Tech Talk: Button Mapping Gets Updated!

It’s been a while since I’ve ventured into the realm of console gaming.

The other day, while playing around with my PS4, I found that they’ve released some pretty awesome updates for game accessibility. In 2012, I was just discovering that game accessibility was a discussion that needed to be had. I hadn’t the slightest idea on where to start though, that was, until I found The AbleGamer’s Foundation. AbleGamers helped to inspire me to create this site and focus on a generation of gaming that would be inclusive, accessible, and fun for everyone.

I’m so happy to see that finally we’ve reached a generation of gaming where no matter HOW you play, you are given methods TO play. Inclusion vs. Exclusion.

Now, on to the topic at hand: BUTTON MAPPING and other ACCESSIBLE updates.

In the last few updates for PS4 and Xbox One they’ve included a segment in the settings called Accessibility Features. In the Accessibility Features there are a number of different menus which can aid you in customizing the game/system experience:

PS4:

PS4_Accessibility

TEXT TO SPEECH:

  • This function allows the user to use a Text to Speech function via the On Screen Keyboard. It’s not perfect as it currently only works via English language setting, but it does allow you to control the system with vocal commands and in messaging in some games. I will say that blind gamers, I want to hear from you because I can imagine you’ll rejoice in this new functionality.
  • It’s only available with some features though, so the limited functionality makes it a work in progress. It provides settings for reading speed and volume of narration [ 3 settings for slow speech, 3 for fast speech ] The functionality is just beginning and it’s going to be a massive boost for players with mobility and vision issues regarding texting, messaging friends, creating groups, etc.

    I can only hope that this’ll improve to provide more to game experiences as well.

ZOOM:

  • The Zoom feature allows the user to Zoom in on items on the screen to see them better. I can’t say how much I appreciate this aspect and it’s fairly simple to accomplish on the fly. You merely have to press the Square and PS button and initiate the Zoom feature. The D-Pad or Analog stick allows you to move the Zoom around the screen.
  • In games like Dragon Age: Inquisition, Witcher 3, etc. I’m overjoyed by this function, because the menus/descriptions/writings are all done in such a small text that it’s often hard for me to see items in-game. The Zoom feature essentially pauses your current game, not allowing you to play the game as long as you’re zoomed in. It only provides one level of Zoom, but that’s more than enough to provide aid.

INVERT COLORS:

  • Invert Colors functions exactly like it’s namesake says, and while I would love for them to change “Invert Colors” to an overall “Colorblind Adjustment” feature – the feature works as described. It changes darks to lights, and lights to darks, reds to blues, etc. It can definitely help in certain areas as it functions in both menus and in-game. If you take screenshots though, you’re out of luck. The colors will stay static to the original.
  •  I will definitely be taking this functionality for a spin via games like Arkham Knight – where the Detective Modes of some of the characters can be highly disorienting and jarring. If the functionality works on these areas of the game, then I think we’ll have hit a home-run with it’s current functionality. Here’s hoping for further color pallet changes and I’m excited for this one!

LARGER TEXT:

  • This function increases the size of text in menus, and presumably in games. I haven’t given it a go in games that have smaller text, but I’m going to give Inquisition a go here in a bit and update if it works. It definitely does a number on being able to read smaller range text. I don’t have great vision and sitting from my couch the Larger Text function works wonders so I don’t have to sit closer/strain my eyes to see.

BOLD TEXT:

  • This function increases the visibility of text by making it bolder for the user. It’s pretty much self explanatory. I will say that this function, in it’s current state, only applies to certain aspects of the system like menus. The in-game text stays the same, but I would love to see this functionality expand to games. There are so many games I’ve played where text is too fancy or too small to read from far away.

 I will test this further, but for now it’s a step that needs further work to be polished.

HIGH CONTRAST:

  • This function increases visibility of text and buttons by, essentially dimming the screen or adjusting colors to make items more visible for players. This is a really nice feature and it works fairly smoothly in most cases. The small test I ran with it: It runs wonders for system menus, reducing the shimmer of the standard PS4 blue. Premium themes, however, are not affected – so I suppose simple is better?
  • In-Game the High Contrast works, but not great. You do get a bit of an adjustment and it is visible, but overall it’s nothing that adjusting your own Brightness and Contrast settings via the game couldn’t already do. It may not work on all games either, I merely used a small sampling of games, but for now it’s a welcome change from what we had before.

CLOSED CAPTIONS:

  • We’ve all heard of these before. The Closed Captions functionality is nothing ground-breakingly new, as it’s been used via TV shows and movies for years. I was excited about this, however, because I have deaf friends. Closed Captions options would do wonders for their overall enjoyment of gameplay, and I was hoping that it would outshine the standard “Subtitles” functions that most games offer. If it turns out it’s simply for videos and DVD services I’ll say this is an opportunity missed.
  • I’ll have to delve into this in dialogue heavy games, but essentially, it’s supposed to allow for not only subtitle text but sound text/qualifiers during games/movies/etc. I do appreciate the functionality menu being able to be customizable for the Closed Captions. Giving players the option to set color/font/text size/etc. is really a wonderful approach so as to keep the new features from being too intrusive on the game content.

BUTTON ASSIGNMENTS:

  • Here we are – the promised land. The holy grail that console players have been searching for in accessibility for years. This is it, isn’t it? Isn’t it? Well, sort of.

First, let’s start off with what PS4 does well. The functionality and ease of use in this button mapping system is genius and very well done. It allows for the user to pretty much remap any button to any other button. I can officially take the X button and change it to D-Pad Left, or the L2 trigger and change it to O if I want. The combinations are amazing, but why does this affect you – the gamer?

