Chapter . Step 7 Include Players with Accessibility Issues

by Michelle Hinn

At the fringes of the audience for videogames are players who face physical barriers to playing games. In this step, Michelle Hinn discusses the nature of accessibility issues, and suggests a few simple changes that could accommodate players currently excluded from videogames.

Introduction

It’s been a long day at work, but fortunately the sequel to your all-time favorite game, Super Gears Saturn Attack 2: Ultimate Challenge! came out today, you had the game pre-ordered, sent to work, and now all you have to do is get home and play it! Maybe you’ll stay up all night trying to finish it... or at least call in sick tomorrow so you don’t have to deal with that interruption to your gaming.

The traffic on the roads is insane today and you are now wishing you’d gotten one of those dashboard TVs and could be playing the game right now as you sit in traffic. You resist the temptation to beep your horn in frustration as the car in front moves forward exactly one inch, and decide to take advantage of the delay to examine your new game. You take out your game manual and look at the controller scheme to get an edge on your roommates.

That’s strange. The booklet doesn’t say anything about how to control the game. Well, it’s probably the same as Super Gears Saturn Attack 1. But then, the early buzz on the game was that it’s got a totally tricked out mode where, although you can use your regular controller as well, there’s apparently some “special edition” controller that makes all the difference. Forget that—you’re not laying out more cash on a game before you know if it’s worth it. I mean, the special controller is $400—that’s the price of the stupid console! Oh—and get this—they say that some of the moves are downright impossible to do even with the special edition controller. Come on!

Oh! Here’s your exit—just five more minutes now! You are starting to get worried about the controls—what’s so different about it? Somehow they managed to keep that whole thing a bit of a mystery. Before you know it, it’s the moment you’ve been waiting for—you sink into your couch and put the game into the console.

Hmmm... what’s this? “Please hook up cuff/belt combo to the USB hub, and then put belt on first followed by cuffs. Once cuffs are on, do not attempt to touch controller with hands.” You and your roommates look at the on-screen message in slack-jawed disbelief. Reluctantly, you follow the instructions, but nothing happens. You go to press the Start button on the controller...

ZAP!

“Ow... what the...?”

“Dude! Did it actually give you some kind of shock when you tried to touch the controller?”

“You aren’t wearing the cuffs—you try starting it!” Your roommates try to work out what to do, but no matter what they try, it doesn’t work.

“This is crazy!” you cry, “What is going on? Look it up online!”

Finally, the screen changes and a message appears telling you to attach the cuffs on your arms to either side of each belt.

“Okay, so how am I supposed to play this? I’m not a Jedi Knight!” you moan.

Your other roommate has found some information online: “I don’t know what they are doing here, but it says that somehow it knows you are wearing that stupid belt/cuff thing. Duh! Okay, wait... you can use the controller with your feet, your face... just not your hands.”

You’re about to explode—you’ve been waiting for this game forever and now you can’t play it?!

Your roommate reads some more: “Yeah, it says that if you had that special edition controller, it lets you access the controls by sipping in and puffing out air into these tubes and you have another thing that you control with your lips.”

You completely blow a gasket when you hear this! “So if we want to play the game we have to shell out $400 for the special controller on top of the $80 it cost for the game and this belt/cuff piece of crap that won’t let me use the controller with my hands? Who does this to their audience?” Disgusted, you decide to send the game back to the store.

This story seems completely ridiculous, but it mirrors in many ways the experience that gamers with mobility issues such as quadriplegia face with almost every game. In the story, the three roommates weren’t actually disabled, but were functionally disabled by the game’s quirky design. Gamers who are actually disabled are also often functionally disabled by the game’s design (rather than being blocked by a lack of a suitable control device), often in ways that can be avoided—some of which we’ll discuss throughout this step.

The “special edition” controller described is called a “Quad Controller” and runs around $400 depending on options chosen [QuadControl]. It really does have tubes to sip in and puff out air to “press” different buttons and it has multiple toggle switches that you use with your mouth to “press” and do other things. Unfortunately, it can be really hard to play a game with this controller when most games do not allow remapping the controls, forcing the disabled gamer into an awkward or even impossible control scheme—having to sip in and puff out air at the same time is not something that comes easily to humans, after all!

Just as the gamers in the story decided to return their game, many gamers with disabilities end up doing the same, having learned the hard way that they weren’t going to get very far with a game even with expensive assistive technologies.

Throughout this step, I’ll talk about a variety of disabilities and the challenges that gamers from those groups and subgroups of disabilities present for game designers, as well as a “top ten” list of easy ways to get started making games more accessible.

What Is Game Accessibility?

For most of us, disability has impacted the life of someone we know and love—a family member, a friend, or at the very least some other person we’ve met such as a teacher, a student, a coworker, or even someone who rides the same commuter train with us every day. If we are lucky enough to grow old, disability will likely affect most of us personally—as we age, we all begin to lose our sight, hearing, mobility, and cognitive capacities. (And thanks to years of non-ergonomically ideal computer use and even repetitive button mashing games, many of us may have developed mobility issues such as carpal tunnel syndrome that limit the use of standard game controllers.) The term “disability” does not exclude, and is likely to include, most of us in some fashion sooner or later. For some, these physical limitations won’t affect every aspect of our lives, whereas for others it will profoundly impact nearly every aspect of life, requiring those concerned to learn how to live and enjoy life in entirely different ways—gaming included.

I’ve served as the chairperson of the joint International Game Developers Association’s (IGDA) and Entertainment Consumers Association’s (ECA) Game Accessibility Special Interest Group (GA-SIG) for the past five years. During this time I have seen some amazing things. I’ve seen mods of popular commercial games designed by a single socially-conscious person for a disabled audience. I have played games written by visually impaired gamers for other visually impaired gamers. I have played the growing number of independent remakes of classic game titles that have been modified to resolve issues relating to just one disability type. I have seen and used some of the unconventional, hacked, and tricked out controllers that many gamers with disabilities rely on to play commercial games for both PCs and console systems.

There are many barriers faced by people with accessibility issues. Considering just the issue of specialized controllers, many of these controllers do not come cheap—certain custom models can cost over twice the amount of the console system it was designed to work with simply because they are complex electronic devices made by a single garage hacker hobbyist to fit the needs of the individual gamer.

For anyone who might think that there isn’t an interest in gaming among people with disabilities, think again—some players with disabilities are among the most dedicated gamers both in respect of their financial contribution and also the sheer determination to play games using any means possible.

Accessibility enters the realm of social justice. Is gaming or any other leisure activity something that we all should have the right to enjoy? Of course, funding for games and other leisure activities should not take precedence over life support measures, but at the same time art, film, literature, sports, games, and so forth are just a few of the things that make our lives richer. Without them, we lose an essential part of being alive.

When I give talks to game developers, I often ask the audience to imagine that tomorrow—due to one false step, a few missed heartbeats, the onset of a delayed disability such as multiple sclerosis, or a terrible accident—they were faced with the prospect of no longer being able to work on games, let alone play them. Would they be willing to accept the loss of their life’s passion? Wouldn’t they be interested in learning how to engage with games as an active participant in a new way?

Although this may give us a pause for thought, talking about “what if” scenarios isn’t often enough. Like many of life’s unknowns, until you’ve experienced a disability that keeps you from participating in gaming (even if only temporarily), you may not be able to honestly consider the consequences of such a life-changing event. Over time, however, I have begun to learn that what can resonate with producers, development teams, and so forth are the stories of real gamers with disabilities. These stories can be powerfully moving, because they show the courage of those who face real physical limitations in their daily lives.

