[games_access] Accessibility Problem: Getting Trapped

Amit Pitaru [LIST] list at pitaru.com
Sun Nov 19 08:45:38 EST 2006


Hi Berrie, 

 

I've had a similar problem with the kids at the school I work with. Even
when the games are accessible during play, it still leaves the issue of
initially setting it up and then quitting. 

 

I'm sure the programmer are coming up with great solutions. I can't wait to
see the games! I think this competition will yield amazing and original new
solutions for us to learn from. In case it helps, here's a version of an
enhanced 'quit' button that I use:

 

1. The basics: A white circle with a black 'X' button on the top-right. It's
small enough not to be annoying on the screen, and also grows by 20%-40%
(depends on the game settings) as the cursor approaches its periphery, or
goes all the way to the anywhere on either the left or top regions of the
screen (10 pixel border). The letter 'Q' also activates it. Those who can
use pointing devices usually like it.

 

2. Those who use switch devices can't afford to 'waste' a switch on a 'Q'
button. But I usually insist that they have an extra button for reaching the
settings menu, which also automatically pauses the game. I then add the quit
button into the menu. But if it's not possible to add an extra switch
button, I set up a scheme where you have to hold one of the existing switch
buttons for 3 seconds, and then the menu pops up upon the button's release.
But this feature can be annoying until getting used to, so it's only good as
a last resort. Also, some kids can't control their release motion off the
switch so the menu can be accidentally triggered, but I found it to work
well for most. Once in the menu, you can return to the game with just one
click-operation - in case it was trigged by mistake. The menu is scannable
(as is the rest of the game), so the 'quit' feature also works for
one-switch operations.

 

It takes an afternoon for a decent programmer to set this up, and it works
well for most of the kids I checked it with (about one hundred), so I think
it's worth the effort.

 

I hope this helps a bit,

Amit

 

 

  _____  

From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of Barrie Ellis
Sent: Sunday, November 19, 2006 5:40 AM
To: IGDA Games Accessibility SIG Mailing List
Subject: [games_access] Accessibility Problem: Getting Trapped

 

Reviewing the Retro Remakes games (on 46 out of 76) I'm finding a common
problem with games with quitting. If they don't allow you to quit from the
main menu, with the controls designed to play the game, you can end up
trapped in the game, reliant on another person to come over and press the
ESCAPE key for you.

 

Imagine a gamer able to use the equivalent of an old Atari 2600 Joystick
(up, down, left, right, fire), but not able to access the keyboard, imagine
a head-tracker user reliant on dwell clicking. An on-screen QUIT option is
all that's needed - and yet it seems an obvious thing that is easily
overlooked.

 

Similarly, if games are to feature "super easy" / walkthrough options (and I
think they should where appropriate), then you've also got ot have a way to
quit, or again you'll be trapped within the game for good. Possible
solutions? Breaks between levels/lost lives where you can exit in some way -
hot-spots on screen allowing you to access menus/quit.

 

Guess this will become more of an issue with consoles, if they are intended
to be home-entertainment hubs, with games stored on hard-disks / remotely.

 

Barrie

 

 

----- Original Message ----- 

From: d. michelle hinn <mailto:hinn at uiuc.edu>  

To: IGDA Games <mailto:games_access at igda.org>  Accessibility SIG Mailing
List 

Sent: Friday, November 17, 2006 8:32 PM

Subject: Re: [games_access] hotel reservations GDC 2007

 

> it's gotta be mainstream but also provide something that focuses on
disability as a strength...

Sorry - I'm haven't had a chance to learn about the accessibility-idol
project. But just a couple of ideas that maybe can help the contestants in

their first steps:

 

Thanks Amit! So the competition will be live at GDC in March and we have 5
very seasoned industry veterans (We have coverages from Ultima to the Madden
game series) who have accepted the challenge to make a mainstream game
accessible for gamers with mobility disabilities. So it's not a project in
as much a "reality show" style session to hopefully pack people in to see
what the famous people are doing messing about with accessibility! So
basically what they need from us is information on how a gamer who is
quadriplegic plays games and then it's up to them to design something
awesome. They'll just be presenting designs rather than finished projects
(too little time and they are very busy people) but it will be a game
show/reality show presentation where one of them will be named....

 

The Accessibility Idol

 

:)

 

The GDC site for the session is at:

https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=3887

 

We're hoping this will bring a lot of attention to the issue of game
accessibility for mainstream games.

 

Michelle


  _____  


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