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CSE 493E:

The Future of Access Technology

Jesse J. Martinez | CSE 493E: The Future of Access Tech | Nov. 17, 2023

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Games & Accessibility

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REMINDERS:

Zoom: Running

Screen AND Audio: Shared

Meeting: Recording

Captions: On

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Announcements

(1) Groups need to sign up for presentation slots TODAY since all groups are already formed

(2) If you don't check the "all group members will be present" box, you need to email us and explain why. Any group member who is not present will not receive a grade for the check-in

(3) Be prepared to be moved around within the day you sign up for once all groups request slots -- we may balance the spread over the hour.

(4) Schedule for remainder of quarter has been updated; updates to details toward end of final project as well

(5) Hoping to have finalized all outstanding assessments of your competencies by Monday (stretch) or Wednesday (latest)

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Content Warning:

  • Mention of Guns (as they are depicted in games)
  • Fantasy Violence

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Games and Accessibility

a.k.a.: Playing on Hard Mode

Jesse J. Martinez | CSE 493E: The Future of Access Tech | Nov. 17, 2023

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Level 1:

Introduction

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About Me / Positionality (1/2)

Hey! I’m Jesse.

  • Your TA!
  • Accessibility & Games Researcher
  • A Computer Scientist who Hates Computers
  • Art & Media Theorist
  • Ex-Professional Game & Puzzle Designer
  • Freelance Game Accessibility Consultant

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About Me / Positionality (2/2)

Hey! I’m Jesse.

  • Lifelong Avid Gamer
    • Digital: PlayStation, Nintendo, PC
    • Analog: Tabletop RPGs, Strategy & Puzzle, Narrative Games
  • I frequently game with friends with disabilities!
    • …and I’ve come to learn that I have a few disabilities myself

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Talk Goals:

  • Intro to the complicated space of Game Access
  • Overview of the current landscape of Game Access
  • Discuss some ongoing research
  • “Where do we go from here?”

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GAMES ARE WEIRD.

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Games are WEIRD. (1/5)

  • Games are flexibly defined
  • Games are constructed by the player
  • Games evolve over time
  • People want to be challenged by games

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Games are WEIRD. (2/5)

  • Games are flexibly defined
  • Games are constructed by the player
  • Games evolve over time
  • People want to be challenged by games

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“A game is a system in which players engage in an artificial conflict, defined by rules, that results in a �quantifiable outcome.”

– Salen & Zimmerman, Rules of Play

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Games are WEIRD. (3/5)

  • Games are flexibly defined
  • Games are constructed by the player
  • Games evolve over time
  • People want to be challenged by games

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Is this a racing game, or a world exploration game?

METAGAMING:

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Games are WEIRD. (4/5)

  • Games are flexibly defined
  • Games are constructed by the player
  • Games evolve over time
  • People want to be challenged by games

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The Wall Effect (1/6)

Accessible Game Experience

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The Wall Effect (2/6)

Accessible Game Experience

Barrier!!!

New Game Mechanic Introduced

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The Wall Effect (3/6)

Accessible Game Experience

Barrier!!!

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The Wall Effect (4/6)

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The Wall Effect (5/6)

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The Wall Effect (6/6)

???

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Games are WEIRD. (5/5)

  • Games are flexibly defined
  • Games are constructed by the player
  • Games evolve over time
  • People want to be challenged by games

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Intro to Game Accessibility

Traditional Accessibility

There should be no resistance from the system for PWD!

Remove all barriers to interaction!

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Intro to Game Accessibility

Game Accessibility

Traditional Accessibility

There should be no resistance from the system for PWD!

Remove all barriers to interaction!

Well… not ALL the barriers

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“The most accessible game is one that plays itself… but for some reason, no one ever wants to play it”

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Difficulty vs. Accessibility

Ian Hamilton, “Difficulty vs. Accessibility”:

Difficulty: Capability vs. Barrier

Disability: Mismatched Interaction between�Capability and Barrier

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Name! That! Challenge! (1/7)

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Name! That! Challenge! (2/7)

Dodging enemy attacks that require precise timing

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Name! That! Challenge! (3/7)

Dodging enemy attacks that require precise timing

Game Difficulty Challenge

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Name! That! Challenge! (4/7)

Dodging enemy attacks that require precise timing

Game Difficulty Challenge

Knowing where enemies are when the minimap is inaccessible

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Name! That! Challenge! (5/7)

