[games_access] First experience of Kinect

Barrie Ellis oneswitch at gmail.com
Fri Aug 20 16:40:33 EDT 2010


The old Top 10 is here: http://wiki.igda.org/Top_Ten - Set-up about five years ago. As Sandra said, we must look at it again.

Barrie



From: Michelle Hinn 
Sent: Friday, August 20, 2010 9:13 PM
To: IGDA Games Accessibility SIG Mailing List 
Subject: Re: [games_access] First experience of Kinect


She is talking about our "top ten" list of how to make games more accessible -- it's the "low hanging fruit" but it's a way to get started and if all game companies did all of them then they would be in a better space to go further! 


Michelle


On Aug 20, 2010, at 2:44 PM, Brannon Zahand wrote:


  Sandra, can you let me know what the IGDA GA-SIG List is that you refer to?
   
  From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Sandra Uhling
  Sent: Thursday, August 19, 2010 2:15 PM
  To: IGDA GA-SIG Emailliste
  Subject: [games_access] First experience of Kinect
   
  Hello,
   
  here are my first experience with Kinect. Note I did not test it very well.
  I played only a little bit some beta version on the gamescom.
   
  I am very interested in Reviews with Silver Gamer and Kinect. I have the feeling
  that the gameplay will be easier to understand than Wii games, but the gamespeed
  is still too high. And maybe sometimes the graphics are still too complex and disturbing.
  A changeable gamespeed and alternative simpler graphics would be great.
  For exergaming the games are usually very good. So my focus was Game Accessibility.
   
   
  The central point is, that we have now a technology where there are lots of possible inputs.
  e.g.:
  ·         Use/Need left/right arm (can be critical: see dance central)
  ·         Use/Need both arms
  ·         Sometimes you have to stand
  ·         Sometimes people have to jump
  ·         You have to use upper and or lower body
  ·         Someties you can use your voice
  ·         Gamepad can be used as alternative?
   
  What is supported and what is required depends on the game and the developer.
  So the big question is: How can customer find out, what kind of input is needed to be able
  to play the game? I personally think that this question is very important to some customers.
  It would be great to have symbols on the cover: What kind of input is required to play the game
  and are there sometimes alternatives? But who is going to establish them?
   
  I am wondering if they did ignore the IGDA GA-SIG List or if they never received it. E.g. an alternative
  for input and output was one point I added to the list. But it looks like that there are usually no Alternatives.
   
   
  Kinect Sport:
  It looks like that it is possible to use left or right hand
   
  Dance Central:
  It offers a slow motion solution in training mode, when the gamer does not get the moves right.
  But I have the feeling that there is still a second slow motion needed. Also separate trainings for
  upper and lower body would be very useful.
  The key here, is the menu. It is the most difficult menu of the games I played. You have to use your
  right arm and it is very difficult. Also a person with good mobility needs some training for it.
   
   
  Ubisoft Games:
  I love the menu. You can use left or right arm. And it is very easy and intuitive  to use. The person said
  that maybe the menu of the sport game can also be used with a gamepad. Does anyone have contact to Ubisoft?
  It looks like the people are little bit open for these special needs.
   
  Sonic Free Riders:
  I loooove this one. There is a swimming part where you can use your arms, but you do not need your arms.
  When the player does not move the arms, the figure is automatically moved forward. (But I do not know
  about the menu!) One open question is the jump, what happens when the person does not jump?
   
  The key point usually is the menu. Also when the gameplay does not require much, the gamer still has to use
  the menu to be able to play the game.
   
  Maybe a dancepad could also be a very interesting Alternative for use of the menu? Imagine someone
  who have no arms, he could play some games and control the menu with the dancepad. Or maybe the
  voice recognition could be used?
   
  Summary:
  The menu is the most important part.
  Changeable gamespeed would be great.
  More alternative inputs would be great.
  Symbols on the cover would be great.
  Selection of the “menu-arm” would be great.
  Easier menu would be great.
  The support of a gamepad would be great (also it maybe not fit the gameplay very well. It is more important
  to be able to play with other together)
   
  I see a very high potential for “Games for Health” games.
   
  Best regards,
  Sandra
   
   
   
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