Inspirational Gamer of The Week: Almost Human Games

Imagine if you will that you are a gamer and you love playing games, or you would love to play games, but the accessibility of the controls made it inaccessible or impossible to succeed at playing said games. This is a situation that occurs for thousands, if not millions of gamers world wide with disabilities. This week though we have a case of a gaming company hearing the voice of one individual and changing the course of their games accessibility just from the sound of one question posed to them.

In January 2012 a small indie company called Almost Human Games began promotion of a game called Legends of Grimrock. It was set to be an old-school dungeon crawler RPG. The dungeons have tile based movement and so most actions are rather simplistic in nature. The real story here comes from a gamer, HarpoonIPA, who contacted Almost Human about their accessibility and why the option of on-screen directional movement arrows was actually a necessity in his case.

This is amazing - so I had to share.

HarpoonIPA is a paraplegic gamer who is required to use a mouth stick for any of his typing and so when HarpoonIPA explained the reason why accessible onscreen button controls were a necessity for his enjoyment and gameplay. The developers were touched by his story and, thus, set about implementing the onscreen HUD to the game. Developer, Petri Hakkinen, stated in an interview with Kotaku that:

” It was no big deal to implement it. I mean even it were to affect only the life of one single person, it is still totally worth it.”

The game will be released on April 11th, 2012 on Windows, Mac, and iOS – but this event truly speaks to me. I mean, as a designer, I’m constantly searching for new ideas and new methods that people are working on and trying to see how to best implement aspects into my own projects. In this story I think it speaks in droves the kind of impact small gestures like this can have.

Why don’t we have more onscreen HUD controls?

Why don’t we see more main-stream developers taking the reigns and reformatting their works to be more accessible?

I have to ask, is it a finance thing?

Is it a lack of desire to change control schemes, or do developers feel locked to the plastic control schemes presented by mainstream consoles?

Is it because the needs of the many outweigh the needs of the few?

I applaud HarpoonIPA for speaking out and requesting his needs and desires to help the developers change their accessibility, and I applaud the developers for having the courage and wherewithal to follow through with it. Most gaming companies would have stopped this idea at the front door, because there’s so much consumerism and mass appeal that goes into production of most of these games. Indie games catch a break though, because they don’t often have to deal with all of the red-tape of a hierarchy system.

Badger Badger Badger Badger...MUSHROOM MONSTER!

My question that this poses is why? Why does it have to be indie houses that show the most attention to detail when it comes to creating accessibility? Why can’t the console market take steps to creating meaningful experiences like this? I’ve traveled many forums, talked to countless other gamers, and even having SOME options like this available to them would make their enjoyment of their gaming lives overall better. One thing I hate though above all are the folks out there who are able-bodied and who troll forums like Youtube and other major network sites and claim that the needs of disabled players shouldn’t be recognized because it will give them an ‘unfair advantage.’

Trust me I’ve seen hate bashing on some button remapping campaigns. Some able-bodied gamers believe that giving access to additions like button remapping or assistive controls will ultimately give disabled gamers an advantage in their gameplay. How much sense does this really make? None. I pose this argument to anyone who still thinks this is true: If you’re getting beat by a disabled gamer, and you’re able bodied, you seriously need to think about choosing a new game to play. They are playing at a disadvantage already, so how does giving them the ability to play on an equal playing field make it an unfair advantage for them?

Hmm - He's behind bars... now how to make a stew out of him?

Fellow gamers shouldn’t complain, instead, embrace and show love and support for your fellow gamers. Almost Human has and I’m so excited to see design studios doing this. I hope there’s more of it in the future. I believe a ton of MMO’s could benefit from onscreen HUD displays like this: The Old Republic, World of Warcraft, DC Universe Online – you name it, they could use it. I’ve also thought about the concept of voice recognition software too. I know that Bioware was working on voice software for the Kinect and Mass Effect 3, but I would love to see that same concept implemented into other games before I can truly say that it’s a step forward in gaming.

So here is to you Almost Human Games! You reached out to a gamer in need and changed your game for the benefit of, not only him, but countless new gamers who will play your title. You have not only my respect, but my admiration, and I wish you all the best of luck upon the games release April 11th, 2012! Time for me to go slay a dragon in some dungeon somewhere…

Tech Talk: Molyneux on Motion = Controller Chaos

Usually, I would wait till Thursday to post a Tech Talk discussion, but since this is pertinent information and a recent development, I figured that before it gets swept under the rug by other media updates. Here’s the issue at hand: controller chaos.

What do I mean by controller chaos?

