Game thinking from Adam Clare

Author: Adam ClarePage 36 of 262

Making Games Accessible To All

The digital world can bring benefits for people who have disabilities like new ways to communicate or though mobility assistance. With all new technologies there are new challenges. To help developers and designers create works that all can use there have been efforts to consolidate good practices.

In the world of web development the W3C has been leading the Web Accessibility Initiative. They outline how alt tags should be handled to how to make systems that can work with existing standards for accessibility tools. It’s a very complex task and it’s good to see the effort going into it.

The equivalent project for video games is the website Game Accessibility Guidelines. The FCC recently presented the site the Award for Advancement in Accessibility:

Over 20% of gamers have some form of disability, and interactive entertainment can be an important contributor to quality of life, enabling access to recreation, culture and socialising. But too often gamers with disabilities are denied access to these life changing benefits due to a simple lack of awareness amongst developers. So the guidelines project was formed to address this need, giving developers easy access to the knowledge they need to start opening up their games to wider audiences. It was initiated by designer and accessibility specialist Ian Hamilton, who through his prior work at the BBC has a background in creating games and digital content for children with disabilities, and was also a winner of Transport for London’s recent Accessible App Award.

You might not be able to incorporate all accessibility suggestions into the list (like difficulty settings) but it’s worth looking at the full list of suggestions to see which you can implement.

There are other organizations that look to help developers and charities like Able Gamers who additionally help gamers with disabilities play (as does SpecialEffect). Polygon just published an article on why game accessibility matters and it’s a really good read.

Accessibility features don’t just benefit disabled people. “You are also making a better product in which people can feel more comfortable because it has a better design and [more] options,” he explains. Or as Hamilton says, “Something that’s a showstopping barrier for someone with an impairment is often still an annoyance for everyone else, so even basic things like offering a choice of controls or backing up color with iconography are just good general game design practice.” And in the long run we’ll probably all need to fall back on at least one such feature. “The average age of players is increasing,” Mairena says.

“In 30 years there will be a lot of gamers who still want to play, but they could not play if games are not accessible because they will have mobility, auditive, visual or cognitive problems.”

Some people even go a step further and make games targeted for people with disabilities. Earlier this year there was an Accessibility Game Jam and two years ago a game for blind people was successfully kickstarted.

The Reality Of Spatial Dimensions In Games

Last year the Philosophy of Computer Games conference examined space in games. The ultimate question being ‘is space in games real?’

If you want to know the answer to that question you’ll have to relive the conference. To be clear they examined space as in spatial environments, not space as in outer space. All of the slides and lectures are available online for your viewing pleasure.

The keynote lecture, “Antinomies of Space: Philosophy – Culture – Games”, is a good place to start as it provides context around the conception and history of space. The discourse around what space is has evolved more than you think it has.

Considering the history of philosophical problems the keynote will firstly address the various notions of space and focus on their similarities and contradictions by which basic antinomies of spatial concepts can be determined. In a second step solutions or alternatives to this contradictions will be offered, before looking at the origins of the present spatial turn in social, political and cultural studies. Finally the presentation inquires spatial approaches that do exist in game studies and offers a way of a philosophical study of computer games in spatial respect.

Enter the 4th dimension:

Then there are people who take their curiosity to the logical conclusion of creating a game. Miegakure is an upcoming game that explores the fourth dimensional space. The creator, Marc ten Bosch, was recently interviewed about the game.

The game runs on its own custom 4D engine that I developed from scratch. Every position in the game is *actually* represented with four numbers. There are no tricks or hacks. We are building what a 4D world would be like, in many ways. This creates a space were puzzles happen naturally: they are just simple consequences of 4D space. More traditional puzzle games very carefully set up situations, and the behavior is limited to what the designer has intended (for example you need to input the right code to open the door, and the code is written down somewhere hidden). Because what we are building is so general, I might not know all the solutions to a particular puzzle… or I might discover a lot of puzzles by just setting up random situations and playing and seeing what happens. If something surprising and interesting happens, I will make it into its own puzzle.

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