Posts Tagged ‘sony’

The Conflict is Not With the Minerals

Saturday, July 3rd, 2010

On Twitter this morning I saw my fellow game developer friends passing around a story from Kotaku about conflict minerals in the Congo being used in gaming consoles, like XBox 360 and Playstation 3 for example. Conflict minerals is a catch phrase similar to conflict diamonds that attempts to describe the violence and blood shed over the extraction and processing of valuable minerals from the natural resources of the Democratic Republic of the Congo. Only this time, instead of those minerals being diamonds they are instead tin, tantalum, tungsten and gold minerals.

Brian Crecente received a response from Microsoft saying that, “A conflict mineral free supply chain is a priority for us in our supply chain management policies and practices.”

Nintendo responded to earlier pressure from another group, Raise Hope for Congo, and completely dodged the issue saying, “Nintendo does not purchase any metals as raw materials. As a remote purchaser that buys finished components made from many materials, Nintendo requires its suppliers to comply with its Corporate Social Responsibility (CSR) Procurement Guidelines, which stipulate suppliers comply with applicable laws, have respect for human rights and conduct their business in an appropriate and fair manner.”

The problem is that while these statements sound mostly nice and hopeful, they are bullshit. Why? Because the problem is not a conflict over the minerals but a conflict between the laws that set forth the financial responsibilities of corporations and their social responsibilities towards people and the earth.

In the US, by law it is illegal for corporations to do anything that would hurt their ability to maximize profits. Shareholders can sue the company if they think the company is spending too much money on being socially responsible and thus cutting into profits. Corporations often have “social campaigns” to green their products or give funds to cancer, etc. But that is just a distraction to the real atrocities they commit by employing slave labor or funding wars.

Their goal is to extract human and earth resources for as cheap as possible and they are required by law to do so. You can read or see The Corporation for more info. If you don’t have time to watch the 2.5hr film, watch the extra features radio interview with the Majority Report. That segment does a great job of summarizing how the market forces work to compel corporations to act in ways that abuse both people and planet.

If we want to stop corporations from using minerals extracted from conflict zones which funds the perpetuation of violence and killings, then those laws that compel them to behave in such ways must be changed.

That’s how the system works and if being a game designer has taught me anything it’s that any system can be changed.

© 2010, Reid Bryant Kimball. All rights reserved.

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.