Gamers with Disabilities

As the chairperson of the gaming industry’s lobbyist group to raise awareness and help designers find solutions to accessibility issues, I’ve worked with several companies to help them take the first steps toward making their games more accessible. But I’ve also been afforded the opportunity to learn exactly how important games are to people’s lives.

I receive emails and phone calls every week asking about accessible games and controllers. Some come from the potential gamers themselves, which usually consist of vivid descriptions of a recent accident and a plea to help them find a one-handed controller because they’ve just lost a hand or an arm. Some come from doctors of veterans from Afghanistan and Iraq who contact me not just because of the potential games have for rehabilitation, but also because they have patients who are suffering from intense depression as a result of their injuries, for whom gaming used to be a big part of their civilian lives. Using assistive technology and accessible controllers, videogames can be brought back into the lives of such veterans—and learning to play games in a new way helps pave the way to wanting to learn how to do other things in a new way. It can be a first step towards returning to life for such people.

Perhaps the most emotional calls come from parents, who often start the conversation by telling me that before their child was in an accident they felt that videogames were a waste of time, at the very least, if not actually dangerous. Now, unfortunately, their child cannot play with his or her friends and they want to know if there is any way to get them into a multiplayer game of some kind. They want their child (and their friends) to understand that even though one of them has a disability, life goes on—they are still friends, and they can still play together.

It’s hard to get these calls and emails and know that the gaming industry as a whole has not done much to respond to the call for increasing the accessibility of their games. Fortunately, there are a lot of garage hackers and hobbyists who have taken up the cause to make sure that there are at least plenty of controller options for all the latest systems—Microsoft’s Xbox 360, Nintendo’s Wii, and Sony’s PS3 all have specialist devices available.

This is only a part of the battle. Even with an accessible controller, many—too many—games do not allow keys/buttons/control sticks to be remapped so that players with accessibility issues might be able to play them. Although smaller companies may struggle to develop on the funding available, many high-profile games are now developed on budgets in excess of $20 million and could easily afford to support such a feature (which many players without disabilities might also benefit from).

Other issues include lack of closed captioning, poor audio cues, inability to change colors, font sizes that are too small to be read, and many more. Before discussing these kinds of issues in more detail, however, I want to leave you with a few quotes that nicely capture what it is that gamers with disabilities want in a videogame experience. These are taken from a 2006 survey that asked blind gamers what they are looking for in commercial videogames [VanTol06]:

  • “...Making a game accessible won’t just convince blind players to buy it—many of us have [non-blind] friends who play games and [we] would love the chance to play against them in multiplayer modes.”

  • “I’ve liked to play like sighted people, play with sighted people, and be like ‘my score was this!’ I mean [I’d] have something to say, you know? But I never get this chance... but I’m hopeful I will.”

Games are often social experiences. Although these are just two opinions from blind gamers, the desire to play with non-visually impaired friends as well as being able to have bragging rights (just as their sighted counterparts have) resonate with gamers who have other kinds of disabilities. In an article on CNN about a game called AudiOdyssey (Gambit, 2007) that was designed to be played by both the blind and sighted together, one blind gamer was quoted as saying “It’s important that games be mainstream and inclusive—rather than “special” and [only] for blind players.” [Mollman07]

Forms of Disability

Each kind of disability presents different game design issues, but there are a few things to keep in mind throughout.

The first is that having decreased ability in one area generally means increased ability in other areas. The most famous example of this is the popular conception that a blind person has a more keen sense of hearing. This is substantially true, and indeed their sense of touch and smell may also be heightened. Although it’s beyond the scope of this chapter to discuss theories as to why this may happen, the brain is a versatile organ which (as you learned in Step 3 with the research on London taxi drivers) changes according to the circumstances it faces. So people who don’t use their sense of sight develop their other sensory cortices more completely. As a result, some designers of accessible games have highlighted sound and touch in versions of games for those with severe visual impairments, such as blindness.

The second issue to keep in mind is crossover. Some people with disabilities will have, say, both a cognitive and a mobility disability or some other combination of disabilities. This is fairly common and may result in the need for a combination of solutions. Sometimes one of the disabilities is more pronounced than the other(s), which can ease the solution combination.

A third issue is that within every disability category is a wide range of different issues. For example, visual disabilities can include partial vision, color blindness, and at the extreme end, total blindness (complete loss of vision). Just these three examples of visual disabilities require entirely different considerations by game designers.

Finally, some design solutions for one group will alienate another group entirely. For instance, a game that relies solely on audio cues (with no visuals whatsoever) will be completely inaccessible to those with significant hearing impairments. In fact, audio-only games have been a genre that game designers for the visually impaired have been making for many years. More recently, designers of alternate reality games (ARGs) have been experimenting with this form.

Improving Accessibility

There’s a term in the computer and web accessibility worlds called universal accessibility—meaning that all computer programs and web pages should be able to be accessed in some way by all people. Here the emphasis is on education and productivity applications, operating systems, and getting information from websites, usually in areas where it is required by law for a company, school, or government agency to do so (these laws vary by country, but most countries in North America and Europe have adopted some variation of these laws). However, the laws are not as clear when referring to games.

Ideally, we might want to make all games accessible for everyone, but the reality is that there are some game experiences that cannot be transformed to be accessible and, more importantly, to be fun, for every type of gamer—with and without disabilities. As a result of this, I don’t stress the idea of all games being accessible to all, but rather push to have as many games as possible accessible to more people—aiming not for universal accessibility, but simply for improved accessibility.

I’ve been at industry shows and have been asked why a one-button version of a first person shooter would be fun for anyone since it takes the “aiming” away from the gamer (by using a utility that performs an auto-sweep of screen). You just press the button over and over—how can that be fun? This sort of comment represents a fundamental misunderstanding about the nature of fun. Yes, playing with an auto-sweep or auto-aim may not be fun for an FPS expert deeply immersed in the challenge of these games, but these games deliver many other experiences that can be fun (something Chris explored in Step 3). For a gamer with a profound disability, being able to play these kinds of games at all can be fun, and although simply clicking a button to fire may seem like a limited form of play, it’s not wholly unlike the earliest of videogames in its simplicity.

We show work like this at conventions not to show designers that all games should be made this simplistically but rather to demonstrate that they can be modified—whether it’s by the game company or the modding community—to make them more accessible. Taking things to extremes can be useful and fun for some players, even if it doesn’t seem fun for those who prefer to play the game the way the designers intended. This naturally creates some confusion and may make some designers wary about implementing changes in their designs. Game designers should trust that players will not use an option that will remove what’s fun about a particular game for them—but adding a simplified form of the game can support many different kinds of disabled gamers at very little development cost (not to mention those players who are not disabled, but simply not competent at the game!).

Before I move on to the descriptions of disability types, I want to bring up a question that I’m often asked. What game genres are most popular for gamers with hearing impairments or gamers who only have one arm? As is the case with all gamers—with and without disabilities—everyone has different preferences with regard to game genre. Gamers with disabilities have just as varied opinions about which game types are fun for them as do gamers without disabilities. Having a disability doesn’t mean that your preferences are exactly like every other person with a similar disability.