Well, recently, Mr. Peter Molyneux had some choice words to say about today’s industry and current market controllers in his interview with an online game publication Beefjack. His statement was as follows, and thus where my frustrations begin:

“I am just sick to death of having my hand clamped to this controller – of having to be forced to use my thumb in a certain way, and having my other hand clamped to the other side of the controller, and having games say ‘No, you will do it this way, and if you don’t do it this way then we will punish you’.”

Now while I don’t necessarily agree with him, I don’t want to be reduced to using motion control in any way either. Mr. Molyneux there was a time in my gaming life when I used to look up to you as a designer. I loved [ and still love ] the original Fable, but quite honestly there comes a point in time when I just have to ask:

Why would you want to alienate your consumers by telling them that Kinect is the way to go? You are only doing yourself a disservice by expressing that you hate having games tell you how to play them right? Well then why would you express your verbose opinions of Kinect and next-gen gaming on us as if your opinion is the wave of the future? I’m not try to rant, because I truly look up to you as a designer – but come on man – doesn’t that sound a little bit hypocritical?

If you came out and said something like – I don’t know – this:

” I feel like the current game trend and controllers that are sweeping the market don’t provide nearly the amount of accessibility that we could achieve with games today. That’s why I’m so adamant about making sure the game controller trend changes.”

I would have totally backed that! – but instead you stuck your foot in your mouth and stated an opinion that most core gamers are going to be exceptionally disappointed with. Here’s my whole take on controllers, just so everyone is aware – because I think I’ve talked about this before on my blog already. We’ve discussed the possibility of button remapping, but motion control is a different animal. Motion control is different, because it was originally designed for the casual gaming industry. Nintendo came out with the Nintendo Wii to allow for families to get involved with gaming together instead of separately with visceral experiences.

Here’s the problem: Everyone saw the idea and ran with it. Now there’s too much.

Look I’m an advocate for the controller, but I’m also an advocate for accessibility. This industry is filled with pressure to conform to motion control and controllers that require us to use both hands in order for them to function properly, but what if we can’t move much? – it makes motion control absolutely pointless. Kinect is meant for people to get up and get moving, and sure, I’ve seen videos of players in wheelchairs trying to use Kinect, but that’s not what gamers want either. We want accessibility not conformity.

The controller, in and of itself, hasn’t changed very much. Why break what formula seems to have worked for years right? Well, here’s a video I’d like to share with you from the AbleGamer’s Foundation. Mark Barlet and Steve Spohn have made some amazing strides in getting the word of accessibility in games out there.They express why game accessibility is so important, and they show off a wonderful prototype piece of equipment I talked about in an earlier post, the Arodite Switchblade controller. The controller allows for disabled individuals to remap their button schemes accordingly throughout a game to provide an easier and more accessible play experience.

Instead of focusing on how can we get players more active in games, we should start focusing on how we can get more players to experience our games in the first place. You know what I’m sick to death of folks? – companies cramming this ‘new age’ of gaming down my throat and claiming that ‘motion control‘ is the way to go. It’s not from my perspective [ and many others ] we want great games – not great tech. The tech we have works, we just have to utilize it properly to make games more accessible. Now, hold on, there may be a shining light at the end of the tunnel in this rant and that’s with Nintendo.

Nintendo has been promoting their new Wii U system pretty well at conventions, and I have to say I’m excited to see what this thing can do. If it does what I think it can, it may very well provide a brand new form of gameplay and accessibility to gamers who couldn’t play with traditional control schemes in the past.

Does that mean that I think disabled gamers should be reduced to touch screen gaming?

No. Absolutely not.

There’s something meaningful about button inputs and having the feeling of full control in the palm of your hands, but some folks don’t have the luxury to experience that sensation. This is why I think providing cutting edge technology like the Wii U touchscreen, the voice activation in Kinect, and the Arodite Switchblade are great signs for the gaming industry. We’re learning methods of game design that promote accessibility. The controllers are alright as they are for most gamers. We don’t want to ruffle the feathers of a mass fan-base by any means. I mean look at Sony – their control scheme hasn’t changed in years and they still make bank off sales.

This is point proven in a rant by IGN’s Luke Riley who shared his thoughts on the whole Molyneux/Kinect bit:

My point here is that Molyneux, you may be a ranting gentleman, but some of your points stand. The gaming industry does need to look at how games are played. We need to be more cognizant of the audiences we provide for, but at the same time we should open up venues for the most accessibility possible. If that means new controllers, if that means changes in gameplay, etc. I’m excited for either, but I will say that I want to see a change. There needs to be one, and it’s either going to come in the form of hardware or software. I’d prefer the software first, but that’s just me.

Game of the Week: Kingdom Rush

It’s that time again folks. We’ve gone around the horn this week and we’ve arrived, once again, at Game of the Week time! Now personally, I wanted to do a review this week on a modern console game, Warped, but unfortunately they don’t have a demo version to check out, so instead, I’m going to provide you all with a lovely game that you can play from your browser. This week we talk Kingdom Rush by Ironhide Games Studio.

