Tagged: disabilities Toggle Comment Threads | Keyboard Shortcuts

  • feenwager 3:38 pm on June 14, 2010 Permalink
    Tags: disabilities   

    Full grumpiness disclosure: I should probably mention that I can’t see 3D, glasses or no.

     
  • George 3:35 pm on June 14, 2010 Permalink
    Tags: backinthesaddle, disabilities, ilovemimik, ,   

    The Squawkbox lives!

    Re: motion controls, I’m not sure I’d ever feel compelled to play a game that revolved entirely around the kind of motion that Microsoft thinks we want. BUT, you bet your ass I’d make a game that used one or two isolated incidents of motion control to shock or surprise the player, in the fashion of Metal Gear Solid’s “back of the box” codec moment, Psycho Mantis’ mind reading, or the hidden voice responses in Manhunt 2 (plug a headset into your PS2 and the game can hear you breathing).

    Imagine a traditional action game played with a controller, but in a climactic moment during the final struggle your partner, squadmate or (cough) romantic interest (what?) is thrown to the edge of a cliff, and the game says “Quick! Don’t let her fall!” In the grip of a properly orchestrated dramatic moment, you lunge forward, grab her hand and pull her up to continue the fight. And that would be the only moment in the entire game when motion controls are used. Would I develop, manufacture and market motion controls just to do that? No. But if someone else is already building them, I’ll gladly take advantage of anything that broadens my opportunities for messing with a player’s mind. 😛

    And speaking of disabilities, someone tell the people making 3D movies and games that somewhere around 17% of us are physiologically unable to see their fancy new eye candy and would rather not be left out in the cold, thanks.

     
  • Mitu 3:20 pm on June 14, 2010 Permalink
    Tags: disabilities, ,   

    @angryjedi I read back over my post and saw no “big words”. D: I should probably worry about myself. I did, however, say ‘very much’, er, ‘very much’, ignore me. Got too enthusiastic, hehe. 😀

    I agree – the wider the medium, the more people will get involved – but, not only that, we’ll also have a wider range of games and game-like experiences available to us all. This can only mean that games will just pervade our lives even more, and complement the kinds of experiences (meaningful, and otherwise) that we’re used to getting from other media. Ultimately, I think games, and play have so much left to teach us about what it is to be human.

    Anyway, enough of the hopeless idealism.

    Re: accessibility for those with disabilities, yes, this march towards body-centred interaction is definitely a problem, and I tried lecturing a class once on the topic! I think the key here is good, redundant design. Devs need to think about these issues up front, and even where motion-controlled gaming is concerned, ensure there is a way for those with disabilities, no matter what they are, to play too. Thinking about this stuff when a game idea is first conceived is, of course, also cheaper than trying to add it as an afterthought.

     
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