As a result, you can’t assume that including closed captioning in a FPS title is going to mean that everyone with an auditory disability is immediately going to buy a copy. However, it does mean that having it there and letting that potential audience base know it’s there will result in increased purchases from those with auditory disabilities. This will happen firstly because you’ve made your game accessible to gamers with an auditory disability who already enjoy FPS games—as happened with Half-Life 2 (Valve, 2004), which contained closed captioning after a large lobbying effort by deaf gamers. And it will happen secondly because you’ve opened up another opportunity for gamers with auditory disabilities to consider a genre they might previously have ignored because it wasn’t accessible to them.

Visual Disabilities

Visual disabilities relate to problems of sight. Three types of disability exist: blindness, low vision, and color blindness.

Blindness refers to the complete loss of vision that is not correctable even with lenses. Some lights and shadows may be seen, but most experience “total blindness” and in all cases the sense of vision is not enough to rely on even in the most limited situation. It makes all forms of visual feedback in games impossible to use and a blind gamer relies on feedback delivered through other senses; for example, via sound cues or force feedback cues [IGDA04b].

A gamer with low vision may be able to detect motion and may be able to differentiate between images given sufficient magnification. Such players need ways to raise the font sizes (which may then overlap with the game’s other visuals), and may have parts of their visual field occluded such that they can see fairly clearly in spots but not at all in other places.

I’ll talk about “official” statistics later, but one disability that developers rarely think about is one of the largest subtypes—color blindness. This is estimated to affect at least 10% of men (it is much rarer in women) [Saunders07]. Color blindness leads to confusion with regard to certain color schemes. The severity of the condition ranges from total color blindness, meaning the person sees in grayscale, to specific color differentiation problems, where the person may be unable to tell the difference between red and green (the most common variety) or blue and yellow. Depending upon the severity, the user may have difficulty with specific color use in a game, or may be rendered effectively blind. Games that rely upon color differentiation, such as color-matching puzzle games, may become unplayable [Bierre05].

Auditory Disabilities

Hearing problems vary between mild hearing difficulty and total deafness. Deafness naturally causes problems with picking up audio cues, and any non-subtitled dialogue will be missed. Music and atmospheric sound design will also be lost, potentially changing the feel of the game [Bierre05].

Hearing difficulties (separate from total hearing loss) may lead to problems too. Although people with hearing difficulties may be able to hear dialogue, they may lose the sounds if music plays while characters are talking. Any given audio cue may be missed due to similar issues, and the increased cognitive demands of having to read on-screen text while looking for signs representing specific audio clues can cause players with hearing difficulties to miss important information that would normally be apparent.

Mobility Disabilities

Mobility disabilities include paralysis (via accident, disease, or a birth defect), neurological disorders, repetitive stress injury, and age-related issues. These factors lead to a loss of mobility and steadiness, which may result in the players being unable to press a button rapidly enough, unable to react quickly enough to events on-screen, or unable to use commercial game controllers because of lack of movement in their hands or arms [Bierre05].

In the introduction to this chapter, I described an unbelievable gaming scenario that three roommates without disabilities encounter. However, swap out some of the text and you have the “real-life” scenario of gamers with little or no movement in at least their hands and arms. This could be a person who is quadriplegic or has a disorder that limits arm or hand movement, such as muscular dystrophy. Alternatively, it could be someone who has the use of only one hand and thus cannot use all of the dozens of buttons on a typical videogame controller.

Custom interface devices may be required, ranging from ergonomically designed controllers to ease steadiness problems, to single-switch mechanisms allowing paralyzed users to exert control with, say, small head movements.

Fast action games are unlikely to be enjoyable for users with mobility issues. Other styles of game, such as turn-based games, may be more suitable. Strategy games and classic adventure games (text or point-and-click) effectively wait for the players to instruct them, reducing or eliminating the need for rapid response on the part of the players.

Commercial custom peripherals (such as dance mats, light guns, guitar controllers, and the like) may aid or hinder users with mobility problems. For games of this nature, controller design is a core aspect of the game’s design, and should include the same considerations regarding accessibility as any game.

Cognitive Disabilities

Problems with cognition are wide in scope, taking into account memory loss, attention deficit disorder (and other learning disabilities), and dyslexia [IGDA04b].

Games can better support users with cognition problems by offering support tools. For instance, weak memory can be countered via in-game automatic note-taking devices (such as journals, self-updating maps, and so on). The effects of dyslexia may be reduced by minimizing the need for reading, by recording dialogue, or by offering symbolic/iconic representations of actions in addition to text. Learning disabilities can be countered via free-access tutorial systems, save-anywhere features, and by the presentation of game material in tight, controlled bursts.

Disability Statistics

Because videogames are a commercial industry, I often get asked questions about the numbers of a disability type—such as “Well, what’s better for our bottom line? Do we go with gamers with hearing disabilities or mobility disabilities?”

According to the latest information from the U.S. Census data, shown in Table 7.1, there were 43.1 million people with some sort of disability living in the United States in 2006 [USCensus06a]. The survey measured persons aged five and over who were not living in an institution such as a prison, a nursing home, or long-term hospital rehabilitation such as Veterans Administration hospitals. Even without the data from those in institutionalized living situations, this represented nearly one person in six. If that data were included, the proportion would be even greater.

Table 7.1. 2006 U.S. Census Population with One or More Disabilities (Non-Specific)

 

Male

Female

Total

Total U.S. Population by Gender

133,533,893

140,301,572

273,835,465

5 to 15 Years

22,862,328

21,834,461

44,696,789

No Disabilities

21,042,647

20,824,520

41,967,167

One Disability

1,451,152

783,234

2,234,386

Two or More Disabilities

368,529

226,707

595,236

Disability Total

1,819,681

1,009,941

2,829,622

16 to 20 Years

10,939,399

10,552,739

21,492,138

No Disabilities

10,073,807

9,917,147

19,990,954

One Disability

542,096

398,258

940,354

Two or More Disabilities

323,496

237,334

560,830

Disability Total

865,592

635,592

1,501,184

21 to 64 Years

84,582,607

87,493,471

172,076,078

No Disabilities

73,697,888

76,016,277

149,714,165

One Disability

4,548,812

4,621,189

9,170,001

Two or More Disabilities

6,335,907

6,856,005

13,191,912

Disability Total

10,884,719

11,477,194

22,361,913

65 to 74 Years

8,556,268

10,129,880

18,686,148

No Disabilities

6,027,290

7,034,679

13,061,969

One Disability

1,396,114

1,572,061

2,968,175

Two or More Disabilities

1,132,864

1,523,140

2,656,00

Disability Total

2,528,978

3,095,201

5,624,179

75 Years and Over

6,593,291

10,291,021

16,884,312

No Disabilities

3,330,015

4,611,386

7,941,401

One Disability

1,355,103

1,924,657

3,279,760

Two or More Disabilities

1,908,173

3,754,978

5,663,151

Disability Total

3,263,276

5,679,635

8,942,911

One or More Disabilities Totals

19,362,246

23,717,244

43,079,490

Although it is important to know that number when we speak about disabilities—especially, in this case, for products intended for the U.S. market—it’s more important to understand what goes into categorizing someone with a disability and even more importantly, how many of the disabled population are blind or quadriplegic or have a hearing impairment. If a disability, such as a learning disability, is not “visible,” does the person being surveyed mention it? Whether or not people self-identify as having a disability is just one way that census results can become skewed.

