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AbleGamers Interview wrap-up

February 24th, 2010 by Steve | No Comments | Filed in Accessibility Interview

I’m continuing the interview with Steve Spohn, Associate Editor of AbleGamers.com, an outstanding resource for video and computer game devotees who have disabilities.

Steve Grobschmidt (SG): I imagine some game types or genres are easier to be made accessible than others. And there are many different kinds of disabilities: visual, hearing, physical, cognitive, etc. How do developers balance making great, cutting edge games that still are playable for as many disabled gamers as possible?

Steve Spohn (SS): In a word, options. Options are extremely undervalued right now by the video game industry. In fact, most of the people who are unwilling or resentful of our work think that we want to change games in some way, and that is absolutely false.

AbleGamers wants developers to add options that can lend accessibility to video games for those that need a particular accommodation. No one wants to see video games “dumbed down” or made easier in any way. The ultimate goal is to add as many options that add value to a video game without taking anything else away. Items like remappable keys, subtitles, color blind options, mouse speed adjustments, and assistive device support, are all items that could add additional value to a title but for those who do not need any of those options, the game would not be hurt in anyway. In fact, if done correctly, those who do not need the accessibility may not even realize it’s there.

SG: How do you go about testing games? I see from your About Us section that there are staff members with disabilities of their own, including yourself. Do you just test games yourselves, or do you also reach out to other sources for testing?

SS: Our writers test every game personally. We have an in-house game review document that every video game must be put through. In addition, we have a rather large community that will keep us honest. If you read the review section, not everyone agrees with our assessments. This is because disabilities are widely varied, and everyone’s idea of how much accessibility is needed to be able to play a game changes.

We review games based on the ability to play them with standard equipment such as a keyboard and mouse. We then use the comments section to provide information on third-party assistive technology enabling some disabled gamers to play this or that. If there is a way to play a game, our members will find it.

SG: What kind of reception do you get from the gaming industry? Do you feel your presence and advocacy is being heard?

SS: Right now, I would say lukewarm. There are some companies, as I mentioned before, that are very receptive to our needs and requests. However, there are some that want nothing to do with accessibility because they believe adding accessibility increases production time and expenditures beyond what they must be. AbleGamers has definitely been making an impact in the accessibility movement; there are definitely large and small signs that we are becoming more important daily.

The most flattering was a twitter sent out by one developer to another developer saying “make sure to look out for AbleGamers at the conference. Accessible gaming is a good way to help advance your career.” At the point where you are beginning to be seen as a career advancer, you know you’re making a difference.

We have also been featured in most every online gaming magazine, Xbox 360 magazine, MSNBC, Apple.com, and many more.

SG: Looking at your crystal ball, is the gaming industry heading in the right direction? Are video and computer games getting more accessible?

SS: Accessibility is increasing in most ways but it is a constant battle. As new gaming systems like Natal, Wii, Tablet gaming, and others continue to become more mobile, games inherently become less accessible. Systems that require physical body movement are not ideal for those with physical impairments and mobile gaming such as iPhones and tablets are difficult for those with limited movement.

When the most advanced system only required two buttons and a directional pad, I could personally play any console game. As could one-handed gamers, most with physical impairments, and even those with very limited movement range.

Now, controllers have six or more buttons, shoulder buttons, and two directional pads. So, the games have advanced but the accessibility falls. The more complicated the controller becomes, the less accessible it is. Computer games are very similar in that every game could be controlled by a mouse 10 years ago and now, some do not use a mouse at all.

On the flipside, you now have things like hacked controllers, mods, assistive technology, and other customizable devices that can aid a disabled gamer with playing certain games. Most of these accessible devices are created by individuals who make these controllers one by one. We hope that someday gaming companies who produce these controllers.

It is my sincere hope that as accessible technology becomes more prevalent and developers learn how many potential customers are out there, video games will become more accessible. There are some wonderful technologies on the horizon. Things like nanos inserted into the body, eye trackers are becoming more accurate and less expensive, voice controlled gaming is becoming faster and more accurate, and many more advancements.


Thanks again to Steve for taking the time to talk about video and computer game accessibility — what’s working, what are the challenges, and where things should be headed.

Sort of like web site accessibility, it’s not about “watering down” the experience. Like Steve said, it’s about options. It’s about putting some extra effort into considering your entire audience.

