Wednesday, 3 October 2012

Ellie


Was such a pleasure to meet Ellie and her family at the superb Little Havens Children's Hospice, early this year, even though Ellie consistently thrashed me at Mario Kart. Stupid game.

The Wii remote needed to be lightened, which was achieved in the main by removing the batteries and placing them in a separate box. A very simple hack, but worked out to be really effective.

I'm wondering if Ellie will be able to use her controller on Just Dance 4 coming out soon for the Wii-U. Hope so.

Link via: SpecialEffect Gamer-Givers

One Switch Power

The Sub-Mariner, a cartoon figure looking a bit like an evil Bee-Gee with red and white wrestling mask, shades and thin shaggy long moustache.

A picture of the Sub-mariner's finger hovering over a push-button.


Otam! Military hardware getting blown to bits, including ships and planes.

PTOOOOM!! ..."AND IF THAT FAILS TO CONVINCE THEM THAT I AM MASTER OF THE WORLD -- THE FULL FORCE OF MY POWER SHALL BE MERCILESSLY UNLEASHED!"

"and if THAT fails to convince them that I am MASTER OF THE WORLD -- The FULL FORCE of my power shall be MERCILESSLY UNLEASHED!"

Via Four Colour Process Blog. Disclaimer: OneSwitch.org.uk advocates switch use for good and not evil!

Tuesday, 2 October 2012

EuroGamer Expo 2012

Mick Donegan, SpecialEffect CEO setting up at EuroGamer.

SpecialEffect had their third outing at the UK's EuroGamer Expo 2012. This time taking a prime spot between the likes of FarCry 3, SimCity, and Assassins Creed 3: Liberation.

Three set-ups were available, being: Portal 3 with highly customised set-up of a chin-mounted joypad and a variety of switches. In the middle was a video show-casing a little of what SpecialEffect is about. On the right was Dirt 3 set-up with eye-gaze control and fastest time competition.

Isaac Harvey won the Dirt 3 competition (pictured playing Halo with his feet below). So good to know a diverse range of people got to understand about game accessibility in this way.

Away from SpecialEffect were a number of games with some good access features. Very much looking forward to pending accessibility boosts to indie-instant-classics DRM and Proteus.


Portal being played with an elaborate set-up of switches and mounts.

Portal set-up with a variety of mounts and switches.

Isaac playing Portal using his feet and a standard Dual-Shock.

Dirt3 screen shot of a racing Audi Quattro, played at EuroGamer Expo 2012 with eye-gaze and Alt-controller.

The hypnotic and beautiful DRM in the indie-arcade at EuroGamer Expo 2012.

The even more beautiful Proteus, which was playable at the EuroGamer Expo 2012.

Tube Space Invader (1979)


"This 1979 poster pays tribute to the extremely popular Space Invaders video arcade game and encourages passengers to read their newspapers without invading the space of other passengers."

Via Retronaut.

Friday, 21 September 2012

Micro Sprint

Screen shot of one-switch race game, Micro Sprint. An overhead racetrack where you can see all the cars racing.

I overlooked Micro Sprint the first time I saw it, but that was a mistake. This is superb. It's a pure one-switch racing game for one to eight players (or up to two players with the free demo). It's not far away from Atari's Championship Sprint but far more accessible.

The entire menu system is one-switch accessible, activated by setting the "GUI AUTO CYCLE" to your preferred speed (find it in the preferences area). Even when you have this system on, you can still very comfortably use the mouse if needed for setting a game up, as it deactivates auto-scanning for a few seconds when you move it. Very nice.

The game has reconfigurable controls, various difficulty levels, practice areas and an excellent speed assist mode which I've not seen before. When switched on, you get a little green or red indicator that follows your car around. If it's red it means you need to slow down or you'll bash into the side of the track. A nice alternative to "auto-braking" which would take all the fun out of a Scalextric game otherwise. I also really like the way it indicates where your car is at the start of a race when you press your switch impatiently.

You will need good visual tracking skills to play this well on the harder levels as the cars are tiny. This is a great game, and well worth the current $2.49 asking price.

You can find more one-switch race games at the OneSwitch library.


Wednesday, 19 September 2012

Playing the Spoons


AccessAble Games have made fun use of the Makey Makey DIY controller kit. Playing Dirt 3 with spoons. Gives an idea for how light-pressure control can be in this way. Would love to see this made compatible with modern games consoles.

Friday, 14 September 2012

A Sea Change?

A sunny hazy picture from the sea of a train running down Southend-on-Sea pier.

This post is aimed at the game industry in general: I remember back in 2006 Kotaku publishing a really offensive article linked to game accessibility. It was an example of one or two ignorant men in positions of power, not really getting it.

What was far more frustrating to come up against at the time was the amount of ignorance in general around what things in gaming design were commonly disabling people; What it was that stopped people from being able to enjoy playing a game. It wasn't that people in gaming didn't care about their fellow humans. It was frequently that they simply just didn't know anyone was finding it a struggle.

Roll on six years, and I can sense a sea-change in understanding, willing and empathy. It makes me really proud and happy to have been a small part of the game accessibility movement that is bringing this about.

Below are some key 21st century efforts to get good useful information across to game developers...

IGDA GASIG White Paper (October 2004)
RetroRemakes "Why Can't They Play?" (April 2005 onwards)
IGDA GASIG Top 10 (September 2005)
UA-Games Game Over! (April 2007)
Eelke Folmer's Help You Play Interaction Design for Games (May 2007)
OneSwitch Design Tips for... (August 2008)

BBC's internal Accessible Games Standards v1.0 (August 2010)
7-128's Blind Computer Games Guidelines (January 2011)
SpecialEffect's Wish List for Accessible Game Design (May 2011)
SpecialEffect's Top 5 Tips for Game Developers (September 2011)
IGDA GASIG Top 10 (revised September 2011)

CEAPAT Best Practices in Video Games (Spanish April 2012)
Ian Hamilton headed Game Accessibility Guidelines (September 2012)
AbleGamer's Includification (September 2012)

You can find much more at the moth-balled Game-Accessibility.com  resource section. To be honest, you can't go too far wrong with most of the above. Dive in!

This isn't everything developers need, and the sheer quantity of information can seem daunting (try addressing one point of a Top 5 or Top 10 for a gentler route in). There's still a long way to go before there's a truly one-stop resource for all you need. Perhaps there never will be. Don't let that stop you trying to boost accessibility. And never forget that even if you add just one accessibility feature, it can make a massive difference.

This all very much ties up with the UN's Convention of the Right of the Child, Article 31:

"1. States Parties recognize the right of the child to rest and leisure, to engage in play and recreational activities appropriate to the age of the child and to participate freely in cultural life and the arts.

2. States Parties shall respect and promote the right of the child to participate fully in cultural and artistic life and shall encourage the provision of appropriate and equal opportunities for cultural, artistic, recreational and leisure activity."