And, as mentioned earlier, there is often crossover into other disability “categories” because a person can have more than one disability, whether you use the IGDA Game Accessibility Special Interest Group’s categories or the US (or another country’s) census categories. As you will discover, the number of people affected by the three subtypes—Sensory, Physical, and Mental—adds up to a higher number than the 43.1 million people with a disability in general. This adds to the confusion concerning the scale of the problem.

But the breakdown of disability subtypes has not been very helpful for those who want to include accessibility features that will include the widest possible audience that their studio can afford. For those of us working in the accessibility world, it can be really difficult to tweeze out what the “largest” disability gaming groups are with regard to visual, auditory, mobility, and cognitive disabilities and even within those subtypes when one of the world’s largest surveys do not break down their categories with more specific questions. (They have in the past, but changes were made to the data collection schema that effectively prevent data comparison from post-1999 to earlier data, when the subtypes were broken down further.)

Regardless, surveys such as the U.S. Census do provide a more general picture of the disabled in the United States.

The U.S. Census combines the category of auditory and visual disabilities, which already have subcategories of their own that require independent solutions. A “sensory disability” includes difficulty in seeing and hearing, including the blind and the deaf in the same category. The Census asks a yes/no question, which reads “Do you have any of the following long-lasting conditions: Blindness, deafness, severe vision, or hearing impairment?” [USCensus06b].

This is perhaps the most frustrating category with regard to game accessibility, because the solutions for the blind are often barriers for the deaf and vice versa. According to the census data, as shown in Table 7.2, some 11.8 million people in the United States have a sensory disability. That’s 27.3% of the disabled population or 4.3% of the overall population [USCensus06a].

Table 7.2. 2006 U.S. Census Population with Sensory Disabilities

 

Male

Female

Total

Total U.S. Population by Gender

133,533,893

140,301,572

273,835,465

5 to 15 Years

22,862,328

21,834,461

44,696,789

With a Sensory Disability

292,440

229,490

521,930

No Sensory Disability

22,569,888

21,604,971

44,174,859

16 to 20 Years

10,939,399

10,552,739

21,462,138

With a Sensory Disability

155,199

125,690

280,889

No Sensory Disability

10,784,200

10,427,049

21,211,249

21 to 64 Years

84,582,607

87,493,471

172,076,078

With a Sensory Disability

2,926,225

2,215,759

5,141,984

No Sensory Disability

81,656,382

85,277,712

166,934,094

65 to 74 Years

8,556,268

10,129,880

18,686,148

With a Sensory Disability

1,028,473

835,121

1,863,594

No Sensory Disability

7,527,795

9,294,759

16,822,554

75 Years and Over

6,593,291

10,291,021

16,884,312

With a Sensory Disability

1,674,445

2,347,116

4,021,561

No Sensory Disability

4,918,846

7,943,905

12,862,751

Sensory Disability Totals

6,076,782

5,753,176

11,829,958

The U.S. Census term of “physical disability” corresponds with what I have termed here “mobility disability”—and this category is extremely diverse internally, with different individuals requiring radically different assistance in order to play an off-the-shelf game title.

The Census asks respondents a yes/no question, which reads “Do you have any of the following long-lasting conditions: A condition that substantially limits one or more basic physical activities such as walking, climbing stairs, reaching, lifting, or carrying?” [USCensus06b]. And according to further explanation from the Census Bureau, this includes having one or more of the following:

  • The person may use a wheelchair, cane, crutches, or walker to get around.

  • The person may have difficulty with one or more functional activities, ranging from “walking a fourth of a mile, climbing a flight of stairs, lifting something as heavy as a 10-pound bag of groceries, grasping objects, and/or getting in or out of bed”.

  • The person may have one or more conditions that is the cause of activity limitation, including but not limited to “arthritis or rheumatism; back or spine problems; broken bone or fracture; cancer; cerebral palsy; diabetes; epilepsy; head or spinal cord injury; heart trouble or hardening of arteries; hernia or rupture; high blood pressure; kidney problems; lung or respiratory problems; missing legs, arms, feet, hands, or fingers; paralysis; stiffness or deformity of legs, arms, feet, or hands; stomach/digestive problems; stroke; thyroid problems; or tumor, cyst, or growth”.

So 25.7 million people (59.6% of the disabled population and 9.3% of the population in general) have some kind of physical disability, as shown in Table 7.3. But when referring to videogames, as mentioned in the mobility section earlier, we are primarily talking about gamers who have, for one reason or another, something that limits, or prevents altogether, movement in the hands and arms. To a lesser degree—at least until “exergaming,” as exemplified by Wii Fit (Nintendo, 2007) becomes even more prevalent—this includes gamers who have limited mobility in the feet and legs. So the census category of “physical” disabilities is a bit more encompassing than the IGDA Game Accessibility SIG’s category of “mobility” disabilities. However, it gives us a general sense of the scope of these types of disabilities that gamers may have.

Table 7.3. 2006 U.S. Census Population with Physical Disabilities

Male

Female

Total

 

Total U.S. Population by Gender

133,533,893

140,301,572

273,835,465

5 to 15 Years

22,862,328

21,834,461

44,696,789

With a Physical Disability

289,115

218,376

507,491

No Physical Disability

22,573,213

21,616,085

44,189,298

16 to 20 Years

10,939,399

10,552,739

21,492,138

With a Physical Disability

172,555

179,284

351,839

No Physical Disability

10,766,844

10,373,455

21,140,299

21 to 64 Years

84,582,607

87,493,471

172,076,078

With a Physical Disability

6,345,913

7,432,706

13,778,619

No Physical Disability

78,236,694

80,060,765

158,297,459

65 to 74 Years

8,556,268

10,129,880

18,686,148

With a Physical Disability

1,828,244

2,515,297

4,343,541

No Physical Disability

6,728,024

7,614,583

14,342,607

75 Years and Over

6,593,291

10,291,021

16,884,312

With a Physical Disability

2,346,047

4,453,039

6,799,086

No Physical Disability

4,247,244

5,837,982

10,085,226

Physical Disability Totals

10,981,874

14,798,702

25,780,576

The census category of “mental” disabilities is a very tricky term to use. In game accessibility, concern is usually focused upon cognitive issues such as learning disabilities and conditions that cause memory or attention loss. However, this does not mean that other conditions such as autism, post-traumatic stress disorder, psychiatric disorders, and profound cognitive limitations are not relevant, especially in the realm of educational or serious games. This latter grouping is also of interest in the realm of games for health and therapy. According to the U.S. Census data, 15.9 million people (36.8% of the disabled population and 5.8% of the overall population) have a “mental” disability, as shown in Table 7.4.

Table 7.4. 2006 U.S. Census Population with Mental Disabilities

Male

Female

Total

 

Total U.S. Population

133,533,893

140,301,572

273,835,465

5 to 15 Years

22,862,328

21,834,461

44,696,789

With a Mental Disability

1,529,025

758,485

2,287,510

No Mental Disability

21,333,303

21,075,976

42,409,279

16 to 20 Years

10,939,399

10,552,739

21,492,138

With a Mental Disability

626,261

388,599

1,014,860

No Mental Disability

10,313,138

10,164,140

20,477,278

21 to 64 Years

84,582,607

87,493,471

172,076,078

With a Mental Disability

4,033,109

4,186,154

8,219,263

No Mental Disability

80,549,498

83,307,317

163,856,815

65 to 74 Years

8,556,268

10,129,880

18,686,148

With a Mental Disability

654,610

782,893

1,437,503

No Mental Disability

7,901,658

9,346,987

17,248,645

75 Years and Over

6,593,291

10,291,021

16,884,312

With a Mental Disability

1,053,199

1,915,125

2,968,324

No Mental Disability

5,540,092

8,375,896

13,915,988

Mental Disability Totals

7,896,204

8,031,256

15,927,460

However, the “mental” disability category is probably the most broad and vague of all of these groupings. The census also takes the yes/no question approach to respondents about having a disability in a mental domain, which reads “Do you have a physical, mental, or emotional condition lasting six months or more that made it difficult learning, remembering, or concentrating?” [USCensus06b].

