Archive for the ‘Game Accessibility’ Category

Mockup of Heavy Rain with Full Closed Captioning

Saturday, June 19th, 2010

Information

Mockup of Heavy Rain with full closed captioning. from Reid Kimball on Vimeo.

I found a video someone recorded of them playing Heavy Rain. I downloaded it and brought it into Vegas Movie Studio HD Platinum 10 and added text overlays for all of the closed captions. I then tweaked font colors, fades, timing and positioning.

I am a hard of hearing video game designer. In 2004, my team and I released Doom 3[CC], a mod for id Software’s Doom 3 that added full closed captioning.

My goal is to work with other game developers to help them implement full closed captioning that enhances the accessibility of their games to reach a broader audience.

Please notice:

1. The text is larger, therefore easier to see. Many video games that have subtitles (dialog only, no sound effects) use very small text that is hard to read on SD TVs, which I have.

2. Text uses a bright color with a black outline. This ensures it is readable on many different backgrounds. Bright yellow is not a common color used the environment of video games, while bright white is more likely.

3. Limited stacking of multiple lines (2 max shown) leaves the rest of the screen uncluttered.

Depending on the game, closed captioning can merely increase the awareness of game atmosphere for the hard of hearing and deaf or it can provide essential feedback they miss out that comes from the audio. As an example, in Doom 3[CC], closed captions help deaf players know enemies are approaching or attacking off screen when they can’t be heard. In Heavy Rain, the player can walk up to an apartment door and hear a woman inside screaming as she is attacked. However, these screams are not captioned and hard of hearing or deaf players are likely to miss out on a key sequence of gameplay.

Let me know if you’d like to talk with me about figuring out closed captioning solutions for your game.

© 2010, Reid Bryant Kimball. All rights reserved.

“It’s Not Just a Game. It can save a life.”

Friday, April 10th, 2009

The following video is an interview with a person who has a metabolic disorder and a WoW player. She talks about the meaning games have in a disabled person’s life.

http://www.msnbc.msn.com/id/21134540/vp/27311093#27311093

If the industry is dedicated to making fun games and bringing joy to as many people as possible, isn’t it time to make them more accessible to those who can benefit the most?

To learn more about Game Accessibility check out the following resources:

© 2009, Reid Bryant Kimball. All rights reserved.

On World Of WarCraft’s Color Blindness Patch

Tuesday, March 31st, 2009

Ablegamers.com has info on WoW’s upcoming 3.1 patch, which adds features that help those who are color blind. However, more work remains. As detailed in the linked article, the patch isn’t exhaustive and doesn’t allow players to custom tailor the colors and modifications to their specific needs.

For any developer looking to include game accessibility features, this is an important point to keep in mind. No solution you implement works for all disabled people of a particular type. An analogy are corrective lenses for glasses. You can’t apply the same prescription of corrective lenses for everyone, each person’s eye sight is different.

Since it’s impossible for a developer to create so many variants of accessibility features the solution is to include customizable options.

For the Doom3[CC] mod I designed that added closed-captioning for dialog, sound effects and music, it has several useful options, but it could have featured even more customizable options. For instance, we included the ability for players to choose to have sound effects captioned or not and dialog to be captioned or not. Separating out the categories of sound between dialog and sound effects allows players with fairly good, but not perfect hearing to only enable captioning of dialog, but not sound effects. This is no different than subtitles, which the retail version of Doom3 lacked. Another player can decide not to use any captioning, another to caption only the sound effects and another to caption both.

Contrast this with Valve Software’s implementation of closed-captioning where you get choices for

  • Off
  • Subtitles
  • Full Closed-Captioning

Players cannot custom tailor the captioning like they can in our Doom3[CC] mod.

Something we didn’t do but should have, is provide an option for toggling the Visual Sound Radar, as I call it. This is a radar in the lower left corner of the screen that shows blips of sound events positioned around the player. It’s only vague information of direction and distance so players can’t use this to know exactly where enemies are. Yet, the number one request from players was to turn this feature off.

I had always planned on implementing that, but each time id Software released a new patch, our mod had to be updated. This grew tiresome and impossible after awhile because our team disbanded. Unfortauntely, this means that our mod no longer works with the most recent version of Doom3.

Tom Chilton, a lead developer on WoW stated in the AbleGamers interview that one of the reasons they developed their own color blind feature was because it became tough for the community to continually update their mods after patches were released.

This is a serious problem and in the future I hope developers who decide to implement accessibility features on their own begin by asking their community what they like and don’t like about the community driven solutions. Or better yet, consider the community developers as subject matter experts and contract them to ensure the features are satisfactory the first time around.

© 2009, Reid Bryant Kimball. All rights reserved.

Have You Thought About How the Disabled Play Games?

