[games_access] same proposal in multiple tracks
Reid Kimball
reid at rbkdesign.com
Mon Oct 1 01:43:41 EDT 2007
Our goal from day one has always to affect the industry at large to
make games for all. I'm not sure what you are suggesting specifically
other than "use our resources wisely". I personally want to talk to as
many people as I can about CC in games. I'm willing to prepare for how
ever many sessions I'm allowed to.
I think we are trying something new this year by trying to speak to
people in different tracks. Before it was tutorial days or serious
summits and mobile roundtables or such which is great.
I don't understand what the issue is?
-Reid
On 9/30/07, Eelke Folmer <eelke.folmer at gmail.com> wrote:
> Yeah but god of war II has sold a gazillion copies and has naughty
> scenes in it. ;-)
>
> I guess with game accessibility we do have a little bit more credit at
> the GDC on getting our proposals accepted, but we do need to get more
> people at our meetings and we actually need to make it this year's
> goal to affect at least one or more games that are currently under
> development (like Reid/Me did with Killzone 2).
>
> We only have a limited amount of people available so we should spend
> our resources wisely. If hardly anyone comes to our events like last
> year we should seriously consider alternative ways of reaching out to
> the community. Having an X amount of talks is good to get us in. But
> giving a talk takes preparation and that time can also be spent in
> different ways. Getting a booth is already an improvement, and I
> volunteer to be there as much as possible. But if there are other
> booths with lots of people playing fancy cool new games, well then I
> think that is also an opportunity for us to go out there to hand out
> those little flyers with 10 little accessibility tips and just talk
> with people about disabilities. That's why we need those shirts too!
> (Accessibility Taskforce). Its sad but true but with regard to
> "sexiness" we cannot compete with any fancy game title out there.
> Fortunately only one person can play at a time at such booths so the
> other 50 bystanders could be ready to listen to us.
>
> just my 2 cents.....
>
> cheers Eelke
>
>
>
> On 9/30/07, d. michelle hinn <hinn at uiuc.edu> wrote:
>
> > Basically we should not turn in any identical talks -- but the same
> > idea -- [cc] -- can be presented to different audiences in different
> > ways because there are a lot of facets of [cc]. It's no different
> > than seeing 30 talks on the schedule about God of War II broken up
> > into parts depending on the audience. :)
>
>
>
> ----------------------------------------------------------------------------
> Eelke Folmer Assistant Professor
> Department of CS&E/171
> University of Nevada Reno, Nevada 89557
> Game interaction design www.helpyouplay.com
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