Further explanation of this category by the Census Bureau does little to clear up any confusion. In essence, this category is intended to mean that in the past six months or more, one or more of the following conditions apply [USCensus06b]:

  • The person may have “one or more specified conditions (a learning disability, mental retardation, or another developmental disability, Alzheimer’s disease, or some other type of mental or emotional condition).”

  • The person may have any other mental or emotional condition that seriously interferes with everyday activities. For example, such a person may be “frequently depressed or anxious, [have] trouble getting along with others, [have] trouble concentrating, or [have] trouble coping with day-to-day stress.”

  • The person may have difficulty managing money/bills.

  • They may have one or more conditions that often result in activity limitations such as attention deficit hyperactivity disorder, autism, learning disability, mental or emotional problems, mental retardation, or senility, dementia, or Alzheimer’s.

Although some of this definitely overlaps into the category of cognitive disabilities, this grouping has the most severe influence in the context of non-mainstream games and games for health and education. So although the commercial game industry may not yet be able to do much beyond helping with certain cognitive disabilities, this category is of keen interest to people developing educational games and games for therapeutic purposes.

As I mentioned, at least one person in six is personally affected by an “official” disability, and since we’re all aging, we’ll all eventually find it harder to see, to hear, and to move around at the same clip we might have in our younger years—or even just the year before. Companies such as Nintendo are putting out titles like Brain Age (Nintendo, 2005) to help “train your brain” because people are becoming increasingly concerned when news services report that conditions such as Alzheimer’s appear to be striking earlier than expected. Concern about disabilities is increasing, and as Brain Age demonstrates, some of these situations present commercial opportunities.

I still haven’t answered all the questions that those of us working in the game accessibility realm get asked all the time, such as which disability group should we support to get the most additional sales? The blind? The deaf? And how many of them would be gamers if they could be? How many more units of my product am I going to sell if I make sure I have included X, Y, and Z into my game design?

These are difficult questions to answer. Roughly 1 in 10 people are affected by physical disabilities and about 1 in 20 people are affected by either a mental or a sensory disability. But as I mentioned earlier, there’s significant crossover that results in a combined total of 53.4 million people representing the three disability categories out of the 43.1 million people with a disability in general—either that or there’s been a serious mathematical error. To be frank, no one knows how many of any group of people would be a gamer if a game were made accessible for that group—this is true both for disabilities and for other issues such as culture and language.

Waiting for some sort of “exact number” only keeps us from making any changes to increase the accessibility of our games. This isn’t a subject that lends itself to this kind of approach, so rather than trying to work out how to maximize returns by identifying a single group of disabilities to target I’d like to issue a call to arms for the industry to just start working on accessibility. There are many easy changes that could be implemented right now at very little cost, any one of which will result in significant improvements for the disabled and non-disabled gamer alike.

Designing for Accessibility

What can designers do to begin their journey towards making games more accessible to gamers with disabilities? I realize it probably seems quite daunting to “just get started” with regards to improving the accessibility of your game designs without any guidance as to how! In order to address this hurdle, the IGDA Game Accessibility SIG has been working on an ever-evolving list of ways that game designers can make games more accessible. This “top ten” list, summarized in the following sidebar, details practical steps that developers can take with a minimum of effort, and without greatly hampering or intruding upon gameplay in general. [IGDA06].

In other words, this list includes ten “low-hanging fruits” with regards to accessibility issues. All you have to do is pick which ones to implement and then go for it!

In the sections that follow, I will give a short explanation of each of these solutions. Some of these solutions are more applicable to a particular type of videogame, but the underlying ideas behind them should be applicable to most games.

In the meantime, copy this top ten list and tack it somewhere on a visible portion of your desk. Make another copy and tack it to your design books and carry it with you. If you are a project manager who wants to lead your team to take just one of these items and go for it, make a copy of the chart for everyone and talk about which item is the most feasible (and logical!) for the game you are making.

Even if what you and your team decide on is an accessibility feature that will help mainly those with auditory disabilities, you are doing something—you are taking one step toward expanding your audience and inviting players with disabilities to play. And until this accessibility movement catches on, even just that small step might help in inspiring others to actively foster positive social change within the industry!

So read on and get ready to take one or maybe two of these (if you are feeling bold) and commit to it! Commit to making games playable by more people. You are no doubt proud of your games—why not add to that pride by giving more people the gift of play?

Remappable Controls

Allow all controls (mouse, keyboard, gamepad) to be remapped to better suit accessible controllers.

Alan, who is quadriplegic, uses a special game controller called a “Quad Controller,” which was introduced at the beginning of this chapter. It allows Alan to play his favorite game titles entirely with his mouth via a series of tubes that he breathes in and out of, depending on the buttons he’s trying to press. There are also levers to move up or down and buttons to press, and movement is controlled via a mouthpiece. He can get through a fair number of games with it, but he is hugely frustrated that hardly any of the videogames he bought let you remap any of the controls. There are times when he’ll start up a game only to find out very quickly that he’s not going to be able to get anywhere in it because he has to press a two-button sequence constantly—requiring him to puff air in one tube and sip air out of another tube at the exact same time—which is entirely impossible...

Remappable controls are still common in PC gaming, but are extremely rare in the world of console gaming. It is not unheard of for a console game to allow full remapping of controls, but it is far more common for games to offer a finite set of predefined control schemes, presumably because this is easier for the Quality Assurance process.

Fully remappable controls allow users to define the game inputs irrespective of the hardware they are using to control the game. Predefined control schemes may not suit specialist interface hardware, of the sort required by users with significant mobility problems, and are thus a barrier to accessibility.

It may be that developers are avoiding remappable controls on consoles because of the problems they produce in QA. This is understandable, but this problem isn’t going to disappear if developers don’t start tackling it. If necessary, we can petition the console manufacturers to provide support for this kind of feature in the tools they supply for development, but this would be easier to achieve if developers joined in the crusade to establish remappable controls as an industry standard.

Closed Captioning

Add closed captioning for all dialogue and important sound effects.

Maureen, a deaf gamer, can play games in which the sound and dialogue aren’t important to gameplay. But often—far too often—she picks up one of the latest titles to discover that there is an audio cue that she has to hear—otherwise her avatar is going to keep on dying over and over and over until she decides to write the company in disgust. She doesn’t know what’s more annoying—games that have subtitles for some things but not for everything, or games that just don’t even bother.

The vast majority of contemporary games offer subtitles for in-game dialogue, but make no attempt to provide full captioning for other important sound cues. Sound effects, which are vital to a full understanding of the gamespace (as opposed to the representational space of the game), are needed in order to alert deaf players—or even players who choose to play with the sound off, such as commuters playing on a handheld device without headphones.

Note that closed captioning might not be the best solution for certain audio cues, specifically vital cues that occur very regularly. Visual effects that represent the audio cues in question obviously provide the same support for deaf players as well as players of standard hearing, and are usually inexpensive to implement.

