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Fun, Enabled: Unpacking
Game Accessibility in 2017
Johnny Richardson
Lead Dev @engagelab,
Games industry wayfarer,
#a11y nerd
WHO??
What I do
Why I care
Personal experiences
This is a very different talk than usual
A lot of content may seem like common sense
(a11y = accessibility)
A trip down memory lane
~2009:
Accessibility was anathema at worst and too hard at best
“Players don’t want it”
No financial incentive
Advocates were too radical
Some things have yet to change
Today...
2017:
Better understanding
Wider adoption of basics
F2P/Games as service
Streaming
MR/VR
Press
Representation has improved
...Today
AbleGamers had to tweak mission
This is a good thing!
Still a long way to go
Just in US: 33 million disabled gamers
E.g.
Doom 3[CC] vs Uncharted 4
Rocket League, Hitman, Xcom, Bayonetta 2, Overwatch
Xbox copilot, PS4/Xbox ease of access
BFIG category last year, unheard of years ago
Bad apples: Overwatch, Zelda, plenty of non-AAA titles
Johnny’s Five F’s
Let’s get into it
FOCUS
Art must be accessible
Development must be practical
“Universal Design”
FEEDBACK
The “final product” is a misdirection
Early/frequent testing is the key
Let go!
FUN
Accessible for everyone
Nothing to do with superficial “reward”
Social experience
FISCAL
The audience: significant and untapped
Market differentiation
Smart design is not expensive
FUNDAMENTAL
The principled thing to do!
And surprise!
None of this has to do with “accessibility”.
INDIES!
INDIEEEEEEEES
More discretion/nimbler
Need to mitigate risk lessened
Smaller budget :(
Smaller budget!
Universal appeal?
if(indies === “innovation”)
Accessible gameplay
let indies = “innovation”;
Indie Highlights
HEARtREAD
Perception
The Last Door
This War of Mine
Sometimes Always Monsters
Papers, Please
Industry Diversification
Driver of a11y
Games reflect their devs
Breaking in
Democratization
Natural progression
All done
Questions?
@johnnycrich
johnny@elab.emerson.edu

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Boston Indies Talk July 2017

Editor's Notes

  1. What I do Why I care Personal experiences - QTE, getting help from friends This is a very diff talk than usual; have been speaking outside industry for a while Much of what I discuss while strike you as common sense (it is!)
  2. Many devs used to think supporting accessibility was anathema at worst and too hard at best GDC experience Players didn’t want it No financial incentive Advocates were too radical in their approach; univ design Has not changed much Lack of resources Conflation of approachability and a11y
  3. Considerably better understanding Wider adoption of some basic a11y features Subtitles Controller remapping Colorblind Enemy marking More types of difficulty settings, Checkpoints more common F2P Games as a service -- (Audience more visible, changes come constantly) Streaming/”personalities” MR/VR -- numerous a11y issues to overcome, but possibility space where other hardware has failed Coverage in press more widespread Representation of disabled in games has improved Examples Oracle, Arkham (becomes paraplegic) Huey Emmerich, MGSV (born paraplegic) Lester Crest, GTAV (deuteraganist, “wasting disease”) Joker, Mass Effect (Vrolik syndrome) Tiami, Guild Wars 2 (bone disease) Elude (Gambit) explores depression Cassie, Perception (blind protagonist)
  4. AbleGamers tweaked mission (charity), no longer needs developer evangelist, has capable staff This is a good thing Still a long way to go; 33 million gamers with disabilities in America alone, hundreds of million worldwide Audience grows daily (we’re all getting older)
  5. Examples of how far we’ve come CC created as mod in 2004 U4 had tons of a11y options built in for AAA (target lock, aim modes, camera and vehicle assist, tap vs mash for QTEs, swap sticks) RL while precision and dexterity are bonuses, overcome by ingenuity and finding right path the vastness of cosmetic customizations Hitman Rewarded for slow, methodicial play by design Tons of gameplay options Xcom other example B2 Could be controlled via gamepad, touchscreen, pro controller, all of them Hopefully more games like this w/ Switch since its has no system-wide controller re-mapping Automatic/one-button mode Overwatch (great re-mapping) PS4/XB1 Bfig Overwatch devs lobby first-parties to disable K/M converters or devices like TAC pro Zelda Unskippable motion control puzzles No target lock Nintendo in general failing at a11y
  6. Time for my 5 fs. Developed a while back as a quick intro to how I approach a11y.
  7. Art must be accessible, Development must be practical, “Universal Design” -- Books on tape, ADA movie theatres, subtitles For the mainstream gaming markets, the best practices of universal design cannot always be applied. Section 508 guarantees accessibility on the Web, at least for governmental portals; widely accepted and adopted The cost-benefit analysis for true total inclusion tends to be a difficult proposition for backers/bottom line; a nonstarter. While A11y fairly simple, total inclusivity considerably harder (in terms of catering to every conceivable hindrance) Good better best model alt way around this. Discuss CoD example
  8. Final product not always the be all. You need to break product into facets. Not everything needs to be perfect. Your audience usually knows more than you do.
  9. Accessible for everyone, Nothing to do with superficial “reward”, social experience. The concept of reward not generally important if somebody can’t even play. Social experience as a key part of this.
  10. Money left on the table. A way to convince stakeholders. Gain not always from sales but good PR. Does not break bank if thought of from start.
  11. The principled thing to do! It’s more about good game design.
  12. Tend to have more discretion insofar as design direction Indie titles are less likely to need to mitigate risk; smaller budget can mean more room to take risks and experiment Focus less on appealing to every possible audience Innovation the key to standing out...market forces
  13. HEARtREAD Perception The Last Door (dyslexia font, OpenDyslexic) This War of Mine - controlled only by the mouse - great audio cues Sometimes Always Monsters - Game play is never action-based, player follows the story/complete objectives at their own pace. color never plays into core gameplay elements without other descriptors. The game is entirely text based with great closed captions. Papers, Please (pacing)
  14. Aside: Speaking with devs yrs ago who complained about having trouble playing own games Blue Fang story Why would I ever make a game I have trouble playing? Workforce diversity sits equally alongside demand from players as driver of a11y Games are a reflection of the people who make them; reflect them Breaking in Industry is sometimes even more difficult to start in for the disabled Even though more mature, resources are often limited Igda and other dev groups don’t do often the best representing Not unique to games Indie devs have potential here Getting better: democratized, easier publishing, toolsets Natural evolution in part is helping