Dodging enemy attacks that require precise timing

Game Difficulty Challenge

Knowing where enemies are when the minimap is inaccessible

Accessibility Challenge

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Name! That! Challenge! (6/7)

Dodging enemy attacks that require precise timing

Game Difficulty Challenge

Knowing where enemies are when the minimap is inaccessible

Accessibility Challenge

Hitting a moving target in a FPS game for a person with hand tremors playing against nondisabled players

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Name! That! Challenge! (7/7)

Dodging enemy attacks that require precise timing

Game Difficulty Challenge

Knowing where enemies are when the minimap is inaccessible

Accessibility Challenge

Hitting a moving target in a FPS game for a person with hand tremors playing against nondisabled players

?????????

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The Goal:

Reduce Unwanted Barriers,�while ensuring we still have�a game people actually want to play

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Level 2:

The Landscape

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Game Accessibility Happens Everywhere:

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micro

macro

OS Features

Social A11y

Hardware

Game Settings

Input Processing

Gameplay choices

Rules & �Game Design

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Hardware & Input - XAC

The Xbox Adaptive Controller

  • Designed to interface with the user’s existing devices

Strategy:�Meet the user where they are & allow them to use their existing AT

Enable customization for a broad range of unpredictable access needs

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micro

macro

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Hardware ++ - Controller Project

The Controller Project

  • Custom-designed 3D Printed Adapters for commodity controllers

Strategy:�Get the player to where a game expects them

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micro

macro

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Hardware, Input, Social - Co-Pilot

Xbox Co-Pilot

  • Enable a partner to handle some of the input

Strategy:�Offload work from the disabled player

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micro

macro

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Game Options - Pathfinding

'God of War Ragnarok': Designing AAA Low Vision Game Accessibility (Mila Pavlin, GDC 2023)

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micro

macro

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Game Options (+ OS?) - Speed Control

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micro

macro

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What we’ve seen so far:

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micro

macro

OS Features

Social A11y

Hardware

Game Settings

Input Processing

Gameplay choices

Rules & �Game Design

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What I want to explore:

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micro

macro

OS Features

Social A11y

Hardware

Game Settings

Input Processing

Gameplay choices

Rules & �Game Design

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Level 3:

Game Design

& Player Choices

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Accessible-by-Design Games

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Audiogames (Ex: Into the Dragon Cave)

Text-Based Games (Ex: The Forest of Doom)

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Metagames

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Is this a racing game, or a world exploration game?

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“Alternate Play Styles”

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New Super Mario Bros. U “Co-op” Mode? (Video Source - Achievement Hunter)

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Discuss:

Have you ever modified the rules of a game? What rules of a game could you change to make it more accessible?

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“Playing on Hard Mode”

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Battlefield with standard Interface (HUD)

Battlefield in Hardcore Mode (no HUD)

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Access Hacking & Appropriation

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Using Character Abilities for accessibility

The “Zelda Cane”

Community-built mods

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Level 4:

Conclusion + What’s Next?

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Improving the Games Ecosystem

  • There’s a lot more to games than just playing them!

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The Game Adoption Process

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DISCOVERY

EVALUATION

ADAPTATION

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The Game Adoption Process

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DISCOVERY

EVALUATION

ADAPTATION

GOAL: Find a game to (potentially) play

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The Game Adoption Process

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DISCOVERY

EVALUATION

ADAPTATION

GOAL: Evaluate the state of the game’s accessibility

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The Game Adoption Process

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DISCOVERY

EVALUATION

ADAPTATION

GOAL: Adapt the game to meet one’s access needs

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The Game Adoption Process

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DISCOVERY

EVALUATION

ADAPTATION

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The Game Adoption Process

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DISCOVERY

EVALUATION

ADAPTATION

Currently, this work is all being done by gamers with disabilities, but without standardized processes or dedicated tools

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How Do We Improve Game Access?

Building Access Tools

  • Share Mods, Hacks, Metagames, Strategies

Online Advocacy

  • Tell game studios that you like accessibility features!

Play Accessibly

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My Advice:

Do What’s Fun

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Games and Accessibility

a.k.a.: Playing on Hard Mode

Jesse J. Martinez | CSE 493E: The Future of Access Tech | Nov. 17, 2023

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