Half-Life 2 includes full closed captioning, and is considered a pioneer case. Doom 3 (iD, 2004) has been modded by its technical community to provide a closed captioning function. The mod is called Doom[CC] (Games[CC], 2006) and the project was led by Reid Kimball, a hearing-impaired gamer and game developer (and an IGDA Game Accessibility SIG member!).

Accessible Documentation

Provide documentation in an accessible format (HTML or plain-text).

James, a blind gamer who is an avid player of first person shooters, uses sound cues in the games not only to play the game but also to beat everyone in the neighborhood. He uses a screen-reader—software that “reads aloud” the text on-screen—to read through the game forums on the web for tips, new mods, and so on (some gamers with cognitive disabilities that make reading quickly a nearly impossible task also make use of screen-readers). Unfortunately, it doesn’t work with his console system so he can’t have it read the game text.

He’s often annoyed that he can’t access the game manuals from the company’s website. Sometimes companies will put them online in PDF form, but manuals are so graphics-heavy that his screen-reader fails. He wonders why they just don’t put up a text-only HTML document, or even just a plain-text file so he can listen to them. Half the time he wants to know more about a game directly from the game manual before he considers buying the game so he has a better idea if he’ll be able to play it. Most of the time the manual is inside the game’s DVD box, which he has to break the seal on and then he has a hard, if not impossible, time returning the game. If developers had accessible versions of their manuals available online, it’d probably save him, the game store, and even the company a lot of grief.

Outside of the game itself, documentation needs to be more accessible. The use of screen-readers or even Braille-output devices (an assistive technology solution that produces Braille on a special hardware device so that gamers can read rather than listen to the documentation) by some visually impaired gamers requires some sort of “meeting place” between developers and gamers.

Accessible documentation is especially needed when it comes to “manual heavy” games such as role-playing games and strategy games. A player that cannot use paper manuals needs to be able to refer to the game documentation in easily useable formats. So in addition to paper manuals, documentation supplied as HTML or plain-text allows for a great deal of flexibility.

Assist Modes

Provide assist modes (auto-targeting, training options, and so on).

Platform games have always been Mary’s favorite genre but in almost all of the titles she tries, there are several points in the game that will stop her gameplay cold unless she can find someone to take the controller and, say, get past a very tricky series of jumps that require more fine motor skills than her muscular dystrophy allows. This is a pain because it means once she finds someone who agrees to try to help her move past the point where she is stuck (and more often than not she finds a lot of well-meaning but not very skilled volunteers), she has to swap out her accessible controller because, even though she can use it doesn’t mean anyone else is going to have an easy time of it when used to a standard controller!

Mary uses a hacked controller that used to be a fighting stick controller from Japan but is now connected to several “switches” (large single-button pads, not unlike the buttons on the walls at school that open the wheelchair accessible doors, only more colorful). She has an arcade-style playstick on it, and someone has also drilled into the controller and rewired it so that the four main buttons that she uses are each connected to their own switch. It’s cumbersome but it is “function over form” when it comes to gameplay, she always says.

The thing is, it would be nice if some of these companies knew about these specialist controllers because if they did, maybe they would understand why she doesn’t care if it’s “cheating” to call upon some kind of assist mode that would allow her to make the jumps a little more easily. For Mary, she just wants to play and enjoy the game—she has no desire to enter some videogame competition where that would make a difference.

Game design in the 1980s was necessarily challenge-oriented. The zenith of twitch gameplay was to be found in the arcades, an environment that made money by tempting the player to pay to play. Design elements like bosses evolved to provide reward (visually, and in terms of a significant post-boss score boost) while killing the player as often as possible. If a game were easy, skilled players would hog the machine on a single credit, and profits would be impacted.

The role of challenge in mainstream action games began to change when games became playable at home. Although home systems were available throughout the ’80s, the games released for them were heavily inspired by arcade games. As the ’90s progressed from SNES to Play-Station, elements other than challenge became part of the game designer’s remit—for instance, game environments post-1996, the year of Mario 64 (Nintendo), Resident Evil (Capcom), and Tomb Raider (Core Design), attempt to mimic the logic of real-world environments, as opposed to merely providing a game experience. Compare these kinds of games with classic side-scrolling games such as Sonic the Hedgehog (Sonic Team, 1991), which features completely surreal worlds, for instance.

The 2000s brought a new spin, in the idea of games for non-gamers. Players who refer to themselves as gamers (the “hardcore”) generally require a certain degree of challenge, as they are adept at certain game forms—they are game literate and pick up new games very rapidly. New players—those who never played a Mario or a Sonic, let alone Strider (Capcom, 1989) or Cannon Dancer (Mitchell, 1996)—aren’t seeking challenge. Much of this book discusses this broadening of the role of videogames from challenge-oriented Hard Fun games to a multiplicity of roles suitable for different audience types.

Although it is natural to design games of a different style for new audiences, it also makes sense to maximize audience potential for existing game genres by the inclusion of player assistance. It should be noted that, although play-aids may allow players to enjoy games of a given form, they do actually alter the nature of the gameplay—using aids actually changes the game. But as I pointed out in Mary’s scenario—she doesn’t care, she just wants to play and enjoy the game even if she doesn’t play it in the exact same way others do. Should she be prevented from doing so because a small number of gamers are offended by providing the option to “cheat”?

The trend is fortunately in favor of more support for players, as it is becoming undeniable that reaching into the mass market requires these kinds of changes. Driving games, for instance, began to feature braking aids and steering assistance, a trend that led to the active racing line representation of Forza Motorsport (Turn 10 Studios, 2005). This aid can be turned off, but does generate gameplay (playing with the line is effectively a different game experience than playing without the line).

Halo: Combat Evolved (Bungie, 2001) demonstrates a similar principle. It’s a console-based FPS game that employs an auto-aim system to make up for a lack of accuracy in a console twin-stick controller when compared to using a mouse to aim (as with PC-based FPS games, the standard of the form precisely for this reason). The aid works by snapping the player’s aiming reticule to a live target when the reticule nears that target; this stops the players from getting into a feedback loop in fine aiming. This aid is not optional, and forms a crucial component of Halo’s play design: its core play becomes biased against fine aiming, and instead becomes more positional in nature (the relative positions of the players and enemies become more important than the speed of aim).

The trend continues in this direction with each passing year. Alone in the Dark (Eden Games, 2008), although suffering from some flaws in its gameplay design, features an innovative system that allows players to skip any challenge and move onto the next one. The developers were motivated by a desire to make the game more like a DVD experience, with an eye to reaching a wider audience. Although many gamers confessed that it “felt like cheating,” this kind of mechanism is a boon to the many millions of players who struggle with some of the tougher challenges in videogames, effectively allowing them to get past any obstacle.

But the industry can be extremely resistant to these kinds of changes, because of objections like “it’s cheating” or “why would anyone want to play like that?” Chris informs me that just a few years ago a publisher stopped him from including a feature that would allow players to continue to the next challenge after failing because of the objection that, with such a feature, “it wouldn’t even be a game anymore”.

Player aids such as Forza’s racing line and Halo’s auto-aim naturally allow less-skilled players to participate in play, as well as allowing gamers who are using assistive technologies/accessible controllers to play. Alone in the Dark’s “skip” feature allows anyone to see the whole of the game, without any risk of being stuck. But features such as these also change the nature of play: the game might be realized in different ways than those the designers idealized. It takes a certain amount of courage to accept this kind of transformation, especially because the people who make games sometimes feel that the game is theirs. But designers are being paid to make the game, while others are paying to play it. Don’t the people who buy games deserve some influence over what they are buying?