 

  • Well the functionality is easy to use. You can swap buttons pretty much on the fly by dropping in and out of game to make button configuration changes. The only downside is getting accustomed to your new controller baby. You now have your own personal ‘special-snowflake’ controller, and the game functionality is hard coded. It doesn’t recognize that you changed your X‘s with your Y‘s or your L3‘s with your R1‘s.
  • VERDICT: If you’re a Tutorial based gamer, you’re going to need to train yourself in your new setup, otherwise this is like walking on the moon for gamers. Is there more that can be done? Absolutely. Will there be more done? I certainly well hope so!

XBOX ONE:

NARRATOR:

  • Now I don’t have an XBOX ONE, so this video above is a nice buffer on exactly what the functionality of each piece does. Let’s start off with Narrator. Narrator is a lovely little device acting much like a digital reader for many. I am fascinated by this functionality [ and if it functions as well in-game as it does in this example…] because it speaks, quite literally, volumes to blind players who could use the benefits of a narrator function to navigate games, menus, etc.
  • The voice is very much like Tom-Tom or the old MS-DOS voice cast, but I’m going to hope that eventually they’ll give us other methods than just speed to adjust the narrator we wish to have.

  How cool would it be to have a celebrity voice narrate your XBOX experience?

MAGNIFIER:

  • This function is identical to the Zoom function on the PS4. However, there is something I’ve noticed that Magnifier does that Zoom does not. It has the ability to zoom further instead of being a static zoom setting. This could be really useful if I’m playing in a highly detailed game and need to spot an objective or a pathway and I can’t clearly see it. It works in menus though, and based on what the Support says about Magnifier it seems that it’ll pause all other controller functionality when Magnifier is on.

CLOSED CAPTIONS:

  • This function is exclusively for the XBOX video/DVD/Blu Ray functionality. You can create a custom captions style, but the fact that the functionality is limited simply to their video services is pretty short coming. I can’t tell you how many times I’ve talked to deaf gamers who’d prefer if the subtitle/closed captions settings of games gave them the ability to not ONLY read TEXT, but SOUNDS, MOTIONS, etc. If a player knows more of their surroundings, the more they will be immersed in the game.
  • Come on XBOX, get on that bandwagon and make it happen. A cross-game Closed Captions function would make the accessibility market crack open for you guys. It does give the players access to text customization options, but if it’s only for video captions, then it’s falling short of what expectations ought to be.

HIGH CONTRAST:

  • This function is similar to the PS4, however, it’s minimal at best.
  • The only contrast it provides is making the dark areas darker and providing a bright turquoise with white borders instead of the standard color scheme. It also turns off any custom backgrounds and content, so as to ‘unclutter’ the visual space. I think it’s nice, but other than ease of reading it doesn’t change much. I hope it changes aspect like this In-Game as well as Menus.

BUTTON MAPPING:

  • In the battle for best Button Mapping setup, PS4 wins. The simplicity of the XBOX setup, while it may look nice, is only shown in Standard Controller. The Advanced features that extend past 1 configuration setup per user, are only extended to the Elite Controllers. This is something they don’t show you, but if you go to the XBOX ONE Support, you’ll see the Configuration information.

XBox_Buttons

  • The Ease of Use functions are simplistic and easy to use, but with the sort of minimal aspects you can adjust at a time, it’s a bit of a disappointment. I am proud to see that they took into account the need of button configurations, but asking players to buy secondary controllers to gain additional ease of use options for button mapping it’s a shame. I hope that, at some point, the button mapping options will just become standard, but until then, they’ve made a start and it’s lovely.

 

If you’re still interested in game accessibility and the strides that are being made I have two sites for you guys to take a look at. Both of these organizations are making insanely, fantastic strides in the realm of game accessibility:

AbleGamers Foundation: http://www.ablegamers.com/

Special Effects [ UK ]: http://www.specialeffect.org.uk/

Keep on gaming everybody, and remember:

One Input at a Time, We Aim for Access for All.

Tech Talk: Customizable Game Controls

I know I talk about this a lot, but I love when I find that companies are focusing their efforts in developing customizable controls/controllers. Giving folks the option to customize their hand layouts/button inputs and other aspects are what so many console players have been asking for and what so many PC gamers have been accustomed to for quite some time.

I’ve discussed a couple of customizable controllers in the past: Adroit Switchblade, custom controllers via Evil Controllers, etc.; well now I’ve found another wonderful company searching to make customizable controllers. I have a slight sadness that, for some reason, customizing controllers are mostly for 360 at the moment, but there are some for PS3. This week I’m presenting to you guys a new company to come out and bring forth a new game controller for customizing controls: The HJC Design FPS Game Controller!

The HJC FPS controller is a fully customizable controller that’s available for XBox and PC and, while it may not be the best for all players [ I personally still feel the Switchblade is about the most accessible custom game controller I’ve found ] it’s still fantastic to see more companies caring about the accessibility of games. This game was designed for FPS comfort and simplicity, but does that mean it can’t make other games simple for players?

I’m not sure, because I haven’t had hands-on experience with it – but it’s got a large amount  of customization options available, a ergonomic design, and it just looks amazing [ so jealous – please bring out a PS3 version! ] You can find out more about this lovely controller at their website:

HJC Design – XBox/PC FPS Controller

– and for those of you who haven’t seen the Adroit Switchblade that I keep harping on I recommend you take a look at this video:

Currently I don’t have a lot of price points for some of these prototype control schemes, but if they ever drop via a retail market I’ll keep my ears and eyes open for when they’re here and available. Enjoy folks and happy gaming! I’m so pleased to see more and more people/companies working towards providing further accessibility to video games. Everyone who’s been following me and everyone who’s been sharing my opinions/reviews –  thank you.

Thank you so much. It means the world to me to spread the love and admiration I have for accessible and meaningful gameplay and games as an industry!

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.