When I started working in this field, 14 months ago, I
thought that the main problem about the develop of this accessible games was
only an economic one. Although this problem exists, it is not exclusive to this
kind of games. In some of the cases it is easier to find support for this ones.
I was wondering whether I could find the answer to this problem. Since then, I
have been looking for the key to understand this problem.
After months of studying the accessible games that have
been developed, in my opinion, there is another problem that could
explain the lack of work in this field.
Actually, there are two types of accessible games for
blind, audiogames and adapted videogames. In most cases, audiogames (audiogames.net) are boring
and difficult to play and adapted videogames are expensive to develop.
On one hand, people who have extensive knowledge of
visual impairment have been developing this audiogames, which are games without
image and only based on sound. This makes it unattractive to no blind people. All
this games are based on action-reaction, that is, you hear a sound and do
something. This game system is not a challenge for the player. So, in my opinion,
this people haven´t got a great knowledge about game developing.
On the other hand, we have the adapted videogames for
blind that have been developed by gaming companies. The knowledge that gaming
companies have about videogames have been made them attractive to play, but
these games were not designed thinking about blind people. It makes this
adaptation an enormous and expensive work. For this reason, in many cases, the
only option is to use the action-reaction system to adapt it. Due to this, it becomes
unattractive to them, so, blind people are not going to buy these games, and that
makes the investment made does not have benefits.
But, it is possible to design games
for both, blind and no blind people? I believe that this is possible if you make things in
a different way.
Take the case of the game I´m developing, called
Metaltauro. This videogame consists in crossing a labyrinth and defeat the
monster. The main difficulty of this game is orient yourself in the labyrinth. Also
you have to fight against some enemies that you´ll find in the labyrinth´s
corridors.
I could have designed an audiogame, using sounds and
an action-reaction game play, or I could have designed a videogame for no blind
people, and after that, adapt it for blind people. In this case, using an extra
game mode that could be activated by pressing a button. But this will increase the development time and also its cost.
I propose a different way to develop the game which
is, designing it first for blind and
after that adapt it to the others.
At first, you have to take into account how a blind
person orients himself in the real life, that is, using the white cane for
walking and hearing the environment sounds to get himself located.
So, this is the start point to design the game. The
main character will have a white cane and I will use environment sounds to give
to blind players some information about the objects position and the
environment in which they are.
After that, I will adapt it for not blinded players,
to make this game attractive for both.
As the main character uses a lance to
attack and defend himself, I'll use the white cane for the blind as this weapon
moreover is necessary to know how to use it.
The use of this weapon as a white cane requires very
precise handling, so, it is necessary to use a suitable system. Currently there are some
controls on the market that
can fulfill this mission.
The Nintendo Wii Remote Plus controller is a very good
option because of the precision and its intuitive way of handling. You´ll have
to use this controller as the handle of the white cane or the lance.
These ones could be some of the keys to develop
accessible games. As a result of using this way of designing you could get an
audio visual adapted game (ava game) without using an extra mode to adapt it
and that is attractive to play. In fact, without create an
extra mode, the price of development will not be increased.
According to this, the design of attractive
games without an extra cost in which blind and no blind people can play, is not
an impossible work.
But, these kind of games will have more
sales? I´m convinced, because a new target is added.
Let´s analyze this new target to see if it
is a good one. Actually in the world, there are about 45 million blind people
and 135 million with serious problems of view. Supposing that only around 10%
of them could be potential clients and only the 10% of them will buy this game,
the sales would be increased in more than 2 million units, which is not bad at
all.
I disagree with those who say that blind people do not
buy videogames, and due to this, that it will never be a good business. Most of
us used to think that people over 50 years old would never play videogames, and
if they would, it wouldn´t play with their sons or grandsons.
And then arrived titles like “Brain Training” for
Nintendo DS, aimed particularly to this audience, and became into a world
record of sales. After that, Nintendo created the Wii console with a
revolutionary control system with an easier and more intuitive handling. And
all the family started to play videogames together. The console sold more units
than PS3 and Xbox together.
In conclusion, I think that we can develop
better accessible games if we make a good design from the beginning, taking
into account all the keys that we need to get it. Also there are new
technologies that can be used to this end, such as new controller systems.
Probably, in the not too distant future,
these game´s development won´t be a way to help and it will become into a very
profitable business.

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