[games_access] games_access Digest, Vol 57, Issue 4

Matthias Troup foreversublime at hotmail.com
Wed Jan 7 18:53:55 EST 2009


Yes, we're quick to condemn companies that don't offer fully customizable controls in games and I believe we could use a dose of our own medicine in regards to customizable solutions.> From: thomas at pininteractive.com> To: games_access at igda.org> Date: Wed, 7 Jan 2009 18:19:02 +0100> Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4> > I suggest such a solution to be an option for deaf + colorblind> For those deaf + other visual disability may choose the color coded > only version> Also a high contrast text version with bold/underscore etc could work > for all (except deaf + blind of course)> /thomas> On 7 jan 2009, at 18.04, Reid Kimball wrote:> > > It might work in games, but I'm afraid it would end up looking like a> > webpage from the early 1990's. Every other word having some type of> > effect applied to it. Many hard of hearing or deaf people also have> > vision difficulties, italics mixed with underlines, etc will be hard> > to read. But if someone wants to prove this out, please do.> >> > -Reid> >> > On Wed, Jan 7, 2009 at 8:59 AM, Matthias Troup> > <foreversublime at hotmail.com> wrote:> >> I found Thomas' suggestion interesting for a few reasons... but > >> I'll cut to> >> the chase... I forwarded Thomas' email to a friend that replied in > >> part:> >>> >> "Wow, very cool. But you have to remember that that's something of a> >> practice already done in comic books for decades :)"> >>> >> Question: Is anyone here a comic book guru? My friend may have > >> just been> >> cheeky. I know some professional comic writers and could ask if > >> they have> >> further guidance on the subject of typography... but if those bases > >> are> >> covered here already feel free to add your input as to how games > >> are NOT> >> like comic books. *wink.> >>> >>> >>> >>> >>> >>> >> ________________________________> >> From: thomas at pininteractive.com> >> To: games_access at igda.org> >> Date: Tue, 6 Jan 2009 11:20:26 +0100> >> Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4> >>> >> and also color coding is a problem for those who are deaf + color > >> blind> >>> >> perhaps using bold for male, normal for female or some non-color > >> indication> >> (in addition to color coding)> >> + similar for types, e.g> >> italic for hazard, normal for friendly> >> underscore for information> >> /Thomas> >> On 6 jan 2009, at 05.55, Reid Kimball wrote:> >>> >> I think they are very important because deaf players can't hear that> >> one voice sounds female and another sound male for example. You could> >> color code, but must be consistent so that players learn that green > >> is> >> always for one character and no other. But then you lose the ability> >> to color code sounds by type, (hazard, friendly, information) like I> >> did in Doom3[CC].> >>> >> Based on color theory some colors do not mix well, so yes, black> >> background can pose problems for text in certain colors. Forgive me> >> for not making a comprehensive list now. If someone who knows color> >> theory can let us know which colors shouldn't be used for text on a> >> black background please share.> >>> >> ________________________________> >> Windows LiveTM: Keep your life in sync. See how it works.> >> _______________________________________________> >> games_access mailing list> >> games_access at igda.org> >> http://seven.pairlist.net/mailman/listinfo/games_access> >>> >>> > _______________________________________________> > games_access mailing list> > games_access at igda.org> > http://seven.pairlist.net/mailman/listinfo/games_access> > _______________________________________________> games_access mailing list> games_access at igda.org> http://seven.pairlist.net/mailman/listinfo/games_access
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