Now the reason that I included this game this week is because, for one, it’s easily accessible and secondly, I wanted to show how games can be fun via accessible control schemes. There are so many games out there that use 16+ button combinations and tactics and you have to push R1+X+L1+Δ to do one combo, and I just want to show what’s capable with just a simple mouse click. Later today I’ll cover a game that I find great, but has a complex control setting – and you’ll see where the complexity rises.

Now Kingdom Rush, is a tower defense game. In the game you are required to arm your troops, set up your turrets, and keep hoards of goblins, orcs, mages, etc. away from your base. Now this concept has been done over and over again, but what made the game for me was the art style and the accessible controls. The art style is child-like in nature. Bright vibrant colors, simplistic controls, and tension-building gameplay make this game a must witness. The gameplay was vastly accessible, as every motion I took required merely a mouse click. The further levels, however, do get a tad harder when boss battles occur due to having to click multiple times on certain towers to save them.

There are 12 levels, each with 2 difficulty settings [ Easy and Normal ] and Three Challenges: Star Completion, Heroic Challenge, and Iron Challenge. There are also more levels upon completion, but they are premium content only. The difficulty of these tasks increases exponentially depending upon which you choose. I know I’ve had a difficult time grasping how to position my troops on certain Heroic and Iron Challenges where they give you specific parameters and restrictions per level. This increases the replay and play value of the game though.

You’re now not just going through the motions of 12 levels, you’re having to go back and challenge yourself to see if you can beat X number of waves with only X available to you. This is an intriguing method to keep the game entertaining, and I know some of you may say, “It’s just a tower defense game, I’ve played loads of those before, why is this one any different?” – well, because it gives you variety, challenge, and keeps a player on their toes. Constantly introducing new enemies and bosses throughout the levels and keeping the hoards vast enough to provide for fast-paced tension throughout a play through.

I strongly suggest folks take a look at this game and see the capabilities of gameplay mechanics that can occur when you cut down game inputs to single button presses. I’m an advocate for games like this, and I’m hoping that eventually console markets will see a necessity to incorporate this, sort of, “mobile game” mentality into their gameplay. Mobile games may seem like they go against everything that us console fans crave. We want controllers and we want intense action and we want stimulus coming at us from every direction, but the truth of the matter is this game shows that those things are possible even with simplistic controls. I’m truly excited for the Wii U, because I feel like this is going to be an opportunity where mobile single-click input technology may actually make a console accessible via the touchscreen controller.

Some of you Xbox fans may be saying:

“Well, what about Kinect? Doesn’t it provide accessibility in some ways?”

True, it does, but it seems the idea of accessibility is a minor concern on the part of motion-control accessibility. Motion-impaired gamers don’t have access to using Wii remotes, Move controllers, etc. and just because you make a game console ‘hands free’ doesn’t mean that movement of some kind is required by a sensor to pick up actions. If a person is immobile and can only move a small portion of their body, having full body motion control becomes pointless.

Now Xbox is making strides in this market, with their experimentation with voice control schemes via Mass Effect 3, but the only use of it I’ve seen is in demos done at conventions. I’m not sure how well it works, or for what functions, but you still have to use a controller for most functions. This is discouraging, but it’s a step in the right direction that may see improvement later – I’ll talk in-depth about this on a later post.

I personally believe that this technology could go a great way towards making games accessible within the home environment, so motion-impaired gamers don’t have to settle on the sidelines of gaming, but can immerse themselves in the action by vocally bringing up their commands, menus, etc. Keep this in mind fellow developers as we go forth into the next-generation of gaming. Now back to the game!

All this aside though, Kingdom Rush is a great game, and I know many have played it. If you haven’t though, I urge you to see what one-button input technology can create. Kingdom Rush is a lush, immersive strategy game that will keep you thinking and working on your strategies for quite some time. It is available on IPhones and IPads in the App Store for $ 2.99 [ Currently there is no Android Market version, though I’m hoping for one! ] and this version includes upgrades not found in the free version which I’ll post a link to here:

Kingdom Rush by Ironhide Games:

http://www.kongregate.com/games/Ironhidegames/kingdom-rush

I found that in some of the levels, color blind gamers may have some trouble as some enemies colors [ like white wolves, etc.] may blend in on the snowy mountain levels, and on the upgrades screen the coloration on the upgrades may be a bit harsh, but overall it’s a wonderful game and I urge people to check it out. I’ll be back soon with my second Game of the Week this week, and it’ll help me explain the importance of why simple control schemes can make better and more accessible games.

Stay tuned and happy orc-hunting!

Inspirational Gamers of the Week: Jerry Book and Reid Kimball

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.