Posts Tagged ‘linkedin’

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.

Opinion: Down with Ambition, Less is More

Friday, March 27th, 2009

Rod Fergusson – “I am a believer that if you’re going to make a great game, and there is that caveat, I believe that crunch is necessary. I believe it’s important because it means your ambition is greater than what you scheduled out. Crunch should be driven by the ambition of the team, and not the inaccuracy of the schedule.”

Rod’s argument is a terribly irresponsible one to make. His comments are sure to have an influence on execs and producers elsewhere in the industry given the success of Epic’s games.

Crunch is not a good thing and should never be “necessary”. Ambition on paper sounds like a great idea, but based on my own experience, ambition is never driven by the whole team.

Instead, certain individuals within a team drive it and more often than not, they don’t have to do the work to realize their own ambitions. The workload that comes from their ambitions is pushed onto someone who doesn’t feel comfortable expressing their concerns.

In fact, I’d argue that I see ambition hurt more than help. Games today are full of too many incongruous and poorly implemented ideas or mechanics that have overstayed their welcome.

We’ve all seen games advertise how many weapons, characters, locations, cinematics and endings they have, emphasizing it is bigger and more than their competitors, hoping to convince players that more means better.

Every game I’ve worked on has started out with ambitious goals, which were cut back repeatedly, while working hours increased. Cutting content doesn’t get as much benefit as it sounds like it should. In some areas of the game, more work may be created because content was cut from another area.

Instead of cutting content when crunch begins to creep around, why not just have more realistic goals for the game to begin with? Embrace the idea that your game can be even better by adopting a “less is more” approach. Ask, “Do we really need all this content? Can the story work with fewer this or that? Do players need all these choices? Does this mechanic serve to communicate the emotional essence of the game I want expressed?”

With an approach of “less is more”, everything in the game must serve a holistic purpose, not because it’s “badass” but because it serves the true essence of the game, whatever it may be. When you do less, the game will have focus, it will be tighter and stand out because it has a strong identity, rather than a bland personality that tries to be everything to everyone.

To that I say, down with ambition! Less is more.

© 2009, Reid Bryant Kimball. All rights reserved.

Could Permanent Death Ever Work?

Saturday, March 21st, 2009

I’ve been reading the blog posts related to how death is treated in games over at Game Design Aspect of the Month (http://gamedesignaspect.blogspot.com/). I wonder if it’s possible to design a game where players willingly accept that death is permenant. Meaning, if they die during a game, they have to start over from scratch.

What kind of game design would make that work? Death is final, as far as we understand it today, so does that mean if a game were to employ this same idea, that the player character must be different every time the player starts a new session?

Must the game be of a shorter length so not to frustrate those who suffer a premature death while very close to the end?

Must the game even have a beginning, middle and end? Could the game be purely  systemic or open world and when you die, you need to start with a new char as if you were reincarnated? In that case, the world stays permanent, but your char and your progress don’t.

I think the longer the game is, the more meaningful the event of permanent death will have to be in order to justify it. In fact, the player may feel that the journey was complete and there is no point to start again from the beginning.

© 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.