We don’t need no stinkin’ accessibility for our video game contraptions! Heh heh. Actually, we do. And there are games that have catered to the disabled crowd because quite a large portion of the population in America fall under this category.
After listening to a podcast on KUOW.org about web accessibility for everyone, I was prompted and curious to find out how my design field (video game design) tackled this topic.
For those of you who either haven’t heard or don’t have the time to go check out the approximately 16-minute podcast, it is about a web programmer named Wendy Chrisholm and her journey to make the World Wide Web more accessible to people with disabilities. As co-author of the book, Universal Design for Web Applications, Wendy is passionate about making all websites universally accessible. She tells her story throughout the podcast, mentioning that she became interested in college because she was interested in how to connect programming with people. One of her assignments was to tutor a blind person in a statistics class. She didn’t do phenomenally well at it, but that assignment was the catalyst to her interest in designing for the disabled. She also describes how many websites, even today, are inaccessible. An example she provides is of the Metro bus website is not built to accommodate screen readers for the visually impaired and that it could be improved if the timetables for the buses use a table-like format instead of just rows. She concludes the podcast by encouraging web designers to include accessibility in their design processes and perhaps to include disabled people right from the start so that accessibility is not included in the design as an afterthought.
This epidemic of inaccessible design is not exclusive to web or print design, however. It is an issue in game design as well. In fact, video games may be one of the largest culprits when it comes to being accessible to disabled people. Since video games are more a part of the entertainment industry than either print or web design, universal accessibility is especially low on many developers’ list of priorities. Their main focus is to entertain the masses, many of which are not disabled in any way. Accessibility is an issue that many of them consider to be an annoying afterthought that adds more time to their production schedules and wastes precious budget money. The fact of the matter is that the disabled are not a small minority, by any means, and incorporating small changes to game design to make them accessible would not be a large tax on resources.
Many of the sites I visited focused mostly on the problems most games present to disabled people. Those who have visual disablites may have trouble discerning the colors of the foreground from those in the background. They are also not able to understand visual cues that are based solely on color differences and, therefore, they get frustrated when they fail at a part of a game that relies on those differences. Those with aural disabilities cannot hear instructions that are given them only by an in-game character’s voice, or they won’t be able to talk and strategize with friends online without any text-based way of communicating. By far the largest obstacle of accessibility comes in the form of controllers and interfaces that are not made for those with limited motor skills. The situation is made worse for those who are newly disabled due to some unfortunate accident. Since they have not had to live with physical ailments all their lives, they usually have trouble adapting to the new lifestyle, especially if they played games before they became disabled.
Some solutions have already been found for these issues. Many games include subtitles and closed captioning for players that are hearing impaired. A few games that rely on differently colored visual cues to direct the player have been retooled to either provide different colors, greater contrast, or unique symbols to better direct players that are visually impaired. Even different controller setups have been created to cater to players who are physically impaired. As forward-thinking and progressive as these attempts have been, the solutions are few-and-far-between and usually only help players of one disability or another. There are currently no solutions that are universally appealing to all gamers.
While I don’t believe there is any end-all solution to creating a perfectly accessible game (as there is no end-all solution to anything), I do believe that it’s possible to get close. A solution I found in an article by the International Game Developers Assosiation proposes a device that uses brain waves as input. Since all of our senses are controlled by our mind, it makes sense(no pun intended) to me to skip the middleman and go straight to the command center. Unless a person is mentally unstable – in which case video games would be the least of their problems – any person with a sensory impairment or disability wouldn’t need to worry about their handicap to successfully play a game and have fun. As ideal as this solution is, though, the technology required to create such a device would be expensive. It is a long-term goal that would take years or decades to come down enough in price to be a consumer item.
At the present time, the solutions that have been implemented into games work very well for their respective audiences. The only problem in the industry is that not nearly enough developers consider the needs of the disabled crowd when designing their games. Like Wendy Chrisholm said in the podcast, if accessibility is involved right from the beginning of any project, the game will be easier to develop for a broader audience than it would otherwise. Game designers play an essential role in making this happen.
To raise awareness of the importance of providing accessibility, lead game designers and developers can go out to disabled communities and ask gamers what they need from a game to make it playable. They can also hire somewhat disabled employees as idea consultants and designers. Once developers include accessibility in their games, their audience broadens by no small amount, which only adds more to their bottom line.
From what I’ve come across in this research, I can see where the problems are with accessibility in video games. Since it is just a very small matter of budget and time for developers, it’s logical and safe to presume that the main reasons for the lack of accessibility in most games are laziness of the developer or publisher and ignorance of the enormity of the issue. Solutions here and there have been attained, but there are not enough of them to fully resolve the issue.
Sources:
http://www.accessibility.nl/games/index.php?pagefile=auditory
http://www.gamasutra.com/features/20060920/zahand_01.shtml
http://archives.igda.org/articles/twestin_access.php
http://abledbody.com/profoundlyyours/2009/11/07/should-video-gamers-sue-for-better-accessibility/
http://videogames.suite101.com/article.cfm/game_over
http://www.gametrailers.com/user-movie/video-games-and-accessibility/321603