In theory, there is no limit to the amount of aid a player can be given without diminishing the sensation of play, and it is necessary for games designers to continue to develop such mechanisms in order to expand the accessibility of games in general to the widest possible audience (everyone). Problems only emerge in the space of competition. Simulating the same level of competition using different degrees of aid is impossible—as noted—and the use of aids fundamentally alters gameplay. So players in direct competition using different levels of play aid are in fact playing different games against each other. Naturally, this is a problem only if the players have extremely “hardcore” sensibilities, and not for the many gamers who are just enjoying the game experience in their own way.

Easier Difficulty Settings

Provide a broad range of difficulty settings, from incredibly simple to highly challenging.

Troy’s son, Brent, has autism but often enjoys playing a variety of games when the mood strikes. But Brent, who is 10 years old, will often get stuck in spots and will want to move to the next level now. So he screams in what feels like some kind of panic until Frank comes into the room to disarm the situation. Because Brent is only allowed to play games rated “E,” Frank gets frustrated, because even though he’s showed Brent how to set up the game to “easy” mode (it’s part of Brent’s “script” he follows when he plays his games—a script that must be repeated “just so” or there will be trouble), “easy” mode is often far from it for Brent! And Brent won’t allow his dad to take over the controls and help him past the stuck point, so usually the game ends in frustration and tears until Brent can be soothed by something else. Frank wishes that some of these designers would realize that children with disabilities play these games, and that there needs to be some mode that lets them just play through without much difficulty.

The thing is, Troy also likes to play videogames on his new PS3 (Brent has his old PS2), even though he doesn’t have much time to play. He knows that if his friends knew what a “newbie” gamer he was that they would give him complete crap about it. But it’s his system and there are times when he’s exhausted and just wants to blow off some steam. So he wants to just be able to set his games to “amazingly easy” and kill everything on-screen with lightning speed (definitely not an “E” rated game!), except that option rarely exists.

Broadly, there are two aspects to challenge in games, one that may be related to interface, and one that may be related to parametric design. The former, involving the difficulty of mastering the interface of the game (that is, the mechanisms that allow the player and game to communicate, which include the game controls, HUD data, vision modes, audio cues, and so on) can be made easier via player aids, as discussed previously.

Parametric difficulty is based around the qualities of the contents of the world. Games are made up of numbers, such as the health points of an enemy, that enemy’s distance from the player’s gun, and the damage levels inflicted by a direct hit from that gun. These numbers—parametric values—can create difficulty. If the enemy has a million hit points and the gun does one hit point damage per hit, the enemy will take one million hits to kill. If the enemy fights back at all, setting the damage so low will naturally make such a fight rather difficult.

Both types of difficulty must be addressable by players. This is true of all players—they have paid for the game, and so they should expect to be able to play it. Games of Hard Fun, however, thrive on being just slightly harder than players can deal with on their first play; if players can decrease the difficulty, this can be seen as a “cop-out” or “cheating”.

This doesn’t cause problems with a classic difficulty selection system (which involves a player choice before the game begins, usually between easy, normal, and hard modes—although even here players are at the mercy of the developer’s interpretation of these terms). But there is a general assumption within the games industry, possibly still a holdover from challenge-oriented twitch arcade games, that because interface difficulty seems to decrease as the game progresses (because the player gets better at using the game), parametric difficulty must increase. Not only that, but it is often assumed that the overall difficulty at the end of a game should be significantly higher than at the start.

Although part of this fits the idea of Flow you learned about in Step 1, these assumptions can become highly dubious in practice: no one can know in advance how much better an individual player will become from continued play, and without access to this kind of information, it is impossible to know if it is appropriate to increase difficulty.

To maintain full accessibility, game difficulty should be manageable by the players on the fly, at any point in the game. This suggestion may immediately incense any player who is primarily concerned with Hard Fun. If a reasonable strategy to bypass a bottleneck in parametric difficulty is to choose an option from a menu, surely the point of the game is completely diminished! But since such players consider these kinds of changes to be “cheating,” doesn’t this problem become self-limiting? And of course, players who play for any of the many other reasons players play games need not fear this at all.

Videogames that have allowed for flexible difficulty settings throughout the game include Magic and Mayhem (Mythos Games, 1998), Disgaea: Hour of Darkness (Nippon Ichi, 2003), and Oblivion (Bethesda, 2006). Since Oblivion has sold more than 3 million units, as well as scooping up several Game of the Year awards, it can safely be assumed that allowing players to change the difficulty setting at will isn’t a significant barrier to commercial success anymore.

The fact of the matter is that people who work in videogame development routinely misjudge just how difficult their game might be for someone with considerably less game literacy, let alone someone with accessibility issues. There is no need to shy away from making supremely easy difficulty settings, because players seeking a challenge will not choose a setting called “ridiculously easy” or anything of the kind (such players often balk at playing on Normal!). Making the easiest difficulty setting in a game as simple and easy as it could possibly be will benefit a vast number of players, and not just those with disabilities.

Scalable Fonts

Make interface fonts scalable.

Mike can see, technically, but not without special glasses and even then he still needs things to be enlarged. He’d like to play more games—sometimes he does okay with simple games like solitaire where he can take his time—but he hears such great stories about some of the videogame titles on the market. He’d like to try them, but so many of them have so much on the screen and the text is so small that he doesn’t know what’s going on. And he knows he can’t change the font size even though he thinks by this day and age he should be able to. He wonders if he’ll ever be able to try them out so he knows what his friends are talking about.

With the advent of HDTV, it seems to be assumed that tiny text is acceptable in console games, because the quality of the display will make up for it. This is clearly not the case, and many users with impaired vision are unable to comfortably read text from their screen, irrespective of its size and resolution. PC games suffer less from this problem, having a more standard visual display, but text size is still an issue. Where in-game help functions are incorporated, it is imperative that they are easy to use.

According to some game design professionals, having large readable text is even more important in games than in productivity software because of the lack of a standard visual display and the need to read text quickly in order not to interfere with gameplay [Saunders07]. Magnification options would solve this problem. Note that spoken dialogue does not diminish the requirement for legible text; deaf players cannot hear it, and many players prefer not to listen to the spoken dialogue, since reading is generally much faster.

This may be another area where QA concerns are the substantial barrier. Since getting text to display properly on-screen is a problem for most game titles, having scalable fonts represents an even bigger problem—especially when localizing into languages such as German, which often produces incredibly long menu names. This may be another instance where the console manufacturers need to be lobbied to provide supporting tools to developers before any significant progress will be made.

High-Contrast Colors

Allow for high-contrast color schemes.

JoAnne’s husband loves a good puzzle, so she is confused as to why he won’t even try to play the games she likes to play. JoAnne is a casual gamer but is obsessed with a wide variety of puzzle games, and she’ll lose track of hours in what seems like no time at all when she’s playing them. But her husband just becomes annoyed when he sees JoAnne playing her games, and tries to distract her by asking her to play board games with him instead. Conversely, she just cannot understand why he finds those games so much more fun than the computer games. She likes both, but right now she’s really into the puzzle games on her computer and she wants to be able to play some of them against him, and compete with him for higher scores.