Monday, March 30th, 2009

At GDC 2009 AbleGamers.com teamed up with the IGDA Game Accessibility SIG to ask your fellow game developers this question: “Have you thought about how disabled people play games?” Watch their responses.

It’s uplifting so many said “yes” but I was surprised. If so many developers said they have thought about how the disabled play games, how come so few games have accessibility features?

How come so few games have fully customizable controls?

How come only a couple of games feature full closed captioning, each year, if that many? (closed captioning includes subtitles of sound effects, music and dialog)

How come only a few games like Settlers of Catan have color blind modes?

If you want to move beyond thinking about how disabled people play games to actually doing something about it, I invite you to join the IGDA Game Accessibility SIG.

© 2009, Reid Bryant Kimball. All rights reserved.

Bill Clinton Plays Videogames

Sunday, March 15th, 2009

I just turned on CNN’s Larry King Live and saw Dr. Sanjay Gupta interview former President Bill Clinton. Dr. Gupta asked Bill Clinton how his health was and inquired about his shaking hands.

Bill Clinton said it wasn’t Parkinsons, but that when he writes for a long time or plays videogames the tendons can act up or something. He even motioned with his hands out front, holding an imaginary controller, pushing buttons. From the shape of his hands, I think he’s an XBox 360 or PS3 fan.

© 2009, Reid Bryant Kimball. All rights reserved.

Game Design for Accessibility

Tuesday, January 27th, 2009

I am attempting to start a new initiative within the new Game Design SIG and the Game Accessibility SIG. This initiative will focus on using game design to remove accessibility barriers for all types of players, no matter their age, experience or ability. Without accessibility barriers, players will have more fun, less frustration and more games completed because they didn’t get permanently stuck.

The proposal for the initiative is currently titled “Accessible Game Design”, however I am looking for a new name because people may confuse this with focusing on players with disabilities, which is not the case. It’s to help anyone who may be stuck in a game as you will see when you read the proposal. Here are some other names under consideration. Please read the proposal and offer other names you have.

  • Inclusive Game Design
  • Assistive Game Design
  • Barrier-Free Game Design

Proposal begins:

Barrier-Free Game Design Initiative

Vocabulary

  • Barrier-Free Game Design – a game design philosophy, which removes barriers that may frustrate players and prevent them from progressing through the game.
  • Barrier-Free – free from obstacles that prevent access.
  • Accessible – easy to approach, reach, enter, speak with, use, obtain or achieve.

Intended Audience

Game designers who want to make their games as accessible as possible to reduce frustration in players and potentially increase sales because more people can play.

The true beneficiaries of this initiative will be players that have difficulty with anything that stems from game design because they are stuck due to an inability to approach, reach, enter, speak with, use, obtain or achieve within a game.

Our Approach

Research past, present and future implementations of the following:

Player Tailoring

  • Players modify game variables to tweak the difficulty, essentially, becoming the game designer. Also includes customizable controls.

Contextual Gameplay Assistance

  • Players have access to gameplay mechanics that aid them in overcoming obstacles that they can’t overcome otherwise. Examples are using a magic power on a puzzle to solve it automatically. Or the Auto Hack Tool from BioShock to automatically solve hacking safe deposit boxes. These are in game, contextual gameplay mechanics that assist the player in progressing forward when stuck.

Dynamic Difficulty

  • The game uses player statistics to modify game variables that make sure difficulty of the game is never too easy or too hard for the player. Ideally, in perfect balance, even as player become more skilled at playing the game.

Subliminal Hint System

  • The game uses player statistics to determine when players are stuck on puzzles and offer what are called “subliminal hints” in an effort to help players create intuitive leaps of logic (logical insights) and solve the puzzle on their own.

Content Navigation System

  • Players use a VCR or Chapter based system that allows them to navigate through the entire game non-linearly, skipping to the very end if they desire or rewinding to 5 minutes previous.

Open Questions

Overall

  • Which types of players will use the proposed features?
    • Cheater

Player Tailoring

  • How do you minimize option overload?
  • Do not implement in-game costs, punishing players for using the system.
    • Less rewards for lower difficulty.
  • If players set the difficulty extremely low just to get past a boss fight, clearly they are extremely frustrated and essentially saying, “fuck this!”
  • Allow teaks in the middle of game sessions via the in-game menu.

Dynamic Difficulty

  • How do you prevent players from “gaming” the dynamic difficulty system?
  • Make Dynamic Difficulty an option. Provide it along with typical difficulty settings.

Participating Members

  • Michael Lubker
  • Reid Kimball
  • Teramis

© 2009, Reid Bryant Kimball. All rights reserved.

Article on Closed Captioning for Games

Sunday, November 16th, 2008

Quick update, Robert Ashley interviewed me a couple weeks ago for an article he wrote in The Escapist about closed captioning for video games called The Silent Majority. I hope we aren’t so silent anymore!

© 2008, Reid Bryant Kimball. All rights reserved.