeanutHead #54 2 years ago

    Brilliant piece, thanks Dan.

    StolenGlory, you're right these people are absolutely brilliant at what they do http://www.specialeffect.org.uk

    Also, check out http://www.gamebase.info/ by the same people, which is all about which games are accessible or can be made accessible, everyone's comments on games that they've played are welcome, in fact the more the merrier they're always looking for input and information on games that people have played whether they have a disability or not. All information helps to make as many games as possible, accessible for as many people as possible.
  • Gromit #55 2 years ago

    Does the games industry have a duty to accomodate disabled gamers, or is helping them a "nice" thing to do, but they aren't obliged to?

    If your disability prevents you from gaming: is it up to developers to find ways to help you, or are you just unable to do it like an ugly person wanting to join a modelling agency?
  • krygerleeu #56 2 years ago

    Gromit. I don't think there is any point to begging developers to make accomodations for disabled people just out of compassion - although that wouldn't be a bad reason. I think the point is rather that there is an untapped market here that can in some cases be accessed without too much extra effort. In other words, it is quite possible that the extra sales from increased accessibility might more than make up for extra costs. I would again refer to the iPhone, which has certainly sold a large number of extra units simply because of its excellent accessibility features. I would urge more developers to research this properly. Your modelling analogy doesn't really work. In fact, that is exactly the kind of thing people were saying about making touch screen phones accessible for blind people pre-iPhone 3GS.
  • darkmorgado #57 2 years ago

    @stalefart

    Got bored of trolling did you?
  • darkmorgado #58 2 years ago

    Does the games industry have a duty to accomodate disabled gamers, or is helping them a "nice" thing to do, but they aren't obliged to?

    To be honest, I'm not sure. "Reasonable adjustments" is what this would normally fall under, but that applies to employment. It could possibly fall under the "provision of goods and services act" though, which means that no company or individual providing a service or product to the public are allowed to do so or conduct business in a way that could discriminate against people with disabilities, religion, sexuality, etc.

    With regards to consumer products though, I think it's an untested area of law.

    EDIT: Clarifying my last sentence
    Edited by darkmorgado at 14/10/10 @ 01:15
  • Gromit #59 2 years ago

    I think the modelling analogy is perfectly reasonable. There are some things in life that we are excluded from because of our bodies. It's just the way it is. If I looked like Chris Evans, but wanted to be an actor and play the role of Malcolm X or Ali, it just wouldn't happen. If I was skinny, yet dreamed of being a professional wrestler, it would go nowhere because I just wasn't born that way / my anatomy is not suited to it.

    It's good that things can be done to help people with disabilities. but the question is do they have a moral or even legal duty to make provision for them when making games?

    I would say no. The developers are there to make money, and while some compassion is good, how much would extra time spent accomodating disabled people be to the detriment of the vast majority of their customer base who are able-bodied, and have paid their £40? Also how many gamers need extra features, how many people would potentially take up gaming is features were implimented to make things easier for them?

    They are all questions for the games industry to find out, but I would predict that when the bottome line is at stake, this issue will be given little attention.
  • darkmorgado #60 2 years ago

    Sigh.

    I see I am getting negged again by the trolls who target me just because I have asperger's.
    F*cking morons.
    Whoever you are, you are exactly what is wrong with society, let alone gaming.
  • SpecialEffect #61 2 years ago

    Many thanks to Dan for a really terrific article, which has promted some great feedback. Anyone who has any questions or would like to find out more on what we do and accessible gaming please contact us through our site http://www.specialeffect.org.uk
  • spidermanalf #62 2 years ago

    Great article, as a recent inductee into the disabled gamer category I have noticed that the things I took for granted, i.e. hearing and being able to stand unaided, made gaming a lot simpler, especially on the wii. With the onset of Kinect and Move already out I am not looking forward to the future of gaming as I was 18 months ago.

    I have had a go on Move, and there are ways to get it to work in a wheelchair, or on crutches, but the experience is marred by lack of movement. Plus I get tired in about 10 mins, same with the Wii.

    Gaming with a pad is a lot simpler, and also helps with my dexterity, plus I don't get tired as quick. And can actually play for some time.

    I am also happy with the way the majotrity of people on here have been respectful, thanks for that, it is appreciated!