Seemingly out of nowhere, he agrees to play one game she’s been raving about and she’s thrilled! But what she doesn’t quite understand is why he can’t seem to “get” the game. It’s simple—just match up the different colored boxes. And then it dawns on her... oh... my husband is color blind! It all looks the same to him!

Alternate vision modes could potentially enable a large audience of new players. Color blindness and low vision are not rare conditions—the former affects roughly one in ten men, whereas low vision is harder to quantify (but consider the number of people who wear glasses or contact lenses...). Settings that allow for high-contrast visuals or alternative color schemes can give these players access to a game that would otherwise be impossible for them to play.

One guideline that has been suggested is never to use color contrast as the only way to convey information—so if something has to be red and green, make sure it’s shaped differently or has a distinctly different look to it as well. Games that use power bars often use “green” for full health and “red” for poor health, which can be problematic—but color blind gamers can at least use the length of the power bar as a cue in these instances [Saunders07].

Audio Tags

Add audio tags to all significant elements (actors, doors, items, resulting actions, and so on) in true spatial 3D.

According to Jim, who is blind, there are very few audio games out there that are any good. He’d like to play adventure games he hears about on TV but there’s no way for him to know in what direction he’s going. In the “real world,” he can navigate pretty well thanks to his companion dog, but he doesn’t have one that can help him in the virtual world.

Significant elements include doors, items, resulting actions, and so on. Blind players should not be assumed to be experiencing the same game as sighted players, but this does not necessarily mean they are unable to enjoy the game. Non-time-dependent games such as point-and-click adventures (especially those with a significant amount of dialogue) may be enjoyed irrespective of their graphical displays, if audible navigational tools are included. 3D sounds representing directional points—North, Northwest, and so on—can be used, for example.

Chris tells an anecdote that illustrates this point nicely. He worked on several point-and-click adventures while he was with Perfect Entertainment, who made the popular Discworld series (1995 onwards) of point-and-click games. At a convention, he met with a blind girl who was a huge fan of the games. Chris was surprised and amazed that she could play a game that depended to a great degree upon seeing what was on-screen, but she assured him that although it took her a long, long time to make any progress, she could at least play these games, because when you clicked on a tag the game spoke.

Players with visual disabilities are much more patient with videogames than many typical gamers. Because such players are inherently limited as to which games they can play, they are much more likely to tolerate what might, to a sighted player (or game designer), seem intolerable. By providing reasonable audio feedback—and especially if this feedback can be provided in full 3D so such players can orient themselves properly—the door can be opened for many players with visual disabilities to enjoy games that otherwise would be impossible for them to play.

Play-Speed

Allow for a varied range of control over play-speed.

Mary has a friend who also uses a similar accessible controller to hers (a larger flight stick and buttons rewired and hooked up to separate larger buttons, or switches). Her friend, who was born with cerebral palsy, finds that most of the time games move too fast for him to enjoy them. He likes to play games but there’s no way he can keep up with what she would consider a reasonable speed (and remember, Mary is the platform game lover with muscular dystrophy) but that’s the lowest speed that the game allows for.

Another aspect of parametric difficulty, the speed at which a game moves (and the relative speeds of entities within that world) is defined by the numerical values that make up that world (as well as the technological limits of the hardware). Users with mobility or cognitive difficulties may wish to experience gameplay at a different pace. Slowing the entire game helps compensate for slow reaction times, difficulty with rapid controller manipulation, cognitive difficulties regarding the processing of visual information, and so forth. Once again, this may feel like “cheating” to some gamers, but access to these kinds of options makes the world of difference for certain players with disabilities.

Some games use relative speed changes as part of their core play design—bullet time, for instance, typically slows both player and enemy movement speed within the game world, but slows enemy speed more greatly. It might be a more difficult proposition for developers to allow players to perform fine-tuning of this nature, if only from an interface perspective.

The exact needs of users can be determined only by testing, however, and the games industry has only scratched the surface of user-solicited difficulty features. At the very least, developers should not assume that the speed they comfortably play at is the only speed at which the game can be enjoyable, or even challenging.

Announce Accessibility Features

Announce accessibility features on packaging, websites, and forums.

Finally, once you’ve included your first accessibility features—and of course you’ve tested these new changes with gamers who have the disability you are trying to address in your efforts—you need to advertise this fact!

Game packaging is slowly evolving; it is currently normal to include information on boxes regarding suitable age range, number of players, save game requirements, required PC specifications, and so forth. In order for accessibility features (player aids, alternate color schemes, closed captioning, and so on) to be of value to the players who require those features in order to play, it is necessary to inform the players of the existence of those features before they buy the game. This creates a necessity for clear information on the game packaging regarding accessibility options. A useful side effect of such a measure is that it helps legitimize the features themselves, in the minds of players and also in the minds of developers.

A word of caution is perhaps required: don’t just put subtitles into your game (because localization made you do that anyway...) and announce that your game is now 100% accessible to the deaf. Without subtitled cut scenes or having ambient sounds addressed visually or in some other appropriate manner, you may be able to claim your game “contains subtitles,” but you cannot call this closed captioning. Subtitles are only part of the problem—without the rest of the follow-through, you haven’t made your game accessible to deaf players. Too many times a company has made this particular announcement only for it to result in disappointment and a lot of complaints by deaf gamers [Hight08]. It’s okay, you have to start somewhere—I just wanted to remind you that there are always additions to make along the journey to being a more accessible game company.

I recommend you read game forums thoroughly, because gamers with disabilities will often post a specific problem they are having (that’s how Valve got into the closed captioning game!). You can also visit disabled gamer communities such as AbleGamers to read about issues that members of the community may feel more comfortable posting at that site [AbleGamers]. And don’t shy away from using accessibility to promote your own projects! If you learn about any accessibility solutions, say a mod that makes a part of your game more accessible, post it on your own website! It’s good publicity for your game.

Accessibility features are worthwhile only if people find out about them, and it’s up to you to make sure this happens.

Conclusion

There is an undeniable need, both from the perspective of social justice and also from a financial perspective, to enable the widest possible audience for games. Videogames themselves, as interactive entertainment, already bear an implied responsibility to reach out to as wide an audience as possible, which means that accessibility issues are, in effect, already core to the general philosophy of game design.

Even a person with no disabilities of any normally recognized kind can still be blocked from enjoying videogames by the conventions and normal standards of the industry. Consider both the number of new players reached by Nintendo’s mass-market-friendly Wii and DS consoles, and also the tendency for game developers to gear the difficulty of play based on the assumption that its audience consists entirely of highly game-literate players who are seeking a challenge (not coincidentally, the kind of players who work for game developers). These kinds of assumptions create a “digital ceiling” that blocks inexperienced players from a medium they are perfectly capable of enjoying.

Beyond the necessity of accessibility measures, there is an ongoing need for improved understanding of the play needs of the broadest possible audience. The commercial games market is an inexact laboratory for such delicate study; testing is required, and it should include as many different players as possible. This is a genuine opportunity for game developers and academia to fruitfully collaborate, but at the moment the possibilities are far from fully utilized.

Ultimately, investigating accessibility issues will lead not only to a broader range of satisfied players, but also to new ways of gaming, which may in turn broaden the range of the gaming audience. Consider, as one final example, gaming with a biofeedback device such as Emotiv’s Epoc controller (Emotiv Systems, 2008), which offers to all players the realization of the dream of doing the Jedi Mind Trick, even if for now it is possible only in virtual worlds.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.15.140.68