I go back to a point I made earlier. I love video and computer games. If, tomorrow, I lost my hearing or something happened that limited my motor skills, I’d still love video and computer games. I’d still want to be able to enjoy them as much as possible.

I’m not disabled and I appreciate some accessibility-minded features. For example, because often times I play games at night and don’t want to have the volume jacked up, I turn sub-titles on for just about every game I play.

Dragon Age showed that you can make an all-around outstanding game with plenty of accessibility options. Let’s hope more and more game developers follow suit.

Series Recap:
AbleGamers Interview
AbleGamers Interview wrap-up

More about AbleGamers.com
AbleGamers.com
AbleGamers on Twitter

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AbleGamers Interview

February 22nd, 2010 by Steve | No Comments | Filed in Accessibility Interview

AbleGamers logoIn January, I shared news about Bioware’s Dragon Age video game earning an award from AbleGamers.com for its accessibility. I had admitted in that article that, despite passions for both accessibility and video games, I had never really put the two together in my mind.

Furthermore, I’ll be honest that I hadn’t heard of AbleGamers.com before that news piece either. I’m extremely excited that I got the opportunity to do an email interview with Steve Spohn, the Associate Editor at AbleGamers and also the person who reviewed Dragon Age.

AbleGamers.com is an outreach of The AbleGamers Foundation, and a site devoted to catering to both hardcore and casual gamers with disabilities. In addition to great reviews that showcase the highlights and shortcomings of a game accessibility, the site also provides a community for disabled gamers to share and collaborate.

Steve is a disabled gamer himself. He has a rare type of Muscular Dystrophy called Spinal Muscular Atrophy (SMA). You can read more about Steve on his profile page.

Let’s jump right into the interview!

Steve Grobschmidt (SG): Overall, how would you rate the gaming industry’s consideration for disabled gamers?

Steve SpohnSteve Spohn (SS): I think the industry is beginning to learn what they need to do; it’s just a matter of convincing them it is worth the money. I would currently rate them at 5 out of 10, mostly because a lot of games have subtitles. In addition, more games are beginning to add remappable keys, which is extremely important to those who have limited range or need third-party assistive equipment.

Unfortunately, they are still lacking in areas such as colorblind awareness, options for on-screen keyboards, ability to increase mouse speed, and other such mobility areas.

SG: Dragon Age was in the spotlight for winning the most accessible game of 2009 award. What are some other stand outs from 2009 and 2010?

SS: There were no other games in the last year that have stood out like Dragon Age. Most games are around 6 – 7 in score because of visible accommodations such as subtitles and font size adjustments. However, World of Warcraft is a very accessible game, even though it was not launched recently. They have continued to try to improve their accessibility by working with AbleGamers. Not long ago, they even released a patch to assist colorblind gamers.

SG: Dragon Age got a 9.8 from AbleGamers.com, and well-deserved recognition. Mass Effect 2, also from Bioware, got a 5.0. Do you think that is more a reflection of the style of the game, or did Bioware drop the ball a bit after doing so well with DA?

SS: Bioware is a large company and each game is directed by different people, which accounts for the difference in accessibility. The producers and directors of Dragon Age definitely appreciated accessibility more than the Mass Effect people did. There is however, a slight drop expected because as soon as you mention FPS, many disabled gamers are left out without accessible technology, some of which is very expensive.

SG: Do any developers stand out for being more consistent than others in their attention to disabled gamers?

SS: So far, Blizzard has been the most accessible and accommodating company. There are still some developers such as NCSoft, that are very reluctant to talk to us.

One worthy of note from NCSoft is Aion, which recently included a program called GameGuard, which basically blocked every accessible technology that a disabled gamer would need to use. On-screen keyboards, sip and puff devices, and even some voice recognition technology were completely disabled. They did eventually repeal the program, and the makers of GameGuard contacted us to learn more ways to avoid blocking these technologies.


In the second half of this interview, I ask Steve about the expection of the gaming industry to reach out to as many disabilities as possible, as well as about how they go about testing games. That and more is coming later this week.

Thanks to Steve and Mark Barlet, the Editor in Chief at AbleGamers.com, for being so approachable and agreeable to doing this interview.

Series Recap:
AbleGamers Interview
AbleGamers Interview wrap-up

More about AbleGamers.com
AbleGamers.com
AbleGamers on Twitter

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