Hey there folks, now I know yesterday I took a veer from my usual forte of posts, but today I’m back and focused on the important issues I came to tackle with Gastrogamer. Today we’re going to be discussing game accessibility and I’d like to do so by chronicling the gaming and development lives of two gamers in particular. I watched this video and it touched my heart, and I figured that it would hit home with viewers too. The gamers in question this week are a boy named Jerry Book and a developer named Reid Kimball. These two are my Inspirational Gamers of the Week, because their stories hit home with me and they captivated me enough to talk about game accessibility and why it’s important.
The video was released in 2007, but it’s only received 5,147 views within that time period. If there are millions of disabled gamers out there in this world, to have only 5,000+ people learn about the struggles that disabled people face as gamers is a saddening realization. I hope to change that. Let’s start with Jerry Book. He and his father like to play online games together, but Jerry has a condition known as Spinal Muscular Atrophy. This condition can be carried in the DNA of one out of ever 50 people, and one in every 6,000 to one in every 10,000 people are born with a form of SMA. If you have a child with SMA, or a relative, and wish to find out more information about the condition and find out ways to help here:
http://www.smafoundation.org/about-sma/
The condition affects his range of mobility and motor skills. This limits not only the games he can play, but how he has to play them. In the video his father and him rig up this wonderful little home device to allow for Jerry to play with his dad and press multiple keys simultaneously, but the reality is that not every family out there has father’s that skilled at engineering or MacGyvering solution to disabled gaming problems. Jerry and his father are an inspiration to me, because even though they may be considered a minority by major gaming companies, they’re still gamers.
This means that, as a developer, it’s my duty to make sure that games allow accessibility across the largest scale I can possibly get. Limiting the amount of controls that need to be pressed, giving a screen as much visibility as possible, etc. These are all important aspects to consider when designing a game, not only for disabled gamers, but all gamers. Disabled gamers don’t wish to be playing games exclusively designed for them. This is counter-intutitive. They want to be able to play with their friends, relatives, and internationally with a world-wide environment. If we single out disabled gamers and put them in a different class all together, then we’re becoming counter productive to the real mission here:
Accessibility for All.
In Jerry’s case, and in the case of many physically and neurologically impaired gamers, movement becomes hard and the peripheral market for gameplay for them is practically non-existent. We focus so much as an industry on controllers and the way we can interact with games, and yet, we pour money into “motion control” and 16 button massively complex controls for massively complex AAA titles. I’m not saying I’m against the console and mainstream market, I’m for them. I love them. I enjoy being a part of those mainstream story lines, but for Jerry, and many children like him, the accessibility to play these games isn’t there – and this is something we must strive to fix somehow so that all gamers can feel included – disabled or not.
Now let’s take a look at Reid Kimball’s case. Kimball is a retired aerospace engineer and he’s taken some amazing steps in getting the word about video game accessibility out there to the world. He designed a prototype for a quadriplegic controller, and also provided closed captioning modifications to a premiere title: Doom 3. Reid is interesting to me, in that the man has a condition known as Spinal Meningitis. It’s a swelling of the membranes surrounding the brain and spinal chord. In Reid’s case it resulted in one of the characteristic symptoms of massive hearing loss.
This massive hearing loss resulted in Reid feeling a need to aid other hearing impaired gamers and so he contacted the creators of Doom 3 in order to facilitate a hearing impaired closed caption mod for the game. Now you may be thinking why this is important at all, but there are plenty of games out there that offer subtitles and so why is that any different? Well it is.
The difference between having subtitles and full closed-captioned access is like night and day. Many modern games have sound cues. If a bullet flies from a tower, if a bomb goes off down a road, if a creature is sneaking up behind a dark corner – all of these are sound cues that many games don’t hint at.
If I click on my subtitle option in the main menu, all most games provide me is subtitled solutions in the games cut scenes. This does not help hearing impaired gamers actually play the gameplay portion though. It only allows them to participate watching a storyline. Well now here comes the argument that well at least they’re not vision impaired.
True. This allows them to play games to a decent degree, but think about most games. In games like Doom, Dead Space, Mass Effect, Halo, etc. all of these games have some moments where sound in the game is important. Enemies sneaking up on you, a ping of a door unlocking that you need to get through, etc. Without sound cues these moments become pointless and make the games harder, if not impossible to complete.
There are other games and ideas geared towards how to fix accessibility issues within this video, but these were the primary ones I wanted to focus on today. These two gamers exemplify what I’m aiming to accomplish. Providing games that challenge us to think outside of the box in terms of providing accessible games for everyone, educational games to children, helping others through the power of gaming.
It’s all there. The technology is within our grasp, but we just need to get the word out there that these aspects of gaming are important. Once they become more well known and designers begin to focus their attention into making games with at least options to aid disabled gamers – we’ll start to see a brighter future in the whole realm of gaming.